I'm pretty hefty. I expect that I have more hit points than the average fellow. If you stick a blade in a skinny guy three inches deep, you probably have a mortal wound. Stick a knife three inches into my gut and all you have is a greasy knife. On the other hand, the skinny lil guy has a much higher mobility than I do. Hmm, does that make me a troll? :)
cleflar
I wonder if this might work with regards to the gray techs, getting all the techs and getting free techs: You may have some possibility of getting a free gray tech when you discover another tech. You can choose to get the free gray tech or not. If you choose not to, it goes back into the gray tech pile. If you choose to accept the free gray tech, then some other gray tech gets pulled out of the 'gray tech pile' and permenantly thrown away, you never g
Regarding tech trading and tech pillaging: When you conquor an enemy city, rather than getting a free technology why not get some 'tech points' in areas where the enemy was ahead of your technology? So if you have been researching Armor and they had researched Archery, your examination of their 'fletcher shop' gives you enough knowledge that your research of Archery would now cost you 8 reasearch points instead of ten. Perhaps the diplomacy would have a similar system, r
Regarding rivers, it might be nice to include: 1. Navigation only in the downstream, more level areas of a river. The upper reaches of a river, particularly if it is in rough or mountain terraine, ought not to be navigable. Where rivers are navigable, going downstream ought to be faster than going upstream. Rivers flowing into major swamps may not be navigable thru the swamps, without the units having special training/abilities (civilizations with the water/fis
This looks like a very interesting research system and thanks for the clear presentation. Personally, I would not be averse to having each player have a slightly different tech tree with regards to the 'minor' techs, Forest Defense in your example above. It seems reasonable that different groups or tribes or cities would have mildly different philisophies which would give rise to such differences. Those who love forests would be more at home with them, those who love to fi
Leadership of the armies might play a significant role. If the large army had a very poor leader and few mobile troops and the skirmishers had a great leader and fast troops, then maybe. However, if the big army had a decent leader and reasonable troops, it wouldn't be long before the little band of attackers got trapped in a valley and slaughtered by a dozen groups of 200 each. So the attackers may continue the fight for a long time but they will also suffer continuing higher cas
I like the wealth idea. A prosperous city generates more taxes, research, fame &tc than a poor one, and an empire made of several prosperous cities certainly would be at an advantage against an impoverished one.
If we have magic items we do not want, perhaps let us crush them into some magic crystals which could be used like essence.
Excellent ideas. The tripwire effect could be useful both on the strategic and tactical maps. Lay a series of them from the door of the dragon's den down the valley to where your army awaits, and send a minor hero in to pull out the dragon and run him thru the traps so he is weak when you fight. I also like the idea of illusion spells, and they could also be tripwired. If enemy scouts enter your territory, they trip the illusion and see ugly mobs or large armies and
I think it would be delightful to be able to 'turn' a hero or other npc, particularly the relatives and descendants of your main character. If they were your spy but under the nominal 'control' of your enemy, then you might not be able to give them orders but you could see what they see...the army they lead, the city they rule, the spells they research for their 'master.' Of course, you would have to worry how trustworthy your own minions were, too.
Perhaps specialized units, like engineers, would be needed for some road functions...such as building bridges or a road through rough terraine. The natural trade roads would then wind around the hills and cross rivers at fords, usually not on a direct line between cities. Basic (l2 & L2) roads, without bridges, would be very slow going for heavy equipment like catapaults and cannon and other siege gear. Perhaps the fords would also be impassible during bad weather.
Don't you mean that resources will grow arithmatically, not exponentially?
If you have an army of thousands of men, then you have patrols out, centuries watching and foraging parties nearby...thus you have a zone of control. However, if you are a single individual or small group you do not have those things which generate a zone of control. Two armies of a few hundred men could pass within a mile of each other and not realize it, particularly in bad weather or rough terraine. So I would suggest no ZoC unless the units meet some relatively stringe
Cities, and mines (etc) might naturally generate paths to each other, but road improvements ought to require engineer type units. The path could carry a little trade, and an army could follow it slowly. But a ROAD could be improved and improved for more trade and faster trave....but road engineers can be attacked and improvements destroyed. I would also like to be able to define the goods carried in a caravan. If I am stockpiling swords in city A to build a unit ther
I would also like to have the huge, sprawling cities which come from long, very long games. A huge city with slums, parks, citadels, markets, palaces, meatpacking plants, fancy neighborhoods, theives guilds, competing religions, dockworkers unions, corrupt politicians... Basically New York City, I guess.
If I remember correctly (always a big IF), when this screenie was first posted Frogboy specifically said not to draw any inferences from it about the tactical battles and especially not to draw inferences about the grid. Personally, I prefer turn based since real time has the disadvantage of one player's lag causing them disadvantages. This said, the 'turn based' need not be all of one side moving then all of the other side. If some sort of initiative system were in p
Elemental causes GameGuard problems. This happens most often on crash/freeze tho seems to happen whenever Elemental runs. If you are not familiar with gameguard, it is a program that prevents keyloggers and some types of cheating in MMORPH games and is a required component in NCSoft games such as LineageII and Aion. Gameguard runs in the processing core of your PC and detects the software/malware it is searching for. When Elemental runs it causes gameguard
Well, If I was one of those swordsmen, I would fail a morale check upon seeing the dragon. Probably a lot of us would fail it and hang back while the brave heros (perhaps 15% of the total swordsmen) strode forward to do battle. After I see those brave heros die, I would leave. I wouldn't even bother to loot their wallets first, unless the dragon was chasing someone else.
There are some good and extensive discussions of item crafting in earlier threads which you might find interesting.
A lot of the discussion already posted is very good. Some, or most, of what I will say has already been mentioned. 1. I believe tht the richness of different types of magical attacks should be included. It would add greatly to my enjoyment of the game. This would allow unit specialization and uniquness of units from cities, regions and empires based on the magic and production facilities in the city, the environment in a region (swamp, tundra...) and the Soveri
I agree with Myles. I like the concept of needing swords in the city where I am raising the company of swordsmen. To have swords instantly transferred across a continent, when it takes a unit months to walk that distance, really detracts from the game for me. Re the OP's comments, if I leave my core empire weakly defended and send my army off to chase wild geese, then I deserve to be smacked around by an invader! Actually, I suggest that we have warehouses of differe
Perhaps have more than one 'condition' possibly selected at once? For example, you choose two objectives and must achieve both to win, but if someone else achieves one of them first you can still win by being the first to achieve all your chosen conditions. Multiplayer games could require each player to choose two or more but the choices could be either hidden or public. Good idea.
May I strongly recommend Lineage II? It isn't as popular in the US as those mentioned above, though it is far more popular in Korea, Japan, China and many other parts of the globe. Perhaps the prime reason for the difference in popularity in Eastern versus Western societies is that it is not EASY. In WoW, for example, you can get to "top' level in a few weeks of serious play. In Lineage II you cannot. I am over five years into it, steady play, and it will take th
As I understand it, the system is already similar to what you describe. If you don't have a resource, you still get a little tiny bit...but not enough to do much with. You need the resource to efficiently produce. For example, if you don't have a source of iron, your peasants can still pull rusty nails out of old boards until you have enough to make a sword. Then pull more nails until you make a second sword, or melt down Aunta Wilda's oatmeal pot for metal. Bu
I am a great fan of Lineage II. It is a lot tougher than WoW though, so lots of folks who want things easy don't like it.