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Staredit Network -> UMS Production -> The Five Powers: Apocalypse
Report, edit, etc...Posted by MidnightGladius on 2005-06-23 at 08:05:51
Hello everyone; this is my second major project (the first being 'Kings and Knights: Midnight', which failed miserably due to lack of dedication and time on my part), and I'm basically using some of the concepts stated in that thread. However, as I now have much more mapmaking experience, I should be able to implement them somewhat effectively.

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The Five Powers: Apocalypse

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Storyline:

For eternity, the energy simply known as 'The Source' has driven time, and in turn, our world. Of the immense population, a few men and women, known as the Talented, could tap The Source itself, manifesting in seemingly supernatural occurrences. The Source was divided into the Five Powers, Fire, Water, Earth, Air, and Spirit. Different tasks required different combinations of the Five, and different individuals had different strengths in each. Some distant time ago, it was pure, usable in everyday life, allowing for a richly complex civilization.

Ages ago, that all changed.

Roughly a thousand years ago, one of the Talented named Daeiedrus discovered a "Sixth Power", that of Chaos. Through extensive research, he found it to be far stronger than the other Five combined. However, it was uncontrollable, resulting in disaster whenever attempted to be directed. Research and use of Chaos was banned, and Daeiedrus was imprisoned in the capitol of the realm.

Unlike any of the other Powers, Chaos was heavily and irreversibly addicting. Daeiedrus escaped, gathering hundreds of the Talented, who named themselves The Followers, to follow his cause, which, though originally intended only to discover a safe way to use Chaos, led inevitably to exploiting the simple ecstasy found by using Chaos. Eventually, as they became more and more hopelessly addicted, they began using larger and larger amounts of Chaos, resulting in a series of years known as 'The Shattering".

During 'The Shattering', each of the Followers became violently and terminally insane, using massive amounts of Chaos to destroy the known world. Nearly all of the population was killed in the process, which ended only when the last of the Followers, Daeiedrus himself, died from the madness.

In the course of the next hundred years, a horrifying discovery was made. The Talented, even those who did not channel Chaos, all began slowly succumbing to the same madness that claimed the Followers. Over the next few years, all of the Talented were executed in a process called 'The Great Purge'. During this time, any child that could use The Source was killed as soon as possible, and the world believed itself safe.

For close on nine hundred years, civilization slowly restored itself, though not to its former splendor. Eventually, two kingdoms emerged on the continent, the Shaarag to the North, and the Ikaui to the South. They constantly fought for dominance, killing off the other nations in the process.

By now, with no records, all had forgotten the horrors of The Shattering and The Great Purge, and the ability to channel The Source was becoming evident again. These channelers, known as 'Weavers', were constantly used in battle on both sides. Slowly picked off by assassins, all of the Weavers were eventually killed, leaving only two apprentices.

Doomed to death, doomed to insanity, doomed to the second breaking of the world. That is their fate. That is their destiny. That is their future.

But this day, they fight.

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Specifications:

Human Players: 4
Computer Players: 3
Tileset: Jungle
Size: 256x256
Music: Yes
Genre: RPG/RTS

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Gameplay (Kings):

Your role is to capture the opponent's Capitol without losing your own. Killing the enemy Weaver is not necessary for victory.

Each King controls one Capitol, a few Cities, several Towns, and many Villages (as well as Abandoned Ruins scattered around the map), each of them generating income and soldiers.

Minerals represent Gold, while Vespene Gas represents Morale. More details on that later.

There are several Strategic Resources available, divided into two classes, Basic (think Wood, Ore, Metal, and other such basic commodities) and Advanced (such as Crystal, Gems, and other rare materials). Due to the nature of expansionistic civilization, all of these resources are located near your Cities and your Capitol. They control what soldiers are trained and what structures can be built.

Kings have the ability to build structures around the map which require both Gold (Minerals) and Strategic Resources. For example, a Watchtower (defense) costs a moderate amount of Gold, a small amount of Wood, and a large amount of Ore. A Merchant's Guild (increases income) requires a large amount of Gold, a small amount of Wood, and a negligible amount of Ore. Structures are built by a unique unit and build according to how much Morale you have (happier workers work faster).

What units you train depends on a lot of things, such as the SR (Strategic Resources) you control, the Morale you have, and, obviously, the number and type of bases you control. As time goes on, more and more powerful units will be at your disposal, though they spawn slower and require more SR. You can construct Academies (not necessarily the Terran building) to 'update' obsolete units for Gold and time.

Upgrade chains are very flexible, for example:

Warriors (most basic unit) can be upgraded into Archers (requires Wood), Slingers (cost Ore), or Pikemen (requires Metal). Then, in turn, Archers can be upgraded into Composite Bowmen (requires Wood) or Crossbowmen (requires Wood and Metal). Slingers have no further upgrade, and Pikemen can be upgraded into Halberdiers (requires Wood and Metal) or Swordsmen (requires Metal). Since more powerful units take more time to train (spawn) or upgrade, it is entirely feasible to rush with Warriors and overwhelm someone planning on Crossbowmen and Swordsmen. Since you have very little preplaced static defense, you have to be careful in the early game.

