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View Full Version : Your City and How Big it Can Get?


Kaznafein
11-06-2009, 12:06 PM
Is it possible to make your city as big(elaborate) as a primary city of it's own race. Just wondering if it will possible eventually to make your city that big.
Of course I've never been able to look around one of your primary cities yet in the game but apparently there elaborate and are centers of trade and such.

Also I believe this was asked before but will other players be able to visit your cities I think when I saw the answer awhile back it was still up for disscusion.

If they can visit your city will they be able to trade with you or will trade only be allowed between Human and NPCs. I think it would be cool if your city was real big and became a center for trade just wondering if it possible or not thanks.

Also like to add a suggestion if all this is possible i think it would be cool if quest can be formed within your city at random that people can come and do specific to your city. Maybe even someone important that starts a quest comes to your city and people ahve to come to your city to do the quest. Your city grows so you attract some important generic people from around the world.

Swift sword
11-06-2009, 09:18 PM
I think you've got some interesting ideas there, especially the idea of other players visiting and your city becoming a center of trade.

I do remember the devs saying the city grows as you level, but I'm betting a limit is placed on it to prevent it getting to large. I'd personally love to see the quest idea implemented, along with allowing other players to visit your city. I mean, it's a bit sad if they only visit it armed to the teeth.

Kaznafein
11-25-2009, 05:20 PM
Now that there has been a showcase on the major cities can I get an answer;) ?
At least on the part of making our cities as elaborate as the major cities, will we have the construction capabilities or at least most of them.Pretty much will we be able to build almost everything we see in the screen shot?

This brings me to another question when we construct things do we choose where they go and do we build peasant housing or does that sort of spring up as your city grows(meaning you cannot choose the location)?

wills370
11-25-2009, 07:33 PM
Is it possible to make your city as big(elaborate) as a primary city of it's own race. Just wondering if it will possible eventually to make your city that big.
Of course I've never been able to look around one of your primary cities yet in the game but apparently there elaborate and are centers of trade and such.

Also I believe this was asked before but will other players be able to visit your cities I think when I saw the answer awhile back it was still up for disscusion.

If they can visit your city will they be able to trade with you or will trade only be allowed between Human and NPCs. I think it would be cool if your city was real big and became a center for trade just wondering if it possible or not thanks.

Also like to add a suggestion if all this is possible i think it would be cool if quest can be formed within your city at random that people can come and do specific to your city. Maybe even someone important that starts a quest comes to your city and people ahve to come to your city to do the quest. Your city grows so you attract some important generic people from around the world.

As far as the centers of trade go. your city can become popular place of trade with allies etc. As i beleive they can if i remember correctly coem to your city to trade etc. (the caravans etc). So yes in that respect they can become centers of trade.

your city can become larger then some of the cities in the showcase but not all. (i think aswell). But will never become centers on the map etc. Although you will get groups of players trying to take you out etc as theree are wars etc.

And with the quest idea i think it is good aslong as they are not able to attack your castle if they come on a quest but then see your army is out. its not so great. unless there quest is to plunder you that is? and how would you react if that quest wasn available to you but you saw a big goblin den just outside your walls.what if you delt with it etc, might be better if you could put up quests for over players do to? like protect my caravan or get rid of the invaders etc. To which you have to pay them a bounty if they complete.

And yes you will have migration into your city at each stage. (one of the old showcases show this i beleive the human one).

Swift sword
11-25-2009, 09:23 PM
@ Will;
The quest idea actually can work- it simply needs a slight work around. Let's break this down-as we know, each player's city is it's own instance. The player's army remains there unless the player chooses to move somewehre with it.
So, say they are on some epic quest (taking down a capital maybe) with a few friends when an orcish player gets a quest to take down his city. My suggestion would be to create an exact replica of the defending player's army and station it in the city if a foe gets a quest to take down the city and let a hard AI defend until the player completes his mission. When he does, he can feel free to take over things with the current forces in the city or let the AI fight it out with the other player.

Alternatively, a message could notify the player if such a quest came out, but I think it's far more interesting this way. If the player just received a message, their plans would be interrupted and he would be forced to pay tribute if he wanted to continue, or just forfeit entirely. While this happens under normal circumstances, nobody would be prepared for this sort of quest, and thus not many sieges upon cities would actually take place. The overall point of the game is the interaction between players and cities- however, far to many tributes will likely be payed a day as it is. This sort of quests should have its own features and circumstances that can allow it to change the normal way things are done. The normal options- (paying tribute, fighting) can still be availiable- this will just lower the amount of treaties payed.

wills370
11-26-2009, 04:06 AM
@ Will;
The quest idea actually can work- it simply needs a slight work around. Let's break this down-as we know, each player's city is it's own instance. The player's army remains there unless the player chooses to move somewehre with it.
So, say they are on some epic quest (taking down a capital maybe) with a few friends when an orcish player gets a quest to take down his city. My suggestion would be to create an exact replica of the defending player's army and station it in the city if a foe gets a quest to take down the city and let a hard AI defend until the player completes his mission. When he does, he can feel free to take over things with the current forces in the city or let the AI fight it out with the other player.

