Yeah, I could go for different colored dots as far as the UI goes. It's the mechanics that interest me, not the visuals. I want settlement to be organic for mechanical reasons. Placing houses is an annoying waste of my time that adds nothing to the game play. Total control over building allows for unrealistic defensible points where there would naturally be scattered infrastructure in a more vulnerable, and thus tactically more interesting manner.
psychoak
[quote]We know the "City" is considered a single unit. At least for now. It will be defended or lost in its entirety. Any walls or other defensive structure built inside its borders will provide a Bonus, plus a graphic.[/quote] Yeah, I hate this, like stab the cd with a fork hate. It's utterly fagtastic(no offense GW) and really needs to be one of the changed features before release. A stripped down economy with abstracted production I can handle. I
TW style diplomacy is ok, but no point systems, ugh... I'd be quite alright with an irritation meter to punish perpetual nuisances though. After all, I kill AI players that talk to me too often for just that reason.
The only time consumer in TW was travel. If they have an engagement range setting that changes the expanse of the tactical map, you could set up for those large, time consuming battles, or do point blank bloodsport instead. Not much is going to be as brain dead fast as Disciples though. I never did make it through the campaign.
I always played it with movement shadows on, so they were pretty obvious. :)
[quote]I prefer tactical combat with tiles, I remember a "tileless" system in HoMM4 which was pretty bad imo.[/quote] It had tiles, they were just a lot smaller than before.
Porn doesn't really count as a movie, does it?
Well, you did say "we're" so what did you expect?
As a TBS. there is also utterly massive resourcing available in comparison with a real time environ. Manipulation of the macrocosm can also be done on delay, allowing the computation to happen mid turn. Rerouting the peasantry dependent on the existing structures could be determined separate to the changes made, making the necessary modifications in the next turn. You could get away with a fairly small end turn load. Programming it all will be the only
I could go for some location based settling based on race, but that might be a little too complicated. It should be a simple matter to develop your town in a generic fashion though. Where you build would end up being the center of society, a downtown of sorts. Neighborhoods would pop up around it just as they do in real life. In real life it starts with a port, a general store, a saloon, some central structure providing a good or service, and spreads o
I'd like markets and housing to be organic. Really, why am I building houses for my peons? I'm some sort of god emperor here, they can decide where they want to build a house themselves. I'll be too busy building castles, barracks, training yards, the meat and potatoes of public infrastructure. Individual domicile construction is something the citizenry get around to themselves. Same thing with markets. I'd even be ok with
I second your greedy, self centered requests!
If you reply to the actual post, instead of a partial quote for humorous purposes, you can avoid wondering. If you'd said anything relevant to what I posted on, I'd say you were making my point. As you don't appear to have read it, I can understand the useless nature of the retort. As far as FFH2 AI goes, it's better, but still incompetent. It's one of the drawbacks to putting complex systems into a simple engine. It did get sign
I'm having a hard time following that grouping. I ditched Civ4 completely, for FFH2. I ditched it because the vanilla races blow. There's little of interest to them after you've played a few times through. The leaders behave a little differently, generally leading to them being neutered or dangerous, but other than that you're not seeing much new. FFH2 replaced vanilla because there wasn't anything there. Race mods aren't much use when the
I feel so abused... Whenever I call tech support, it's for things like: "You've turned on the NOC side firewall and you're blocking secured transmissions, can you turn it back off?" "We don't have a firewall." "Yes you do." "No we don't, the firewall is in your router." "I'm looking at the information page in your modem, it says the NOC side firewall is enabled..." "Ok, I'll send you to my supervisor."
I'm not real bent for the faction setup or anything, but if you strip it down to one generic human and fallen side with just the magic decided by what kind of channeler you picked, it's going to take a long time for modders to fill in the gap. Of course, if the difference between one faction and the next is a couple unique techs, I'll miss my own shit about as much. Civ style setups have always pissed me off. Even when they end up playing differently because
Morale is really pretty simple to handle. It's just addition and subtraction. The Warhammer rulebook is a good starting point. Your unit has a morale value based on training, experience, etcetera. You then have additions and subtractions based on the circumstances you're in. Losing X% of your unit would be a minus, being flanked would be a minus, being outnumbered would be a minus, being fatigued would be a minus. Things like facing a drago
It should be a self explanatory subject for anyone that's played the numerous table top war games that led to the genre we're in. Command structures for your units. Unit leaders, standard bearers, drummers. Captured enemy standards displaying the prowess of a veteran command. Since we're going to have morale, it's hopefully going to be a meaningful system that allows psychological impact to partake in the glorious combat. A drago
Damn, I was hoping this was a thread on regimental command structure within individual units... Yes to all of that though.
Thirded. Painting actual armies has really left me wishing I had more than "primary/border" gradient selection. Although I guess I could just learn to model and texture to make my own damn armor sets whatever color I want them... Laziness is my strong suit.
I'd just go with the current one.
Er... 9pm?
[quote]Having Flaming Swords and Ice Axes is, actually, a perfect example of RPS done wrong: having things like that forces players to keep "Fire legions" vs Ice enemies, "Air legions" vs Earth enemies etc.[/quote] You shouldn't need to worry about having a fire army to begin with. Your awesome enchanted flaming swords aren't awesome if everyone has one. Cool stuff needs to be hard to create, or there's nothing rewarding about it. Ju
[quote]Slugs are hermaphrodites, not asexual. Unless they have a bad encounter and someone has to chew off a penis to get disentangled, at which point the modified slug is effectively female. (Yes, sometimes an intact slug half-neuters itself rather than its partner.)[/quote] Hmm... Nope, no improvement. I'd still have to kill myself. Although it's nice to know slugs are "chivalrous" in their treatment of genetilia...
Probably from concerns it would end up as a Civ style resource system. The earlier versions didn't actually have the resources in yet so it was a little questionable.