Apheirox - It seems to me that your two criticisms of the game are conflicting: 1) the early game encourages ICS because unrest doesn't sufficiently penalize small cities 2) the mid-game discourages ICS because the global unrest penalty to your existing big cities makes starting new (small) cities inefficient I'll note here that ICS is really the wrong term - check what the "I" means. The unrest system encourages growth to a specific size,
NDYag
[quote who="Sethai" reply="46" id="2956441"]For stuff the stat system can't handle, like movement through terrain, then traits are great. For very specific situations it's great. But every time you try to kill a tarthan you're going to have to get his health below 50%. Are players going to do the calcs and work what effect that has on how they should design their armies? Probably not. If you increase the con across the board are people going to look and think "lots of hit points!
/ signed [e digicons]k1[/e] With 15 pages of debate on the topic, I'm going to spell out why I'm signing on to the idea of EPIC combat, just so it's clear. Presentation of the game matters. And the current presentation of the tactical battles is boring, and stupid looking. When my hero disengages from one attacker (with no penalty or couterstrike), and runs from one corner of his little square to the other in order to fight a second attacker, that looks pa
[quote quoting="post"]Now, normally at this point we’d toss out the tile because it clearly clashes with the background. This is why it’s so hard to make things that look nice. But anyway, here it is. [/quote] Your XML editor has a "green grass" background. Which means you're naturally going to design your tile to look right when it's surrounded by green grass. No wonder it clashes when you drop it into the wasteland. I think that if you made the XML
Yes, yes, and yes. The combat system is my #1 as well, and not just the system itself, but also the tactical combat engine. Fundamental changes need to be made to make tactical combat fun, rather than an excercise in making sure the auto-resolve doesn't kill your weak guys that are tagging along for XP. First, I find the "tactical" combat almost devoid of tactics. Magic users cast, archers fire, melee guys move up and swing. Positioning and unit formati
I'm somewhat shocked that this kind of combat model isn't already implemented. It seems like it ought to be an obvious thing to separate the "to hit" roll, and the "damage" roll, especially when you have a computer to do all the computation and rolling. It adds a great deal of depth to the model, and increases the choices available to the player. Great post. I hope one of the developers sees it.