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  #31  
06-18-2006, 03:08 PM
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I'm soory to butt in, but another thing bugs me. I don't think that they very idea of a whole lot preassembled factories is ammusing to me. I was always thinking that there would be factories that needed to be made by slave units, or somewhat. And you would get to choose how the building was made, what kind of building it would be, and what containments there are.

But I was thinking what Jordan_Boi was thinking. Each speices there, they should have a GameSpeak. Like Sligs should have the ability to unlock Slig Locks, command Worker units to do their chores, and tell certain Slog units to their dirty work. Glukkons should be able to control the random Sligs and Gluk Locks.

I will join in, if I could have any talent to share or have time to use that talent.
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  #32  
06-18-2006, 08:24 PM
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Heres my version of the big long unit list before

Native’s buildings.

Tribal council- Mudokon workers are made.
War council- Mudokon warriors, tomahawkers.
Vault- Mudarchers.
Hut- Mudokon houses.
Windmill- Food and wood supply.
Meetle hatchery- Meetles.
Elum stables- Elum riders.
Hatchery- Mudokons are hatched.
Fort- Garrisons large amounts of Mudokons.
Watch tower- Guards villages.
Temple- Shamans.
Storm circle- Regenerates forests.
Fuzzlery- Fuzzle packs.
Meep farm- Food.
Alfs rehab and tea- Heals native units.

Native units.

Chief- Handles war strategies and building plans.
Worker- Builds Mudokon structures.
Warriors- cheap fighters.
Tomahawker- Strong warriors.
Mudarchers- Long-range units.
Mudokon- Gathers food, captures some wildlife.
Meetle- Air transport, siege and battle.
Elum rider- Cavalry.
Shamans- Possesses enemy units.
Fuzzles- Attacks in large packs.


Native upgrades.

Mudumo- Upgrade for tomahawker.
Mudanchee- Upgrade for mudarcher.
Heavy elum rider- Upgrade for elum rider.
Armored Meetle- Upgrade for meetles.
Big faces- Upgrade for shaman.
Mudokon backpacker- Upgrade for mudokon.
Rabid fuzzles- Upgrade for fuzzles.
Guard tower- Upgrade for watchtower.

Native resources.

Fish.
Spooce.
Wood.
Berries.
Elum milk.
Opples. (oddworld version of apples)
Water.
Meep meat.

Native extras.

Grubb village- Found around oddworld they give you access to grubb warriors, builders and fishermen.

Aqua toads- amphibious unit, swims very well and can jump on to enemies and hack them with there small tomahawks.



Industrials.

Industrials buildings.
All industrial buildings are run buy several glukkons.

Breeding facility- Mudokon scrubs.
Rupture farms- Creates and stores food.
Freeco depot- Connects to train line which gains moolah and units.
Barracks- Sligs.
Necrum mines- Mines bones.
Magog motors- Allows flying sligs, slig tanks and snoozers.
Spinterz- Stores wood.
Bonewerkz- Makes explosives.
Vykers labs- Upgrades, interns and Vykers.
Mug farm- breeds mugs.
Slog pens- slogs.
Guard tower- Guards bases.
Security centre- Creates security orbs.
Soulstorm brewery- Gets extra scrubs.
Flub fuels- Supplies moolah from selling fuel.
Expresso- Speeds units up.
Bounce- Makes some units jump more.

Industrial units.

Head glukkons- Makes the big decisions and handles moolah.
Minor glukkons- Needed for buildings and sorting moolah. Scubs- Mudokon slaves used for building and working.
Sligs- used for security and soldiers (can be either slacker, bouncer or popper)
BigBro- expensive strong sligs.
Flying sligs- Fly’s in the air and throws grenades.
Interns- Shooters and shockrockers.
Vyker- shooter or sawbones.
Snoozers- Strong robotic security, siege units.
Slogs- Cheap units, which do a lot of damage.
Vyker pods- Scouts, captures some wildlife.
Slig tank- Strong hard hitting siege units.
Vyker scientists- Medics.
Vyker blimp- Air transport.

Industrial upgrades.