Kings have 'budgets', which control how your lands proceed. The three branches are Military, Science, and Luxury. Higher Military allows for faster unit training, Science for faster tech (more advanced units and structures), and Luxury raises your Morale.

Morale raises and lowers depending on many factors, such as Luxury spending, military victories/losses, city captures, and so on and so forth. For example, if you lose several large battles (thus lowering Morale to a very dangerous level), you can still raise Luxury to 100% (speedy increase in Morale) and make it through.

Advanced SR (Crystals, Gems, Mercury, Sulfur) are used to build Divine Structures, which have a wide array of effects, including Summoning Elementals (Altars), raising Morale (Temples), doing damage (Spires), and many many more things.

Elementals are extremely powerful units that are immune to physical damage (damage that your normal units and defense buildings do). In order to kill/damage them, you need other Elementals, a Weaver's spells, or a Spire. You summon them from Altars using large amounts of Advanced SR. It also takes a very long time (think 10 game minutes). Yes, they are powerful, but they are completely counterable.

Report, edit, etc...Posted by Snipe on 2005-06-23 at 08:16:22
Yea, i like your outline so far. IT sounds interesting. I'm glad its an Rpg i love Rpg's. Anyways, I can't wait for some screenshots man. This sounds like an Exciting man and i hope you finish that. If you need any help. I would love to help. Go for originality and Goodluck.
Report, edit, etc...Posted by MidnightGladius on 2005-06-25 at 06:02:08
Information added to first post; Weaver gameplay coming soon.
Report, edit, etc...Posted by Screwed on 2005-06-25 at 06:19:56
Hey Mignight smile.gif
This sounds quite awesome. The morale system sounds a cool idea, but I'm just wandering, what happens when morale drops to a dangerous level? (Still not quit understand).

I used to be fond of maps like Diplomacy, but left that genre because it got repetitive but for long still lusted to play a complicated realistic war-waging tactical warfare map. Maybe this will make my wish come true. wink.gif

Good luck on it!

If you've played Rome Total War, some ideas will be useful, considering that game has a great morale system, has structures in cities such as colloseum to increase the 'happiness' or your so-called morale, sewers to increase public health (a health/ plague) system would be cool. [well, I'm considering to use it in my map anyways, but doesn't hurt to share it out smile.gif].

I'm surely looking forward to this.
Report, edit, etc...Posted by MidnightGladius on 2005-06-25 at 23:01:35
When morale drops to a very low level, structures don't build, you don't spawn units; pretty much everything comes to a total standstill until it raises again (that's why I put in the Luxury thing; low morale is crippling, but it's not game-losing, besides if you did something to get THAT low, you pretty much deserve to lose).

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Weaver gameplay:

For Weavers, Gas represents Stamina (Minerals will be explained later).

If you've read the storyline, you know that channeling (casting spells) uses different strands of the Source. Instead of a traditional 'mana' type system, I exchanged that for my current system.

Different spells use different combinations of The Source (for example, Lightning uses Fire, Water, and Air). You don't 'level up' in the traditional sense of the word, you instead gain more experience as you channel more. Furthermore, you only gain experience in the strands that you use. For example, if you channel several Lightning Bolts, your Fire/Water/Air may improve (randomized switches), but your Earth/Spirit will not. Therefore, you have to use all of your different spells in order to gain access to higher level spells.

You start with one point in each strand, and you have access to one spell, Mystic Arrow, which just so happens to require one point in every strand. As you use this, you will randomly gain experience in all strands. You gain access to a spell when you have the required perequistic strength.

Stamina (Gas) determines how what you can do. Moving slowly lowers your Stamina, channeling greatly lowers it, and standing still lets it slowly recover. Different spells take different amounts of Stamina, and you can't cast a spell if you don't have enough Stamina.

The act of casting a spell itself annoyed me for quite a while until I came up with this: Passive spells use Siege Tanks. When they're mobile, the spell is deactivated. When it's in Siege mode, the spell is activated. Targeted spells are somewhat more bothersome. On your control panel, each spell is represented by an air unit on top of a slot (I need all the ground units I can get). You control 5 critters. Move them onto a slot and hold position to 'memorize' the spell. You also control a Starport. Building the units cast the spell you memorized in that slot.

There are two types of spells, Targeted spells (Lightning Bolt, Earthquake, Healing, and others) and Passive spells (Shield, Folded Light, etc.). When you cast a Targeted spell, you get a Blind Observer and Minerals. The Minerals will decrease steadily, and when they hit '0', the spell activates. When you cast a Passive spell, it just activates (passive spells usually just affect yourself). Passive spells remain in effect until you either deactivate them, or your Stamina runs out.

This is a list of all spells. It's divided into Basic, Intermediate, and Advanced.

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