I would imagine having to keep a unicorn herd on hand would be too much of a hassle, but having some units that eat their allys every now and then seems reasonable. After all, humans are the natural prey of things like demons and werewolves and such, you would expect a couple humans to go missing if they hang around with demons. Just a little message even, something like "The army with your archdemon has had 3 spearmen go missing. The demon has been burping a lot recently." So
Cerevox
Most simultaneous turns are basically, everyone takes their turn at the same time. But typically most folks agree not to attack each other for 15-30 seconds or whatever. And the turn only ends when everyone clicks end turn. So you could order your unit to move, and he would move, and meanwhile someone else could be moving their unit at the exact same time. But then since he said it was the default, i assume you will also be able to to set it to round robin. But i doubt many will play MP in ro
Actually, putting it on ships might not be so bad. Although tbh, even there it is questionable.
As long as there is a 'magic pony' achievement i think either way will work. But little bits of funny are always good.
LOL, gunpowder, Yes plz. And my channeler will bust out his spark spell and lolpwn every single gunpowder unit on the field. Gunpowder loses to someone who can create fire at a distance. Personally, i see no point in including it. However, a mention would be cool. For example, there could be an event where a one of your labs blows up and you get the text, "Your research lab has blown up. Your advisors report that it was working on something called "Blackpowder". As the substance appea
IIRC i asked about this and frogboy said the turns would be default simultaneous. Having round robin turns in MP with more than 3 people in a 4x game makes the game totaly unplayable, unless you like PBEM and plan on taking years to finish a small map. And if a unit gets lots of moves, isn't that just an advantage you have accumulated? as long as everyone has the same chance to get the super movers, it should be fine.
Perhaps units could have an upkeep beyond the standard food/gold/mana. Example, if you have a hero who is a vampire lord, he could have a 15% chance each turn of eating a friendly alive soldier in the stack with him, and each turn it increases by a 5% chance till he eats someone, then it resets to 15%. Interesting upkeeps like that, and if you station him totally alone so he can't feed and he can't feed when he wants to, he gets pissed at you. Too many missed feedings and he leaves yo
Peasants should be delicious and tasty morsels. Anyway, here is the idea. Perhaps units could have an upkeep beyond the standard food/gold/mana. Example, if you have a hero who is a vampire lord, he could have a 15% chance each turn of eating a friendly alive soldier in the stack with him, or peasants if he is in a town, and each turn it increases by a 5% chance till he eats someone, then it resets to 15%. And if you station him totally alone so he has no victims
I would prefer they pick one and make it perfect. Having hexes or traingles or randomly shaped tiles with curves and lines that look like they are from an Escher painting can wait for mods/expansions.
ya, if the shield dosen't cover a unit and the fireball splashes past the edges, than that unit should get hit. The point there was that the ice shield should only protect against one fire spell of the same strength before being used up, but it would have different reactions to different elements. Paper-rock-scissors, only with a dozen of different elemental types. And ya, i didn't even think about the dissolved ions thing. Wouldn't that be funny. If someone is using a water shield yo
Ice shield should be totally ineffective against lightning, since water is conductive. It should cancel out the fire storm but be destroyed since the firestorm would cancel it out. Any ice attacks would be totally stopped by it, and any water based attacks should actually increase its strength, as the water would freeze to it which would add layers. Something like that.
A land option would be awesome. But then again, if flyers can't really get high up then it won't really matter. I just want to be able to summon in giant bats who can carry some large rocks over top of the enemy army above arrow range, let them loose, then crash land in the middle of the army themselves and go berserk. Would be awesome if there were different levels of flight. Would make it more than just gfx and immunity to short weapons.
Much nicer. And i strongly agree. The difference in power are what makes games interesting. If every faction is identical and uses the same things, yes, they will be balanced, but you might as well be playing chess. (not that chess is a bad game, but its not a 4x fantasy).
Pretty sure there will be some kind of flying mechanic. This is a fantasy game, and nothing says fantasy like giant winged monsters.
Sorry, but the whole pointing thing with arrows made your post confusing and difficult, if not impossible, to follow. I think you may have been trying to say having things unbalanced is okay, but i can't be sure, since FfH2 didn't have counter spells anyway. And general counter spells don't make things unbalanced. If someone spends their casting time and mana putting up a counter spell, then that was time they didn't spend throwing fireballs. The other player could take that time to p
A ) we have no idea b ) we have no idea c ) we know exac... Just kidding, no idea. As far as we can tell, women do play TBS games, there dosen't appear to be anything that they universally agree on(true for all thing about people in general too) and since no one has even been able to come up with any female oriented features, we certainly can't tell the difference between that and standard games. We also suspect that each person likes and dislike
Counter spelling in NWN was incredibly useful in multiplayer if your team was coordinated. One sorc would stack up every dispel of every kind and lock onto an enemy caster, preventing him from casting anything, since dispel counters any spell. Meanwhile your buddys would beat the caster to a pulp while he was being countered. I was referring to what could happen in elemental for multi turn casts, i know mom didn't have them. And if you bump up their power, they are still useful, even
Ah, didn't catch that it was basically dnd, but i recall a couple games that work like this. And perhaps spells are not instant cast, but take a turn or two to cast which would allow time for counters or such. And sorcery also gives you guardian wind spell and iirc there was a mass guardian wind spell. But ya, against another player 11 sorc books may not be the best choice.
[quote who="seanw3" reply="34" id="2549512"]But I would hope that opportunity cost would allow my magic to become fearfully superior. [/quote] What opportunity costs? we both cast the same buffs, for the same cost, same research, everything. The only difference is that my units have won numerous battles before so they are elite, while your units have not, so they are green. There is no opportunity cost to winning battles.
I hope its totaly cheap. I want a zombie army. Although i am sure yall figured that out by now.... Thinking about it though, any kind of animation of non-alive stuff should be easy. I mean, your channeler Is brining the whole damn world back to life. He should be able to get some golems/zombies/elementals up and moving without too much trouble.
The idea though, would be that you would also buff your elite units with magic. Elite + magic buffs = pwn. That should be how it works.
Are you on crack? 11 sorcery books makes the early game cake. Spam phantom warriors. They are like 8 mana to cast if you have 11 sorc books. And for the individual counter spells. I would not expect a player to know all of them. It just be one of those little treats. You see someone casting a spell at you go and when you check your counterspell options, realize you can use a focused counter spell instead of a general counter. It would add a bit of diversity and intrest to the game.</p
[quote who="seanw3" reply="28" id="2548319"]I for one don't want elites to have as much power as demiansky might be thinking of. In real life it only takes a man and a sword to kill another man. And beyond that if one side has two men and two swords, the victory is all but certain. Also you can count on me using magic to wipe out or charm your elites until you either rage quit or sign a disfavorable treaty. [/quote] This assumes magic is not applied. If magic is being
Some random events are nice, but it is always a good thing when a random event can claim a reason, rather than, "While walking along a path, the hamburgler stole your lunch! Quest to get it back."
There should be some basic counter magic that anyone can use. Then there should be specialized counter magic that you get if either you know a spell, or if you can do its opposite. EX. If you know the fireball spell, you can counter it well, since you know it. On the other hand, you should also be good at countering the fireball spell if you know the Ice Blast spell, neutralizing and all that. Then there should be a set of super counter spells that require you to have meta-magic spell