Question - Can I Limits a Ruins Tile to Champions and Sovereigns?

I want to do two things.

  1. I want to build a ruins tile and allow only champions and soveriegns to enter.
  2. Force a player to go to the tactical map instead of using autoresolve when they enter a specific ruins tile (see above).

Is this possible? If so, how?

My reasoning is that a player finds the entrance to a dungeon. They cannot explore it accompanied by a 10,000 man army thus only champions and sovereigns can enter this tile. Allowing use of autoresolve would eliminate the flavor and sense of adventure that comes from exploring a dungeon, cavern system or a tower's interior.

Example:

a. Dungeon populated by darklings

b. Cavern system populated by giant spiders

c. Tower interior inhabited by an evil wizard and his darkling servants.

 

 

6,243 views 8 replies
Reply #1 Top

I want to do two things.

I want to build a ruins tile and allow only champions and soveriegns to enter.

Force a player to go to the tactical map instead of using autoresolve when they enter a specific ruins tile (see above).

Is this possible? If so, how?
End of quote

I think by default only Champions and Sovereigns can trigger notable locations. Make sure you follow the labeling format of existing locations, and you should be good.

For the XML to force a tactical battle on a specific map, check Quests_Level5.xml, scroll down to the Part2 objective with the tree. The combat spawns spiders, forces a tactical battle, and loads a specific map for it.

Reply #2 Top

While it is true that only champions/sovs can trigger it, the OP is asking if he can make the game take only his champs/sov into the tactical battle that ensues when entering said tile.

As in a dungeon.

Reply #3 Top

Ah oops, I did miss that part. As far as I know, unfortunately not. Any army that's with the sovereign would get taken into the battle, I haven't seen any way to restrict it.

Reply #4 Top

Thanks for the Quests_Level5.xml info.

Perhaps a future edition will add a criteria to allow only soverigns and champions to enter a ruin's tactical map.

Reply #5 Top

also the level 1 or 0 quest for getting Maggies ring, that spawns the wolves, instawarps you to the tactical screen.

Reply #6 Top

This is a great way to make heroes specifically important for questing. It makes warfare less overpowered. Fact.

Reply #7 Top

I made a similar suggestion to this a while back, because I feared that 'dungeon combat' would become similar to it counterpart in AoW:SM. In the original AoW you could bring only a single party of 8 units to a dungeon battle, and it worked. I usually brought my heroes, and a few regular units for backup, like archers and priests. Battles were also fought inside an actual dungeon. However in the sequels battles were fought on a regular battlefield with some structures added. You could surround the dungeon with an army, and all those units would fight in the battle, making them less challenging and less fun.

Elemental has taken the middle ground between the two games. Battles are fought on a regular battle map, but you can only bring one party. However this party can include squads, effectively making it an army, and removing a lot of the challenge.

The suggestion I made was to introduce a new pack, the adventurer pack, that allows units to participate in dungeon battles. Sovereigns and heroes would automatically have this pack, but it could be added to units in the unit designer. Its costs would prevent you from adding it to every unit, reserving it for the more valuable troops like paladins, rangers, assassins, priests, etc. Drawback being that you would have add this pack to creatures like summons.

Another option could be to only allow 'single' units (so no squads) in dungeon battles. So your heroes, summons and other special creatures could enter dungeons, but you could also bring some regular units like swordmen and archers along for support. I like this idea more, because it could lead to small 'raid parties'. Like in the movie Star Wars Return of the Jedi. The rebels send the heroes to Endor to destroy the shield generator, but they bring a group of commando's with them as well. It would be really cool if there could be a use for these raid parties beyond dungeons, like special missions against your enemies. But that's just me day dreaming I guess  :sun:

Reply #8 Top

Another solution would be to add a parameter to the <Encounter> section of the quest data. I think Heroic adventures or Sovereign only adventures would really open up the kinds of stories we could tell in a given quest. We would still be able to use full army encounters, but the quest creator would be able to define the situation.