Glokstar- Upgrade for glukkons.
Flying slig gunner- Upgrades flying sligs so they have a machine gun.
Intern sniper- Upgrade for Intern shooter.
Snoozer rockets- Gives snoozers rocket pods.
Tank motor upgrades- Speeds up slig tanks.
Vyker mine spreader- Enables Vyker pods to spread mines.

Industrial recourses.

Scrab cakes.
Mudokon pies.
Wood.
Moolah.
Bone.
Iron ore.

Industrial extras.

Outlaws- Hired for extra units for killing Mudokons and security.

Wolvarks- hired cheap for guarding certain areas such as a forest which you’re scrubs are cutting down or a construction site.


Wildlife (uncontrollable).

Scrabs- used as food for industrials.
Paramites- used as food for industrials.
Ratz- used as spies for natives.
Sleg.
Wild elum- captured for elum riders by natives.
Wild fuzzles- captured by natives for fuzzle packs.

Landscapes.

Graveyard.
Rivers.
Waterfalls.
Spooce forests.
Forests.
Cliffs.
Lakes.
Plateaus.
Deserts.
Rocky outcrops.
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Last edited by Mudoko_Jedi; 06-21-2006 at 11:11 PM..
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  #33  
06-19-2006, 05:25 PM
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Here's somethings that I think should be in the game itself.

Industerial Machinery:

Boom Machine- Can be used in by either side. Mainly used around the meat plants and Slig Barracks, but can be placed in any factory by auotherized use. Mainly used to refill Flying Sligs grenade pouches and to elimanate blockades or security.

SoulStorm Vendos- Charges Worker Mudokon Units with the ability to become drunk and not to follow directions by fellow Mudokons. Native Units can become Worker Units if drunk enough.

SoBe Vendos- Gives health to any Unit.

Bounce Vendos- Can cause any Mudokon Unit to jump higher. Can give Crawling Sligs the ability to do jumps as well.

Speed Vendos - Cause Walking and Crawling Sligs, Mudokon Units, Intern Units, Vykker Units, and Outlaw Units the ability to run at all times.

Mine Carts - Used to destory emenies and clear areas like Necrum Mines. Used by Crawling and Walking Sligs, Mudokon Units, Vykker Units, and Outlaw Units.

I will post more soon. Right now, I need to sleep.
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  #34  
06-19-2006, 05:37 PM
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Nice list! Both of you! Can't wait til' mushroom makes it
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  #35  
06-19-2006, 11:26 PM
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Why the hell would there be crawling sligs.
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  #36  
06-19-2006, 11:41 PM
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Because crawling Sligs need to get to a pants or wings vendo to get upgraded. So that means they are the first stage of Sligs
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  #37  
06-20-2006, 05:59 AM
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[QUOTE=Slaveless]Here's somethings that I think should be in the game itself.=QUOTE]

Sorry to be a completely annoying and spoil it all....

SoBe Vendos- Gives health to any Unit.

This is health-up vendo in MO. Sligs, interns, vykkers can use it too.

Speed Vendos - Cause Walking and Crawling Sligs, Mudokon Units, Intern Units, Vykker Units, and Outlaw Units the ability to run at all times.

Expresso Vendo perhaps....
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  #38  
06-20-2006, 11:30 AM
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Oh, there should be a vendo for that! Also, there are some things that Flying Sligs can't do, that Walking Sligs could do.

:
This is health-up vendo in MO. Sligs, interns, vykkers can use it too.
Didn't I say that? When I referred to all Units, I mean all Units.

Industerial Machinery :

Pants Vendos- Can only be used by Slig Units. Can give Crawling Sligs upgrades to either Walking Slig or Flying Slig.

Eletric Fences- Can be deactivated and activated by any switch, Lock of any sort, or just by placement. Used to guard an area, by destoring the object itself.

Slig Lock - Used to guard an area that's speclized to prevent Mudokon Units from accessing. Can only be deactivated by a Slig and it's voice. Usually programmed through a Slig Officer.

Gluk Lock - A Lock that protecting the excutive areas of factories. Can only be activated by the Glukkon excutives of the factory.

Teleportors- Used to transport self into a different section of the environment. Can be activated by Gluk voice or a switch. Always bought with in more than two's.