Alternatively, a message could notify the player if such a quest came out, but I think it's far more interesting this way. If the player just received a message, their plans would be interrupted and he would be forced to pay tribute if he wanted to continue, or just forfeit entirely. While this happens under normal circumstances, nobody would be prepared for this sort of quest, and thus not many sieges upon cities would actually take place. The overall point of the game is the interaction between players and cities- however, far to many tributes will likely be payed a day as it is. This sort of quests should have its own features and circumstances that can allow it to change the normal way things are done. The normal options- (paying tribute, fighting) can still be availiable- this will just lower the amount of treaties payed.

I see where your getting at but i see with the idea that you get a free exact replica of your army for the comp to defend your castle with as flawed. Who wouldent want a free army? even if you did abandon the quest and return to your home city you have effectivly used 2 armies at the price of one. The enemy probably wouldent have enough troops to carry out the attack once your main army hits home and what happened to the phantom army that they were fighting would they disapear when you come close to the castle or will you have a set up time?

as for the message system i beleive that is how it will actually be carried out in game. If a players army is away from home then you get a choice to either return and fight, pay tribute or let the AI defend on your behalf. With whatever troops it can muster at the time. :)

Swift sword
11-26-2009, 09:18 AM
Actually, I was planning for the phantom army to remain when the player returns and maybe the player can get his resources back from the other one...I don't know. That's the biggest issue with the first idea, and it really doesn't have many workable solutions.

zach12wqasxz
11-26-2009, 09:56 AM
the only solution is for the player to leave some reserve troops behind in the city and let AI defend until he could get back to his city with reinforcements.

wills370
11-26-2009, 10:14 AM
Actually, I was planning for the phantom army to remain when the player returns and maybe the player can get his resources back from the other one...I don't know. That's the biggest issue with the first idea, and it really doesn't have many workable solutions.

its a nice idea but i think it would lead to to many balance issues if you are always attacking a castle with two armies. Better idea is to leave a reserve as said below. And dont put all your eggs in one basket. Worse comes to worse you ahve to get an ally (or hope to be an ally) to come help you out .: )

Josh Warner
11-26-2009, 10:23 AM
You can have more than one army on the map/in your city etc. I think with the army cap and population cap you can have more troops than you can have in one army. I haven't tested this though, that's a huge amount.

wills370
11-26-2009, 11:12 AM
You can have more than one army on the map/in your city etc. I think with the army cap and population cap you can have more troops than you can have in one army. I haven't tested this though, that's a huge amount.

Wow that would be amazing if that is the cas.e You can have one home army and one out army etc. Would make sence in gameplay to help balance it. Would you be able to make thoose armyies converge on one place. or do they have to be kept seperate?

Swift sword
11-26-2009, 11:29 AM
Home armies? Sounds awesome! Also fixes my idea I think...:)

Anyways, I bet the armies could both be at the home city just not for long...that's probably what makes assaulting a city so difficult.

Josh Warner
11-26-2009, 12:04 PM
Wow that would be amazing if that is the cas.e You can have one home army and one out army etc. Would make sence in gameplay to help balance it. Would you be able to make thoose armyies converge on one place. or do they have to be kept seperate?

Armies can merge freely.

As far as multiple armies in a city, it's not really finalized since it's a balance issue not a mechanics issue. We'll see how that ends up working come beta. Again though - armies are going to have a max number of battalions in them. A 'full' army won't be enough to reach the pop cap. So you could easily have one army off doing something in one corner of the world maybe they're exploring the caves in the dwarf region, another army with your hero doing a quest attacking an Orc NPC city and a third army defending your city. Etc.

Kaznafein
11-26-2009, 04:46 PM
This brings me to another question when we construct things do we choose where they go and do we build peasant housing or does that sort of spring up as your city grows(meaning you cannot choose the location)?

How about this one anyone know. Just has to do with the layout of the city can you place everything were you want or do the peasants place there own houses? From a showcase along time ago I remember a refuge quest, in that case would the refugees build there own housing in your city? Do you build it for them? Do they need any?

Swift sword
11-26-2009, 05:01 PM
I can actually answer that Kaz- I think the humans and orcs, or elves and orcs...or anyways, 2 of the races build their building on building plots. I think this only refers to temporary/permanent camps. Other than that I'd imagine our online city has free build.

Espadachim
11-26-2009, 05:19 PM
Men build in specific building plots, Orcs can build anywhere. And I believe that Elves build on trees, or something weird like this. ;)

Konstantin Fomenko
11-26-2009, 08:34 PM
Men build in specific building plots, Orcs can build anywhere. And I believe that Elves build on trees

That`s how it works for all the important buildings. But Elven and Human housing is different - player doesn`t need to place all of 100+ houses manually. Just click the build house button as many times as you like and they`ll auto-place.

Swift sword
11-26-2009, 08:47 PM
I assume the AI will just place them smartly then? After all, wouldn't want some peasant to build a house right in front of your gate...;)

Darathor
11-27-2009, 05:18 PM
Armies can merge freely.

