I suggest that razing a kingdom city makes the other kingdom's more hostile to your sovereign and more likely to join in an alliance against your kingdom/empire. I would like to see such actions (razing an enemy's cities) also inspire them to adopt a similar policy towards your cities.
Edwin99
[quote who="Edwin99" reply="12" id="2791204"]I would start by adding additional types of bows to the tech research tree as suggest by Ishantil; 1. Short Bow (fires 2x turn) 2. Long Bow (fires 2x turn) (cannot be used while mounted) 3. Recurve Bow (fires 2x turn) (NEW) 4. Light Crossbow (fires 1x turn) (NEW) 5. Heavy Crossbow (fires 1x turn) (NEW) (cannot be used while mounted) This would be easy to implement, lengthen the weapons tech tree and m
My thinking in having them determined by heroes is that only the heros (a general) would give units a command to use a shield wall or to charge. An army without a commander (hero), or with a commander lacking the knowledge of when to issue those order would suffer. There units would not know when to properly charge or adopt a shield wall. They might know the drill, but would not receive the orders to use these tactics. Thus making the assignment of hero's to armies
I would like to see heros give units in armies they command access to battle actions. Example: Hero A knows the Shield Wall and Charge Action. Units in the amry he commands (ranks highest) could select either of these actions or none each turn. Charge - +4 attack, -2 defense for 1 turn, if start turn not adjacent to enemy unit. (must be unmounted) Shield Wall - +4 Defense, -2 movement for 1 turn, if units equipped with a large shield (must be unmounted
I would start by adding additional types of bows to the tech research tree as suggest by Ishantil; 1. Short Bow (fires 2x turn) 2. Long Bow (fires 2x turn) 3. Recurve Bow (fires 2x turn) (NEW) 4. Light Crossbow (fires 1x turn) (NEW) 5. Heavy Crossbow (fires 1x turn) (NEW) This would be easy to implement, lengthen the weapons tech tree and make archery effective in the late game against heavily armored units. I would also add a new building: Arc
I would like to see an entire technology/training tree for archery Example of Archery Research Tree Branches 1. Ranged Weapons: Short Bow > Long Bow > Composite Bow > Crossbow 2. Mounted Archers Tree Without research: Mounted Archers = -50% Accuracy, 1 ranged attack per turn Tech: Mounted Archers (+50% Accuracy when mounted, this negates the accuracy penalty for mounted archers) Tech: Expert Mounted Archers (2 ranged atta
[quote who="Frogboy" reply="62" id="2789523"] ... there should be 3 basic paths: Melee Ranged Calvary How do we make all 3 distinct and meaningful? Unit design tends to encourage users to create single glombed mega units that are expensive and largely unsupportable leaving the player to complain about "balance". [/quote] I would; A. Add a primary training focus choice to the unit design scre
Another autoresolve option should be withdraw. This would give players a chance of seeing their sovereign and champions survive the battle where they are hopelessly outnumbered. Example: Autoresolve Autoresolve w/o magic Autoresolve withdraw With the autoresolve withdraw option after the 3rd battle turn 1 champion or sovereign would flee the battle each turn and remaining friendly units would see their morale drop by 20% for each
RE: Initiative > Movement and Armor > First Strike Being encumbered (armored) does not mean a unit reacts slower when talking about unit movement. Example: Knight in Armor sees peasant and he instinctively charges - he has the initiative - and this is not affected by his armor (encumbrance). That said, the knight can not move as fast or as far as an unarmored peasant during a comparable movement period. Armor (encumbrance) and your weapo
I favor an initative system for unit movement order in battle: Initiative = Random Factor (D20) + Experience Factor + Leadership Factor + (Talent: Tactician) Random Factor = d20 Experience Factor = Veteran +2 bonus, Elite +4 bonus Leadership Factor = Wisdom of the highest level sovereign or champion in an army gives all units in that army a bonus or penalty Wisdom Wisdom 10 = 0 initiative bonus <
Auto-resolve should include a no-magic option: Auto Resolve Auto Resolve w/o magic This would allow players to quickly dispatch minor threats without depleting their mana.
