Again, with less lingo. Under a hard counter system you deploy cavalry units to defeat the archer units deployed by your enemy. Your A to beat his B. Under a soft counter system you deploy mounted soldiers to defeat the longbow armed soldiers deployed by your enemy. Your strategy to beat his strategy. The difference between the two is that the equipment you give your soldiers is what determines the role they can play on the battlefield. If you have the ability to chang
Tamren
Have they removed the copy protection yet? If the Steam release has only the Steam DRM then I would consider buying it.
[quote who="Luckmann" reply="4" id="1992528"]There's nothing to say that all swords are swords. There could very well be different kinds of swords, although I see very little reason to actually extend it beyond a number of base sets. I basicly want to have everyone take a step back, breathe, and loudly ask themselves "We want this, but does this actually add something to the game?"[/quote] I do that every day. You don't even need to divide weapons into sets. Just classify t
Merry Christmas! [e digicons]:rofl:[/e] Now im off to rest my sore back. 3 hours of shoveling every day for as many days will put a kink in anyones spine.
[quote who="landisaurus" reply="24" id="1991797"]frogboy said there was no 'super-cutlass' or anything like that, so your regular cutlass should never get outdated - is how I read it. Just over time as you pour research into it, the cutlass would eventually get better[/quote] I hope that we will be able to mod the weapons to be a bit more realistic. A cutlass and a machete are both swords but one works more like an axe and the other one cuts like a chefs knife. T
Hard counters are hard because they are locked into to any pros and cons that are assigned to them. Firebats will slaughter zerglings at rates of 20-1 and you will only win by sending 40-1 zerglings and expecting to lose half. A better known example is the RPS system. Pikemen > Cavalry > Archers > Pikemen. Send archers out onto a flat plain to fight cavalry and they will lose every single time under a system of hard counters. With soft counters things are a bit more loose. In
No matter what your reasoning is you don't need 46 lines of text to say "I agree with Fintilgin". [quote who="Cuddlelump" reply="16" id="1991539"]And I'll point out something important, there needs to be a distinct difference between training, and experience. Training gives you the tools you need to succeed, experience tells you how to best utilize them. You should be able to train a unit for a purpose, and if they survive they should get that much better at doing so.[/quo
Yikes, please cull your quotes. Unless you are quoting multiple topics at once you shouldn't need more than 4 lines.
That is taking things in entirely the wrong direction. If simple tactics somehow break your system of strategy or your system of strategy does not allow simple tactics then you need a new one.
I would still like to have mounts as seperate entities but it probably won't be possible, at least to begin with. Minefields in SoaSE were thought to be too much trouble but a modder managed to do it and now we have mines in Entrenchment. A good intermediate step would be to have horses as equipment. Instead of welding a rider to his horse you could swap riders and use the horse for something else when the situation demands it. In fact all "accessory" equipment should be like this. To
About the weapons technology. Are we going to be forced to switch between different weapons because they are better? I don't want to have to swap longswords for katanas just because katanas are +3 instead of +2.
I could be confusing terms but I seem to remember that dragoon can also mean a soldier who rides a horse to battle but dismounts before fighting. According to the word of the Frog basic units will probably not see this kind of complexity. As a whole the system is very cool but the effort required to make it is such that it would not be practical. At least not yet. I would however be perfectly happy if hero mounts were seperate entities.
Are the swords going to get better in a material sense versus a percentage sense? Because being able to make stronger sharper swords allows you to do other things versus "just more damage". The more flexible you can make your blade the more it can bend before it breaks. The harder you can make the sword the better it will hold an edge (but it will be hard to sharpen). Stuff like that. Also, draw the horse! We promise not to laugh. Much. [e digicons]:-"[/e]
I was wondering, how many components can each unit be made up of? Weapon/Armour/Helmet doesn't leave much room for customization, especially if body armour all comes in one complete set. The real fun of body armour is to mix and match components of complementing strength.
The reputation of both has been extremely overblown, some versions were destructive but the recent ones are not. Just more restrictive.
Signed I suppose. Thought we will have to wait until after Christmas.
Hold a raffle maybe? [e digicons]:\[/e] I bought my copy on launch day.
[quote who="pigeonpigeon" reply="8" id="1987969"]It's so satisfying to finally come to complete understanding and agreement after a lengthy debate [/quote] Remember when I said about broad discussion between people who don't agree with each other? This is a pretty good case in point. Once you DO start to agree with each other then don't let it end. You are on the right track. [quote who="pigeonpigeon" reply="8" id="1987969"]You're right, technology can't prove teleportation im
Sure! My Steam tag is also Tamren if you want to link up sometime.
Edit: Don't use google spellcheck! It messes with the post formatting! [e digicons]:thumbsdown:[/e] [quote who="<span style="border: 0pt none; margin: 0pt; padding: 0pt; background: transparent none repeat scroll 0% 0%; font-style: normal; font-variant: normal; font-weight: bold; font-size: 100%; line-height: normal; font-size-adjust: none; font-stretch: normal; position: static; text-align: left; text-indent: 0pt; text-transform: none; text-decoration: underline; cu
If both players can agree to a mutual level of insanity, anything goes.
Warhammer online is on Steam? How does that work exactly? Do you have to log into Steam to start the program then log in with your account and password? It still might be worth the backup convenience for all that.
Two questions I hope you guys can answer. 1. How do I track down the unique ships? I know there are at least 3 in my present game but I don't remember where they are. Searching the news or ship database doesn't help. 2. How the heck do I solve the code-box text adventure? I came so close to matching the sample pattern but ran out of moves. The instructions are not very clear, are we supposed to create two loops of mirrored numbers?
[quote who="Luckmann" reply="21" id="1985180"]This reminds me of magic in the Warhammer Fantasy universe or Psykers/Sorcerers in Warhammer 40,000. Being hit by a speeding piano is a very real possibility, once you start meddling with the warp. And you'd be lucky if that piano doesn't try to eat you in a cacophony of wild tangents after falling out of the warp.[/quote] I would still be more worried about the fruit. If the spell was cast in a cold enough climate the watermelons could fr
So when one side gets ahold of a superunit, all of the related anti-superunits would naturally migrate to the enemies of that side?