The hex versus squares argument has never had a bearing on tactical combat using formations and facings. Squares are simpler, they match the typical rectangular formations. Quarter turn and half turn movement costs, you move only the direction you face. Your flank tiles are to the left and right of your facing, the rear is equally obvious and logical. With Hex, you don't have a flank, you have two diagonals to work with. The only sensible course of a
psychoak
You can't "balance" the current system anyway, MoM wasn't balanced either. Invincible units were aplenty, and cheese ball counter spells or your own invincible unit were the only way you killed them.
[quote]J. R. R. Tolkien fought during WWI as a second lieutenant from 1915-1916 when he was sent home due to an illness he got in the trenches. As for this point, I am sorry but you are incredibly wrong.[/quote] This isn't to knock the guy, it's just fact. Signal officers in a trench for four months aren't learning war. WW1 was a titanic fuck up of incompetence from start to finish, most of the generals didn't know anything about it either. They didn
Weapons need more than just a damage type for anything interesting to happen, but I'm not expecting it. Simple RPS systems are brain dead junk for RTS games. Alas, we lack entirely the functionality for implementing them. No functional morale system, no flanking, no formations... /wrists
[quote]In general, I agree that the difference in cost of weaponry between a champion and a regular unit probably needs to end as it doesn't make a lot of sense, but I whole heartedly disagree with the rest of your post. On this first point, I feel that all non magical equipment should simply be free for the sov and his champions. If you are the mighty king of a faction, it would stand to reason that you would have full access to the armory of your military at all times. However, the co
[quote]I programmed a lot of Fall from Heaven, but I'm not a programmer on the Cari or Jesse level. Im a project manager (what the game industry calls a producer) and a designer. I dont expect to do any programming on Elemental, but it helps that I understand that world when scheduling and making decisions.[/quote] All important trait for management! Those that don't know their own business can be all kinds of scary stupid... <p
[quote]I like this idea too, but It would probably require a lot of balancing as it could cause some series wackiness for an empire's economy. Since these weapons could be sold, players would gain an incentive to become a kind of monster bounty hunter instead of putting any effort into expanding their real economic endeavors.[/quote] That shit needs to go away. A short sword being two radically different prices is just lethal. They need to be actual inve
[quote]Actually, the more common figure I've seen quoted for the general population is 3 to 4 percent. So if we are to take the other statistic as being representative of birth defects resulting from first cousins, it would make them 2 to 3 percent more likely. This is still stated as being less risky than birth defects from IVF and mature-age pregnancies.[/quote] These numbers are skewed because of your more risky behaviors. Our birth defect rate is going thr
Cleaning up combat will fix that nonsense.
It is indeed only 2 and 3%, as opposed to percentiles like .01% for the general population. Everyone has bad genes, it's an unavoidable result of living. Everyone does not have the same bad genes. Cleft pallets and clubbed ears are widespread deformities. So are discolored patches of skin. The serious, lethal diseases, are rare, on account of people dying when they had two of them. If there's someone in your family tree with MS, AS, SF, ALS
[quote]That is an extremely common misconception. The fact that two people are first cousins does not actually increase the normal risks of having a child with abnormal defects. The only thing that would make it more common is when both those people have inherited a genetic trait that causes abnormalities in a child when both parents have it. This could happen with any two people who meet and don't realise they have the same genetic trait. I know a lot
A complex economy is needed not for immersion, that's just a bonus for role players. It's needed for depth. I don't give a flying **** about playing an economic sim. I'm here for a war, pure and simple. A production economy is necessary for my war. No actual production means no products. No building up supplies, no capturing supplies, no nothing. If you don't have one, all you have is battles, not war. If you wa
That's because you've either forgotten or never read the huge thread during beta. It was a landslide in favor of the more complex version. The simple version was leaps and bounds above the crap we have now. The two alternative versions following the feedback were camp 1+. Camp 1 was good as long as it had a decent UI and good automation for routes you'd set up. Camp 3 was excellent regardless.
The above idea would be, comparatively, high maintenance. An automated top to bottom production system can be zero management beyond initial construction.
Well, the game may be boring the hell out of me in it's current form, but at least you guys are entertaining. [quote]And speaking of gross, as well as creepy... I'm sure we all saw Gladiator, and how totally... Fucking... Creepy... Was Commodus? (The dude played by Joaquin Phoenix in case you're having trouble remembering.) He was a nut-job and a half. His Vendetta against Maximus? Not creepy at all. Stupid, Arro
[quote]This statement is a matter of taste. If we look at the Total War games, the vast majority of the gameplay revolves around one single resource, being money, and all minor resources work towards the expansion of money. Yet, Total War has a fun system, which both limits the player's strategy as well as abstracts the economy to a manageable size.[/quote] Total War has localized resources, vital to your war effort that gain great improvements to units built in tho
He says while playing a game where you can, instead of nailing the little sister, nail the not even human neighbors instead... Just think, you can ride your high horse(I'll be on one too if I can be bothered with noticing them) and kill all the sick fucks in the game. I do it in the TW games. All the sexually deviant bastards my kings spawn in MTW2 go through the meat grinder asap. Occasionally the sacrificial lambs even survive long enough to leave me
[quote]The second point he made about rare resources is not a push towards a complex resource system but a valid point about limitations on building super units. There is no need to make a incredibly complex resource/improvement system, when this entire process can be abstracted by the use of multiple rare resources. Consider, if one wants to make a enchanted swordsman, it might cost crystal and a rare fire mana resource. This would place an non arbitrary limit on your production of th
The combat system is crap(understatement), fix it first. See where heroes stack up when they can't be attacked by whole stacks at once, while hiding behind an army, with the same accuracy those units would have against the regiment of a whopping 12 units in front of them... Heroes in Warhammer are not tough. You're looking at like 6 WS, 5 STR, 2 wound characters with 3 attacks going up against a dozen 3 WS, 3 STR, 1 wound peons. The di
[quote]It doesn't sound like fun gameplay to have a building that turns iron ore into iron ingots, just so I can build a sword from iron ingots instead of iron ore. If you go down that road, why not make each weapon/armorpiece a "resource" of their own, that you have to produce before you can train units? It's just extra stuff tacked on to mimick something complex, when it really is not complex at all.[/quote] You're right, it's not complex at all. You dump a
First cousins are not safe. Safer than siblings, yes, but not safe. It's like blowing through stop signs in light traffic. You probably wont get hit. If incest in a medieval game setting freaks you out, you have mental problems. It's not real.
[quote]The resources are there and they are working, I don't see any point in complicating things. It's not broken so don't fix it. What is broken though is combat, unit design, quests, magic, etc.[/quote] Combat sucking monkey nuts is another underlying problem. The rest are all
The AI doesn't even look at stats from what I can tell. It toasts pioneers and crap on me all the time. Bloody wonderful target selection with ranged units standing right next to them.
I don't want to spend time shipping shit from one place to another I don't want to spend a single mouse click messing with a complex resource system. Fortunately, I don't have to. I should be able to click on my enchanted paladin or whatever and have all the resources, from top to bottom, create themselves. For those of you thinking it's too complicated, too much to manage, this post is for you. Civ is the brain
Yeah, there are two non-repeatable level 3 quests as well. :)