Meat Saw - Used to cut up the meat in meat plants. Can also be used to prevent Mudokon Units from escaping. Can be activated by a switch. These sometimes cannot be turned off, but slowed down.

Anti Chant Orbs - Prevents Mudokons from chanting, by temporaryily paralizing them. Often float in the air. Vary sometimes in their appearance.

Watch Orbs - Secures factories with their moniters and often have movement detecters attached with them. Turns on alarms when an unidentified unit accesses the facility. Often sends Flying Mines towards victim. Floats above ground.

Flying Mines - Bombs that have explosives in them. Used to destory the inturders, but cannot respawn self after explosion.

Halt Signs - Objects that prevents Random Units from entering the unwanted area. Used to protect construction sites, pits, mines, etc.

Mines - Used to prevent any Units from entering an unwanted area. Sometimes just used for security.

Slog Pens - Units to make 15 extra Slog Units. Can be activated even from a distance.

Steriod Vendos - After long use, can make normal Walking Sligs turn into Big Bro Sligs.

Muscle Amplafier - Can only be used on long existing and Big Bro Sligs. These make a large shock that increases the bulkness of a Big Bro Slig to enter the Commando Slig stage.

I'll finish this part one of my list.
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  #39  
06-20-2006, 10:45 PM
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Thats cool except flying mines is stupid and the steroid thing is a bit dodgey It would look crap seeying a slig go bing into a big bro but the rest perfectimo.
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  #40  
06-20-2006, 11:26 PM
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well, I'm going to say one thing: goodluck
it sounds great, and I personally realy want a HOTO like game, but it sounds like you'll need a small army of people and a couple of years to make this game, sorry
a couple of unimportant things, maybe the fish could be worry fish, seen in MO, and the gapples, could be opples, as seen in SW, if you would like.
to save time, there could be a drink/medical factory for industralists and a rehab and tea for the natives, where you could put units into, to recieve vendo upgrades, or a baracks to recieve weapon upgrades.
certain units could cellect animals, and place them in farms/ slaughter houses, where they can provide resources (meat for the industralists, and milk, honey, wool, etc, for the natives. this system can also be used to either trop down or grow trees, depending on what side you're on.
also, I love the outlaws and wolvarks idea, but maybe the natives could have some steef instead.
otherwise, the ideas are realy good, and goodluck again!
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  #41  
06-20-2006, 11:33 PM
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:
well, I'm going to say one thing: goodluck
it sounds great, and I personally realy want a HOTO like game, but it sounds like you'll need a small army of people and a couple of years to make this game, sorry
a couple of unimportant things, maybe the fish could be worry fish, seen in MO, and the gapples, could be opples, as seen in SW, if you would like.
to save time, there could be a drink/medical factory for industralists and a rehab and tea for the natives, where you could put units into, to recieve vendo upgrades, or a baracks to recieve weapon upgrades.
certain units could cellect animals, and place them in farms/ slaughter houses, where they can provide resources (meat for the industralists, and milk, honey, wool, etc, for the natives. this system can also be used to either trop down or grow trees, depending on what side you're on.
also, I love the outlaws and wolvarks idea, but maybe the natives could have some steef instead.
otherwise, the ideas are realy good, and goodluck again!

Actually, that's not one word, thats 173 words
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  #42  
06-21-2006, 02:34 AM
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Actually, that's not one word, thats 173 words
he said i'll say one thing not word.

In this case could it be possible if a multiplayer online game (fan made) be introduced. Would that breaking the laws of oddworld?
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  #43  
06-21-2006, 02:49 AM
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Didn't someone try this already a few months back? Based on the Warcraft 3 engine. I hear it didn't impress, though it was a good bit of programming.

