| Forum : Strategy & Tactics
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| Author | Topic : Technology Tree |
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logickal Joined 26/12/2002 Posts : 65
| Posted : Friday, 3 January 2003 - 16:30 I spent some time over the last few days putting together a tech tree and thought I'd share it with you all. The information in the table is the same as what is found on the WOL site (excepting my typos) but it's just in a format that can be viewed a bit easier.
It can be found at logickal.net/wol.
If you notice a typo or something that doesn't seem quite right, leave me a message here.
There are a couple things I'm currently not sure are right. Some technologies are listed as "upgrade only" and I think it may be inaccurate. I've left them listed as an upgrade in the table, however. I'll change it if I do indeed find out it is wrong. |
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chinalake Joined 14/09/2002 Posts : 271
| Posted : Friday, 3 January 2003 - 16:59 I've never seen "shields".
........Shields Blacksmith Small shields protect troops from ranged attacks saving 20% damage.
There is a form of castle protection that means any troops within the castle take 20% less damage from ranged attacks (if I recall correctly), is that what this is?
I don't have any games that are more than 15 turns or so old right now, so I may have just forgotten about this.
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chinalake Joined 14/09/2002 Posts : 271
| Posted : Friday, 3 January 2003 - 17:01 Hmmm, no, you seem to have the castle defense one that I was thinking of in there already. |
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logickal Joined 26/12/2002 Posts : 65
| Posted : Friday, 3 January 2003 - 17:06 I thought I saw it in my first beginner game, but, as I just started playing, I may very well be wrong.
It is in the online manual under Techs/Medieval in the Military section, though, so I'm reluctant to remove it. Anyone else know if this is wrong? |
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CTDXXX Joined 19/11/2001 Posts : 5519
| Posted : Friday, 3 January 2003 - 17:40 Shields were part of the game using this map setup, but before 'skill' was introduced. It's now obsolete, as the 'Armour' techs replace it. |
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CTDXXX Joined 19/11/2001 Posts : 5519
| Posted : Friday, 3 January 2003 - 17:42 I've just had a look at the new layout. The 'tree' format you've used is essential - any way to emphasise it further? |
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logickal Joined 26/12/2002 Posts : 65
| Posted : Friday, 3 January 2003 - 19:15 I've been trying to figure out a better way to do it, but I haven't come up with anything yet. The problem I keep running into is that it's not a 2d tree as most tech trees are, but rather 3d in some aspects.
I guess the only thing I can do is to use graphics to emphasize the, umm... treeiness of it, heh.
I'm open for suggestions, though!  |
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chinalake Joined 14/09/2002 Posts : 271
| Posted : Friday, 3 January 2003 - 19:16 logickal, I actually thought that the 1st iteration did a nice job of illustrating the "tree" structure. Maybe you could post that again just as a reference point, to get some ideas going as to how it would be best illustrated.
Nice work BTW. |
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Ultima Bahamut Joined 1/12/2001 Posts : 1274
| Posted : Friday, 3 January 2003 - 19:52 Howabout you take it and make it an actual tree E.G.]]
A / \ B C /|\ d e f
etc as you cantget techs without doing something this will defenitly work. |
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logickal Joined 26/12/2002 Posts : 65
| Posted : Saturday, 4 January 2003 - 02:31 The older version can be found at logickal.net/wol/index2.html.
I liked the tree structure of this more as well, but it wasn't practical to put all the information (costs, etc) on this type of view, which is why I did the table. I tried to keep the tree style as much as possible, thus the little graphics.
Ultima, that would be a great tree, but for the fact that there isn't one starting point in the technologies. It may work, though, if we use a castle as the starting point and work our way down from there, but the end points of the tree would be rather large. I don't know if this would work better or worse than the current one. Opinions? |
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CTDXXX Joined 19/11/2001 Posts : 5519
| Posted : Saturday, 4 January 2003 - 07:21 Sounds good. And you always have your back-ups.... Ideally we'd have something that looks like the tech trees of the Civ games, But I think that's pushing it more than a little  |
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chinalake Joined 14/09/2002 Posts : 271
| Posted : Saturday, 4 January 2003 - 09:27 Could you show an example CTD? Unless it's only myself who's not familiar with that. |
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CTDXXX Joined 19/11/2001 Posts : 5519
| Posted : Saturday, 4 January 2003 - 09:42 I'd probably be in breach of copyright if I did...(i.e. scanning in the civ tech tree out of the manual). Plus I have nowhere to put it. I'm just hoping logickal will know. If not, I guess it's a duff example 
Edit:
Ok. Imagine this.
Draw a box on a piece of paper. Write "Alphabet" in the box. Now, draw another box below that. This time, write "Masonry" in the box. Two techs made. Now, to the right of both of those, draw a third box, and write "Mathematics" in it. As it needs the other two advances first, draw an arrow from each box to the box with "Mathematics" in it.
That's the structure.
In the "Masonry" you could also write in smaller print "Palace" as it lets you make that building.
And in the "Mathematics" box, you can write "Catapult" in small italic print to indicate it's a new unit you can make.
That should give the idea  Fairly unambiguous, I'd say  Last Edited : Saturday, 4 January 2003 - 15:58 | tarim Joined 18/10/2002 Posts : 2372
| Posted : Saturday, 4 January 2003 - 15:02 The Medievil;total war tech tree might also provide some ideas. | | logickal Joined 26/12/2002 Posts : 65
| Posted : Monday, 6 January 2003 - 11:21 Updated! logickal.net/wol
- Removed Shields as it's no longer in the game. - Modified the arrow graphics in an attempt to clarify the tree structure some.
Be sure to force the page to refresh, otherwise you likely won't see the new stuff.
Toying with a Civ style tech tree, currently. We'll see how that goes. 
I'll take a look at some other trees and get some more ideas. | | iOwn4NL Joined 13/09/2002 Posts : 112
| Posted : Monday, 6 January 2003 - 12:32 Nice work logickal but I don`t think that description is needed because you can also find it in the online manual | | chinalake Joined 14/09/2002 Posts : 271
| Posted : Monday, 6 January 2003 - 12:39 Looking even better! Might want to think about moving commanders, spearmen, etc. up under Barracks. I just think it would clean things up a little. Might even want to think about barracks as the root for the higher level troops also. After all, it really is, the military academy can't produce squires or archers, only a barracks can. In conjunction with other things of course. | | tarim Joined 18/10/2002 Posts : 2372
| Posted : Monday, 6 January 2003 - 12:53 I agree,Barracks and Blacksmiths(as well as the castle techs)are the roots of the tree. | | logickal Joined 26/12/2002 Posts : 65
| Posted : Monday, 6 January 2003 - 13:21 Thanks, chinalake, great suggestion.
Done and updated.
- Moved military types under the Barracks - Fixed a couple errors in upgrades vs. technologies. Most of them were resource related. (oops)
Looking at reorganizing the tree. There are better choices for roots than the ones that I've used, I believe. | | CTDXXX Joined 19/11/2001 Posts : 5519
| Posted : Monday, 6 January 2003 - 13:28 Bigger arrows, bigger spaces...getting better 
As for the descriptions - keep them. They fit where they are! :-) | |
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