pigeonbear: The player tells where they want their units and uses the space bar to pause the action to give new directions. That way, we can get much more interesting battles.
It's funny that when I quote you now, pigeon, I only get this little snippet. Ironicly, it's also the snippet I wanted to address.
From the sounds of it, he means exactly the kind of simulated realtime that you've got in, say, Neverwinter Nights. What I'm more interested is in how the pause function will function in multiplayer, since it's incredibly annoying to have someone else pause "your" game. Ask the friend I played through Baldur's Gate II with.
And pigeonpigeon, if you remove all "who="Poopface" reply="42", etc and strip it down to just quote and /quote, it should work. It ruins quoting entirely, but it gets the job done.
Jedidude: Even with the continous turn system my questions still stand because a situation can occur where two champions fight each other in combat only to realize they cannot harm each other. As I wrote earlier ideally the gamer should be allowed to decide the limits before a game is created... or even better would be adjusting these settings before a saved game is loaded.
1) What's planned for the time / continous_turn limit? How long can the battle last?
2) What happens to the defenders and attackers which cannot retreat from the battlefield after reaching the above unknown limit?
Let's try this again.
Moi, El Presidente Bär: E:WoM isn't turn-based.
I think you're unlikely to find -any- kind of artificial limit. Especially since you'll never really need one, since you have control over the battlefield, as opposed to Dominions 3.
Edit: I edited my post and moved some quotes around, and suddently all quotes are broken. Le SIGH.