I reckon that the only way to get meetles is to catch meetle larva in the wild. Then the natives feed them on plants and they grow up into meetles. The industrialists feed them meat products and they grow up into mugs.
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  #44  
06-21-2006, 11:07 PM
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Thanx for the opples thing I forgot them.
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  #45  
06-22-2006, 01:54 PM
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Idea My ideas

Hi, magic9mushroom, I have some ideas for your game. Hope you enjoy.
EDIT: More updates in the file. PLEASE READ
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File Type: doc Oddworld.doc (184.5 , 273 views)

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  #46  
06-22-2006, 10:23 PM
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Awesome stuffs!
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  #47  
06-25-2006, 03:31 AM
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*falls on floor*
*insert intensifiers* marvellous!
About the engine dilemma, I'd have to make a new one of my own as otherwise it would break copyright. (and also, different resources for different races is not in any RTS I know)
The way I was figuring, I'd toss the idea around, get some ideas, then go away for one long hard slog at it. Patrick Vykkers seems to have all the ideas I need, though, I do have some questions.
1. If Heroes can be bought, can you buy them again if they die?
2. How come you use the Moolah system to give unit costs, but have resources gatherers? What's going on?
3. 6 AGES???!!! Jesus, that's a lot!!!
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  #48  
06-26-2006, 12:28 AM
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1. Yes
2. The 'resources' are converted into Moolah. They were added to give a sense of variety into the game. After all, it's very unlikely the Industrialists would use the exact same resources the Natives did.
3. I decided this early, and stuck with it. Hey, Empire Earth had 16(!) ages, 17 if you count the expansion pack.
BTW, I'm still working out the neutrals (Clakkerz, unallied Grubbs, SLF members) not to mention the Conquest mode and campaign. So stay tuned!
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  #49  
06-26-2006, 01:19 AM
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You're all very creative. Would be cool if this worked out.
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  #50  
06-26-2006, 07:34 AM
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I think you should have a good balance of native and industrial landscapes. Make them large so the player can explore and run about in. Make it seem alive. Oh yeah, make it extremely hard. I haven't seen a hard game in ages!
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  #51  
06-27-2006, 09:46 PM
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1. Yes
2. The 'resources' are converted into Moolah. They were added to give a sense of variety into the game. After all, it's very unlikely the Industrialists would use the exact same resources the Natives did.
3. I decided this early, and stuck with it. Hey, Empire Earth had 16(!) ages, 17 if you count the expansion pack.
BTW, I'm still working out the neutrals (Clakkerz, unallied Grubbs, SLF members) not to mention the Conquest mode and campaign. So stay tuned!
Some more little queries...
IMHO, resources turning into Moolah would fit for the industrialists, but not the natives. After all, the industrials are really a franchise, with the useful stuff they collect being sent back to base in exchange for the things the franchise needs. I had the same idea, but hadn't thought of using Moolah. Second, do you plan to have detector units, as otherwise invisible units are indestructible? Third, you have introduced a lot of species that OWI has not created yet, and though they are imaginative, I think that they can be filled by others eg Vykker medics, and the tech tree needs a LOT of simplifying.

More ideas...
I am thinking of running the industrial unit production somewhat like the Zerg in SC with a breeding Facility/HQ spawning spontaneously Captives and Crawling Sligs, which are then equipped with weapons/tools/whatever else for Moolah to become units. As buildings are built, the Facility would spawn different types of creatures that are then made into "proper" units. However the robotic units would probably be made at their own building. Generally, as I see it, the Industrials should have more powerful, but more expensive, units as the Natives use simpler materials. Possible resources for Natives: Food(includes water), Wood(for buildings), Spooce(special/powerful units). Bones should maybe be in Graveyards that has to have a Bone Mine built on it(like Vespene Gas in SC) to be harvested, but then again it all turns into Moolah. The industral things of value(ie that turn into Moolah) could be bone, food, ore(after all, factories are mostly made of metal). About factories appearing out of thin air like Slaveless suggested, the way I was thinking factories have to be staffed, so one Scrub might build it, but you'd have to load a lot of Muds into it before it would do anything. And there would of course be intermediate stages of construction shown. Back to the Scrub thingy, this would mean that Industrialist Scrubs would be cheaper than Native Labourers, as more are needed, but this is only fair. The Meetle larvae is a good thought, Maybe you'd have to send scouts to capture the larvae, which you would then control, and load them into buildings to make Meetle units.


Sorry for such a ramble, but it's some ideas.

