One Fierce Puppy

One Fierce Puppy

Joined Member # 2975861
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[quote who="Raven X" reply="85" id="2639325"] Very true. I'm curious for a couple reasons actually. Working on the Dragonlance Mod, as DL fans know, DL has TONS of Dragons and players playing the Mod will be controlling whole armies of them. For that, it would be nice to know how much I'm going to have to change, be it simply editing armies in XML or having to dig deep into the Python, for which I'd most likely need help.[/quote] Sorry for back to back posts. My br

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[quote who="Raven X" reply="85" id="2639325"] Quoting kyogre12, reply 84 I would think they would technically be a flying army... But then, it doesn't look like there will be very many flying units. The only confirmed ones so far are dragons (well, I assume they will be able to fly) But it sounds like we can't build any of the units that can fly, so there won't be a lot of them. I mean, aren't dragons supposed to be incredibly rare, like you go 20 games without seeing one? Unless th

135 Replies 484,956 Views

Thanks to the poster above for getting us out of the grognards' den. Fun has to trump realism, so let's not worry about how it works or worked in real life ^_^ Intercepting in a zone of control is a great idea, though as mentioned tough to figure out in a turn based overland. A way to do this that I've seen before (don't remember the title and am slacking off on break at work, so can't look it up) is to shade an area (it was toggle-able so you didn't have to see all the

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I do so enjoy strategy game forums. Better discussions, and nobody calls me a noob =) Initiative / combat speed being separate from attacks per turn is intuitive, but joining them isn't catastrophic unless implemented unwisely - I'd like to just speak to the theorycrafter argument well-phrased a page back. Your point about scaling only applies if stats are linearly linked. If +1 damage is always +1 damage per attack, sure, more speed is a heavy weight. If damage is spread out over you

469 Replies 1,482,953 Views

[quote who="XeronX" reply="44" id="2627932"] You know if someone could actually pull of a Good "TRUE" TB without the uses of tiles and Hexes I would love to see it. Problem is it seems as soon as you remove the tiles everything converts to a RTS. It's like once you remove the tiles not having any kind of scale to work with throws things off for alot of people.[/quote] You're always going to have a grid, you know. What's your smallest unit o

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To make the roads less obtrusive, make them a trade-off. In Civ type games, you make a road, and you're done. A one-time expense gives you a permanent bonus. Make the roads cost something, and you won't have them in every single square. Cities have upkeep; roads also should. Example? A city generates 100 Road Maintenance Units. There's a road 20 tiles long; this road demands 20 units of maintenance (does this not scale well? I'm going off the cuff here

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