It was my sovereign and a lone pack of umberdroths defending a city against a 300 point army. I retreated my sovereign into the city and my umberdroths held the single doorway tile. The enemy approached to 2 titles, then stopped advancing. My umberdroths held their ground, not leaving the entrance to the city - and the enemy never advanced to attack them. Next turn, next turn, next turn, for 20 turns neither side moves to attack the other. Is this a bug or no
In real life archer units were deadly. But the attacks were counterable by a properly trained and equipped foe; May I suggest, a. A selectable unit action - "Arrow Shield" = (+2 Armor vs arrow attacks & -1 movement; only for trained shield equipped units) . This would reflect trained soldiers holding their shields high to deflect arrow attacks. b. Air Spell - Wind Gusts - strong winds increase miss chance of arrow attacks on the battlefield for 3 tur
If you reload the last autosave the problem does not reproduce. Just played a short game, about turn 20 I had 3 units (Sovereign, Janesk and Peasant) in my home city, attacked by 2 enemy units. Defeated units with no losses with magic, after battle ended on the strategic map - all that was left was my Sovereign. Reloaded saved game and redid battle. After the battle all my units were present.
1. Mystic Link - +1 mana per turn - Cost: 40 points A sovereign with Mystic Link talent gains a powerful bonus; however, the link has weakened him physically and due to the large point cost; 40 points out of 50, he will lack the skills and attributes of his fellow sovereigns. 2. Drill Master - 25% First Strike Chance for Units in His Army - Cost 10 points The sovereign overseas the rigorous training of troops under his command. Thus units in an army commanded by him ha
Perhaps a new talent for Sovereigns; Mystic Link - +1 mana per turn - Cost: 40 points A sovereign with Mystic Link talent gains a powerful bonus; however, the link has weakened him physically and due to the large point cost; 40 points out of 50, he will lack the skills and attributes of his fellow sovereigns.
1. I like the idea for a pre-battle placement map. Return to the Temple of Elemental Evil (RToEE) used this and it worked well, you could place your units on a grid and they used this formation when moving. 2. I would prefer an initiative based approach over a We-Go approach. As 1) its simpler to implement and 2) you don't get the problem highlighted above where a unit could be ordered to attack a tile that is empty because the other side moved there unit. I also think that it -
7. Champions should learn (select) new battle tactics as they level up. Army units under their command can use these tactics. Example: Level 1 Champion - Knows Shield Wall (+2 armor, -1 movement for units equipped with shields) Level 2 Champion - Knows Shield Wall (+2 armor,-1 movement) & Charge (+4 attack, -2 armor) In battle an Advanced Scount unit has the option to use the Shield Wall or Charg
"Rarely" - about once every two games - all the units that survive a city battle disappear except for the sovereign. Example: I won a tactical battle and all of my 600 point army survived an attack by a lone warrior, only to find out that on the strategic map I had only one survivor - the sovereign.
Champions need personalities. 1. Why don't hired champions occassionaly give you a relevant word of advice? If you hired a farmer why doesn't he advise you to build a granery in City XXXXX if 1) it needs one and 2) you have the resources to do so? 2 . If you start slaying unrecruitable hero's you should accept a risk that some or all of your champions will leave your service, after a pithy comment or two. A simple loyalty rating for each hero could handle this. S
Lots of good ideas in this thread. My top three "easy to implement" wish list for 1.09; Movement rates should differ - mounted and lightly armored units should move farther than heavily armed or unmounted units. This would have a dramatic change on the battle. Bonus/Penalty for flank attacks - coupled with movement this would open up the tactical battle and give players a reason to favor mounted or lightly encumbered units. Update the AI to "kil
1. The game does need random AI personalities. A semi-aggressive AI kingdom, one that simultaneously threatens two cites, takes one , then offers and accepts a peace treaty while it encouraging other AIs to attack you while it builds up its army before attacking again to take another city. A fortress - swiss style ai - that builds a super strong city while forging trade relations with surrounding kingdoms. Woe to the player that attacks this A
Attacking a defending unit on a side or rear flank should offer the attacker a bonus? What should this bonus be? D = Defender, R = Rear Flank, S = Side Flank, F = Front (side of the First Attack), FA = Location of First Attack Example 1: Where the first attack is from the tile to the right of the defender's square. R-S-F R-D-FA R-S-F 1. Should the defender be required to make a morale check and if they fail the chec
1st . Let units move in initiative order (not the I go you go system used now). Let initiative be a random factor + training bonus + armor factor + amy leader bonus if any. Example: Talent - Expert Tactician - +2 initiative to units in the army commanded by a champion or sovereign with this talent. Expert Unit gets +2 initiative bonus due to training. That means that an expert unit commanded
My favorite RPG was the D&D classic - Return to the Temple of Elemental Evil - though it had a buggy start (somehow my system never encountered those bugs) and a poor story line - the tactical battles were said by many to be the best. I have played NWN1 and 2 and Dragon Age, but the tactical combat in TOEE was the best - no clickfest - just strategy. In fact, it has what Elemental tactical battles lack; Units move in initiative order - so the order