EDIT: Yes Patrick, Outlaws/Clakkers would be a good idea, but I reckon they should be controllable, as an RTS with only two civs gets boring. I'll work on it. And Wildlife as Native allies is a good idea. BTW, why only a native campaign? There has to be an industrial campaign, too.
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  #52  
06-27-2006, 11:20 PM
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Good ideas there. Come to think of it, the lack of an Industrial campaign is a bit of an oversight. I'll start working on it. As for the Outlaw/Clakkerz thing, well neither really has the resources or organisation to field a significant army, unlike the Natives, who in game have several allies, a rich culture, natural resources, documented and deadly fighters, not to mention chant power, and the Magog Cartel, an extremely powerful and rich, highly organized group that has already demonstrated the ability and numbers to field a strong army. In any case, some Outlaw units are controllable by the Magog, and I'm working on a conquest mode where you can even hire gang bosses as additional heroes. The Moolah thing is just to make things a bit easier. I'm planning to replace (in Conquest Mode) the Industrialist resources with products, which are made from combos of the resources and a certain amount of Moolah must be allocated to production and advertising. Stay tuned. I should have the next update ready in a few days.
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  #53  
06-28-2006, 12:26 AM
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This sounds interesting, how are you planning to make the engine? And how much progress have you made into doing it? I have some knowledge of programming (and I'm fairly good with the program Game Maker though I say it myself), so I can possibly help if you want. Just one thing, do you have anyone who can make graphics for this? Although I may be able to help with programming and such, graphics just aren't really my thing.
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  #54  
06-28-2006, 04:09 AM
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That is soo cool so long how long did it take you.
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  #55  
07-01-2006, 01:35 AM
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Exclamation Update Three

For some reason it's not letting me edit my original post, so here's the next update! Industrial campaign added.
EDIT: Oh, and it took me about five days for the Native and Industrial units/buildings/technologies and character profiles, one day for the Neutral units/buildings, two days for the Native campaign, and three days for the Industrial campaign.
EDIT #2: Does anyone know why it's not letting me edit my original post?
EDIT #3: Here goes another update!
Attached Files
File Type: doc Oddworld.doc (224.0 , 129 views)

Last edited by Patrick Vykkers; 07-04-2006 at 05:47 PM..
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  #56  
07-01-2006, 03:02 AM
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The fact that natives use moolah is crap!!! but the rest is good!!! but the native roket launcher lads sucks!!!
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  #57  
07-02-2006, 07:57 AM
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Maybe there should be heroes, like in Warcraft III. Special characters who lead armies, level up, have special abilities and can be ressurected at the resurection totem. Like Abe, with the power of possession, for starters. Alf, who can cure sick mudokons of their SoulStorm Brew addiction- mudokons working for the industrialists. So that The opposition's entire workforce can be made to haul asss over to your side in a mass exoddus. Stranger, who can send the smaller "swarm" squadrons flying towards the enemy at high speeds, and embues the Grubb units with greater stats and morale. Munch, who is able to make random wildlife units on the map join his cause.

Molluck, who can interrogate captured soldiers, lifting the fog of war from enemy base camps. Humphrey, who can upgrade friendly and captured units into horrific mutant creatures. Aslik, with the power to bitch. And so on and so forth in this manner...
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  #58  
07-04-2006, 03:12 PM
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I think the third civ should be the Grubbs. Clakkerz/Outlaws are a bit too industrial to be separate from the industrials, and the Grubbs are distinct from the natives.

EDIT: Patrick, you can't edit your posts because of Alcar's Edit Locking. You can't edit after 1 week
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Last edited by magic9mushroom; 07-04-2006 at 03:14 PM..
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  #59  
07-17-2006, 03:21 AM
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Maybe things like vendos and pants machines should be research options insead of game items, otherwise managing the army would take far too much micromanagement. The slig pants and wings vendos would appear on the side of the slig... barracks, enabling the production of walking and flying sligs. Maybe units that do well in battle and don't die earn veteran points and are upgraded into bouncer, popper and armoured forms?

I also quite like the idea of the squad system seen in Dawn of War. You could probably find Oddworld equivalents for all the units, heroes, vehicles and building in that game... or indeed any other RTS.

Imagine an Oddworld mod for Impossible Creatures!
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  #60  
07-24-2006, 06:24 PM
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Dammit...It touches me to see so much thought put into something that probably isn't ever going to happen....

On a more topic note, I think that OWI will want the copyright for this. At least change the name or something.
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