Hey I'm back! Part 2 might have to wait till tommorow because I have to go rake up 9 trees worth of leaves. But I do have time to continue the discussion a bit. There are a lot of good points raised and some of them are things that I slated to explain in the second half. [quote who="hiddenranbir" reply="4" id="1933028"]I think greater focus should be on morale and effectiveness(training) of the troops. [/quote] Yes exactly. Equipment is important for sure, but the knowledge to
Tamren
My hope is that players will have to balance themselves. Every one of your actions will have a consequence. Plate armour is extremely expensive compared to all other options, its very heavy, rusts, requires constant repairs, and last but not least it must be fitted perfectly to the user. Arming your units with plate armour will then be an extreme feat of logistics. Want dragon mounts? I hope you can feed them. A dragon busy fighting for you doesn't have time to hunt and your wars may
Hate to say this but its just not that simple. If I listed every weapon and piece of armour as you described and explained things piece by piece then the list would be 10 times as long. To understand the specifics you must understand at least part of the whole. Your chart for weapons and armour is waaaaaay off. The performance of armour is not something you can measure in a 0-4 scale. Let me give you can example. You list plate as having superior protection against crushing damage and
[quote who="Tiavals" reply="5" id="1931111"]... which actually means it is indeed real-time. All real-time games work on this concept. It's not turn based unless it actually has turns that dictate what are the limits of your actions, and possibly if the enemy can move at the same time. [/quote] Tiavals is right. Think of combat time as pages of a book that sits between you and your opponent. -Turn based combat systems are like a book full of blank pages. You are free to write
Yes thats right. Basically, we need detail where it counts. Question is how much detail can we stand before we overwhelm ourselves under a hailstorm of our own making? Its quite likely that you could mod in agile unarmoured fighters armed with short flexible spears but how would you make these unique and something more than just poorly armed and underarmoured fighters? Magical agility perhaps? Also elite training of course.
Dwarf fortress has something like this. You can go into the historic archives of a generated world and find the history of specific creatures. The raw data isn't formatted much but it does into very good detail. A dwarf for example might have been kidnapped at a young age and raised by goblins in a dark tower. Humans then come along and sack the tower and raise the dwarf themselves. Later on the dwarf actually becomes mayor of the human town and so on. It goes into suprising detail, it won't
If the diplomacy AI is anything like the one in Galciv2 I predict many magnificent bastard moments. Case in point: http://www.computerandvideogames.com/article.php?id=161570&site=pcg I would have to add the procedural world/culture/people/everything! generation from dwarf fortress. Specifically the terrain generation aspect but the others apply as well.
[quote who="kryo" reply="8" id="1932527"] Heart! Go planet?[/quote] Heh! Any time anyone mentions captain planet I always think of the robot chicken version.
[quote who="Therlun" reply="12" id="1932704"]Reserves are are most vital part of any military engagement, but in almost all games the most effective strategy is to use everything you have at the same time.[/quote] Sometimes it is the only strategy. Normally you should be able to send in reinforcements to a battle and rotate out tired troops for fresh ones. Another part is these reinforcements arriving from other directions apart from "behind your lines". Most games with tactic
Thats what I meant yes. The problem with the My tabs is that they are not localized to each forum.
Before we can talk about fun stuff like spiked flails we need to go over some basics. This is so that everyone involved can work from the same page. I promise it won't be boring and hey, you might learn something. For some semblance of realism as it pertains to warfare in a computer game, you have to understand 3 things: Damage is not just a number, and for that matter neither is Health, Stamina, Armour or Morale. In fact they are a combination of many numbers and no nu
Edit: The main weave of conversation follows the outline in my second post and explains the details of 3 main points. If you don't feel up to hacking the walls of text that is just fine. In between those posts there is much conversation so feel free to join in. Part 1 is the intro and can be found in the next post. Part 2 is now up, conveniently at the top of page 2. It continues part 2 and introduces our mock battle. Part 3 is in post #45 on the
Edit: Said missile instead of missing. Thats what I get for watching war movies as I type :P While your at it, I have a small feature request in regards to the forum. The symbol beside each post can tell you which threads you have read, which threads are new and which have new posts since you last read it. One small thing this is missing is some sort of indicator that shows you which threads you have posted in yourself. Its a very small problem but it makes it easier to follow
From what I gather there are supposedly many pockets of humanity that survive in the world. The problem is in order to expand beyond these liveable pockets that culture must have a channeler within its ranks. So any "neutral" civilizations we find will either be isolated and or maybe backward and contained within a relatively small area. Unless of course they have a channeler leading them as well.