As far as multiple armies in a city, it's not really finalized since it's a balance issue not a mechanics issue. We'll see how that ends up working come beta. Again though - armies are going to have a max number of battalions in them. A 'full' army won't be enough to reach the pop cap. So you could easily have one army off doing something in one corner of the world maybe they're exploring the caves in the dwarf region, another army with your hero doing a quest attacking an Orc NPC city and a third army defending your city. Etc.

Will you only have one hero, and your armies that move across the map don't have to have a hero leading them, right? If you only have one hero, will you have the same as everyone elses hero who are the race as you, or is there a choice?

As for the quest to attack player cities, it reminds me of bounty quests and the like. Where someone would send out a reward for killing a person, there could be an allotted amount of days that they would have to complete the task, and then they would receive a reward, like resources and/or possibly some units.

But one point for quests just being sent out for people to attack you (what was discussed on the first page) would be to have an option to participate in quests like "I accept being able to be attacked by fellow players for a quest." that they can turn off at will, but not during a battle for the quest. Another thing I would like to add is that an AI general should control your army while your offline and are attacked for this quest. It should also not affect your city so you don't log back on and find your city half dead or some other such catastrophe.

Josh Warner
11-27-2009, 05:29 PM
Will you only have one hero, and your armies that move across the map don't have to have a hero leading them, right? If you only have one hero, will you have the same as everyone elses hero who are the race as you, or is there a choice?

As far as having armies work without a hero present yes they can move and fight without a hero present. The other stuff I'm not sure what's publicly available, so I can't really say, nda and all.

As for the quests- if it's a pvp quest that sends you to an area then it will pick a target within the area for you. You're not assigned specific players to attack and you will never be able to be attacked while you are offline with the game as is, and I don't believe any plans for something like that exist.

I assume the AI will just place them smartly then? After all, wouldn't want some peasant to build a house right in front of your gate...;)

All buildings placed automatically are placed in specific spots that won't conflict with any others. For example - a lot of the houses will be right next to walls, and their facing will reflect that. And if there is any overlap, it will look natural not like two objects simply clipped into each other.

Darathor
11-27-2009, 06:36 PM
As for the quests- if it's a pvp quest that sends you to an area then it will pick a target within the area for you. You're not assigned specific players to attack and you will never be able to be attacked while you are offline with the game as is, and I don't believe any plans for something like that exist.

That sounds cool, and I was just adding that to the idea that you get a quest to attack a certain player, it wouldn't do any harm to the player's city, but it would let someone attack them while offline for the quest, which could get annoying if they're offline and all.

raving
11-28-2009, 08:20 AM
All buildings placed automatically are placed in specific spots that won't conflict with any others. For example - a lot of the houses will be right next to walls, and their facing will reflect that. And if there is any overlap, it will look natural not like two objects simply clipped into each other.
sounds awsome :D

Kaznafein
11-28-2009, 02:46 PM
Good stuff all I wanted to know thanks.

Jack
12-08-2009, 03:08 PM
really good stuff:D
but can you have more than 1 city or servel villages or something:confused:

Darathor
12-08-2009, 04:46 PM
While I don't think you can have more than one city, your armies can create temporary camps of varying sizes to accommodate your troops. You can have a few campfires that regenerate health, to a large camp with watchtowers and walls. I believe that if you leave your camp for a while, and then come back, there might be a few bandits or creatures living there.

wills370
12-08-2009, 04:54 PM
While I don't think you can have more than one city, your armies can create temporary camps of varying sizes to accommodate your troops. You can have a few campfires that regenerate health, to a large camp with watchtowers and walls. I believe that if you leave your camp for a while, and then come back, there might be a few bandits or creatures living there.

that would be a nice feature. especially with the seasons after you return to your camp after the witer to carry on your campaign it has been taken over by roaming bandits or even better an enemy caravan? :P also might make for an intresting ambush if you can use enemy structures agaisnt them. (Do the building within the camp also able to be converted?)

zach12wqasxz
12-08-2009, 08:04 PM
that would be a nice feature. especially with the seasons after you return to your camp after the witer to carry on your campaign it has been taken over by roaming bandits or even better an enemy caravan? :P also might make for an intresting ambush if you can use enemy structures agaisnt them. (Do the building within the camp also able to be converted?)

that would be awesome, to actually hide in the enemies own watchtowers and ambush them when the entered there camp, definatly a tactic i will use if possible

Jack
12-09-2009, 12:43 AM
cool
build a camp and than stolen by an other player or NPC's:cool:

sordurar
12-03-2010, 07:00 AM
camp stealing lulz

LiTos456
12-04-2010, 09:51 AM
camp stealing lulz

Please avoid posting such short and nonconstructive posts in the future, as they can be considered spam. Thanks.

Daft
12-04-2010, 01:46 PM
When you take another player's city, can you occupy it with your own forces? And if you can, do you gain the benefits of that particular race's structural bonuses?

Alex Walz
12-04-2010, 01:57 PM
When you take another player's city, can you occupy it with your own forces? And if you can, do you gain the benefits of that particular race's structural bonuses?
In Kingdom Wars, yes. In Online Kingdom, no.

I know this is an old thread, but we'll reveal some of the new homecity designs shortly. :)