I might not have set the definition of a spear in stone but I did make it overly clear what kind of spear I consider the standard. I really don't get what point of me countering your own point is and at this point of our pointy minded discussion were just argueing pointless semantics to resharpen tired point related puns. Get my point? (D-_-)--D (*_-) However you did give me an idea! I'll make a new post to discuss it.
Dunno about 64bit but an NTFS hard drive is not capable of running dos programs. However DOSBox will stil let you run them.
Its not that easy. All of your target data is going to be at least 2 seconds old, maybe more. A computer can line up shots with ease but that assumes that the target isn't actively dodging. If the ISS in orbit around earth right now never changes its orbit, then you could reliably hit it with rocks thrown from MARS and you wouldn't even need a supercomputer. In a realistic fight your target is going to make it as hard as he possibly can for you to shoot him. At the same time he can sh
I was thinking more along the lines of the water turning acidic and eating your boats out from under you. The sea is neat because it is divided into distinct zones. There is the surface and the sky above it is one part. The shore wherever it touches land. And the sea depths and floor which are more or less out of reach, to us anyway. In order to travel on the sea its likely that us as channelers would at the very least have to use our magic to keep the wind manageable. Boats dictate a
Water breathing troops are about as expensive as troops with flaming swords. There is a magical investment involved but we can't quantify that just yet because we don't know how the system works. As to travel, the devs have made it pretty clear that the gameworld is "dead". Magic is what made it liveable and much of the magic is sealed up where it can't do any good. If the land cannot support life then I would imagine that boats would have a crappy time at sea.
[quote who="SilentStryder" reply="16" id="1931865"]I would like to be able to customize how my unit looked without stats if the item I wanted to use to make my unit look cool didn't come with a bonus.[/quote] Wait what? Can you explain exactly what you mean? So if you wanted to give your units +1 axes but could only make +1 swords, you could make them look like they were armed with swords but with the stats of +1 axes? Sorry its just your wording is a bit confusing. Pers
Water is also an engine for warfare. A seaside city will have a much harder time controlling its aquatic borders than it will those on land. Medieval tech does not allow for submarines but remember that magic is involved. Imagine a whole army of water breathing troops marching right up to your door. Its not as if you can rain arrows upon them. Heaven help you if your city is based on canals...
Neat ideas guys! I don't have anything to add that hasn't already been covered. I think we should go over the list and be a bit more specific so im going to start a new thread to cover the exact mechanics. Now we can never have enough ideas so keep em coming. I like to refer to other posts.
Something I'd like to know as well is how linear technological progression will be. In some games like Civ4 technology is a tree. You discover the alphabet, then you discover paper and writing, this gives you the ability to make libraries etc. Innovation in the real world only happens when there is a need and when thinking minds have time to ponder that need. If the need doesn't exist then no one will think of filling it. If the idea is there but the materials needed to create it are
Didn't you read the rest of what I said? See "THE spear" is a sharp object mounted on on the end of a pole that allows you to poke things farther than your arm and the sharp object alone could reach. This means that the spear has to be quite long relative to you. A spear that is as tall or shorter than you is not long enough to give you any advantage in reach over other weapons. A stabbing sword (like the gladius for example) thrust at an enemy will extend the reach of your hand about
Not just medieval battles mind you. The ancient Greek phalanx is the pinnacle of discipline. Not only does your formation become vulnerable if its not perfect and indeed is inherently vulnerable, the concept as a whole simply falls apart if discipline is not perfect among its soldiers. You make a very good point in that most conflicts are not fought to the death. In games like Master of Magic all of your units are loyal to the last and combat only ends when the enemy is dead. Which ma