While i don't mind the unrealistic square based system, if you are looking for an example of a system that manages to do a non grid-like system work, then just look at the Total War series (the new ones). Click on your units and it is immediately very obvious wether you can reach your intended target this turn. Thus you don't need to mentally do you own calculations. And this allows for more realistic pythagoras theorem calculations. In fact, even if WoM uses a simple square grid syst
moondoggiee
Agree, if the sovereign dies, the empire should just split. Children of the sovereign or vassals should logically take over as the next kings. If there is more than one, then the empire splits. And yes i hate the mop up stage. To me theres really no fun in steamrolling over the last remnants of opposition. It comes down to just time. Just keep clicking next turn until you build a swarm of units. Shuffle your swarms of units until they reach the enemy. Hit auto resolve to crush them. R
On a side note regarding the system of equipping items, i'm not sure if more neccessarily means more fun. For instance, would i find it fun to to have to individually specify helmet, body armour and boots? Unless each item has a lot a variety to it, it may be meaningless as you would most often just equip the highest tier helmet, body armour and boots anyway. Example, would there be any instance where i would NOT want to equip mithril helmet together with mithril armour? <
I prefer option A. If you don't have mithril mines, you damn well better not be building units equipped with mithril weapons. Unless the resource system is more complex and 'units' of mithril ore have to be harvested and can be stockpiled, in which case, you can only build the units so long as you have units of mithril ore. This way i won't feel so horribly 'cheated' when i brilliantly destroy the opponents mithril mines only to see hordes of dread knights continue to be churn
I think what would be more significant would be the type of resource needed to maintain the unit. Example, mounted units with horses would need double the amount of food as upkeep. Magic beasts may need magic crystals for upkeep. Logically i think the more expensive a unit, the more expensive is its upkeep. It don't know wether having vastly separate maintainence and construction values would really add a lot to the mix. It might even just complicate things unneccessarily. I t
Yeah, i found it rather odd that many games ended when you become a vassal. Which is kinda stupid. Since the game ended when you became a vassal, why even bother providing the option in the first place? I hope WoM will allow you to become a vassal and still continue playing so that you can plot a rebellion later. Mua ha ha!! Or you could even have an alternate ending where your faction wins with you as one of the vassals. Not a perfect win for the player but still at least a decent en
This reminds me of Masters of Orion where there would be random events periodically. Some of those events were rampaging 'monsters' in the form of space worms, strange space crystal creatures or the Antarian fleet. I'm sure WoM should be able to do rampaging dragons or other mythical beasts or maybe barbarian hordes etc.
Even in real life there are SoD. For example the Persian army in ancient times that numbered in the millions that conquered huge parts of the world. I believe the idea is not to artificially prevent SoD but to make it expensive to create SoD and to provide viable strategies to counter SoD. Some ideas already mentioned: - Other than the usual upkeep costs, men for the army should not materialize out of thin air. They should be taken out from the population in in the tow
Nice idea. i The thing i didn't like about MoM was that the monsters randomly spawned out of thin air. Marauding monsters should spawn out of some dungeon or map location so that i know where to beef up my defenses. But the problem will be how to balance the game so that players starting near dungeons are not swarmed. Some of the most annoying things about games like these is the crucial land grab at the beginning. If you run into too many foes at the start, this will slow you down an
Wow. Looks like i will have to turn off the turbo on my PC to play this game.
Yep nice idea of automatically setting up trade following roads. Having to move around trade caravans to set up trade routes was an annoying pain that Civ already removed in the later incarnations.
Besides razing towns, there is the other historical method of subjugation. It's called slavery. All you have to do is round up all able bodied persons, and take them in chains back to your towns to work your as slaves.
It'd be cool, but i think mini rogue-like might be a bit too much to ask. I think i would be happy with just scripted battles that have some interesting backstory to it. Maybe, like having to kill a particular boss creature. Or having to move around to deactivate some protections before you can fight the boss creature. Or creatures that spawn in if you do something stupid. Just something so that battles have a bit more story to them. Maybe even choices, such as do you want to attack o
Talking about reactionary defensive magic, how about spell traps that activate only when opponents cast some spell against you. Like Reflect trap. Oh boy, wouldn't the enemy channeller get the surprise of his life when that volcano spell comes bouncing right back at him.
Would a specific ability to scout really be useful? I mean, once all the dungeons are cleared, they sorta become deadweight and useless. Unless there are randomly generated dungeons periodically.
Ha ha! Loved the John Cleese piece (although UK doesn't exactly have high standards in their elected leaders as well). Evil British sarcasm [e digicons]:grin:[/e] . The original list was so so The only one close to funny was #21. And it would've been better as #1. We elected George W Bush...twice.
I like the original postings analogy of bronze swords and iron swords. You could have tech such as bronze working level 1 or steel swords. Bronze working makes it cheaper/faster to produce bronze swords. Or you could go for iron swords so that you can pack a bit more punch. That way you can choose to horde with bronze swords or go high tech with iron swords. So depending on how the balancing works out, it still can work. Now about the problem of how to upgrade your hordes. Per
Yes, whose to say that the only channelers in existence are the player-controllable channelers? There could be NPC lesser channellers much like how there are minor neutral factions in most strategy games. So wandering wizards sounds fine to me. They could offer their sevices or create a nuisance of themselves demanding tribute lest they burn down your village. They could sell magical stuff or they could request to buy spells or exchange spells with you.
Maybe there can be a spy or scout unit that has the 'spy' ability. After successful spy mission, you will be able to get exact details on the creatures in the dungeon. He! he! And while i am on issue of spies, you can even use the spy to murder them in their sleep or sabotage their equipment. Heck! Maybe you can even bribe some units in the group so that the turn on the enemy in the middle of battle (like RTK) Bwa ha ha!
Yeah, I think defensive magic is the way to go. I recall Black & White had something like barriers that prevented enemies from casting ANY spell in that area. Another way may be to make such spells require casting over several turns uniterrupted. This would give an opportunity to opponents to make a mad desperate attack on you to disrupt you. You would need your own armies then to defend yourself from interruption.
I prefer that everyone starts as neutral, and that your good/evil alignment is actually determined by your actions rather than preset. Perform dastardly deeds and you start to accumulate negative alignment. Do good deeds and you get positive alignment.
I like that the land will be morphable. Now i can finally wreak havoc on my enemies lands like i always wanted to in MoM.
He! he! nice idea. Cede territories bordering enemies to a bigger empire in exchange for alliance/friendship etc. Now that should put a kinker in anyones plans for world conquest. Boy if the AI did that to me while i was halfway conquering them, i would be real pissed off.
Given that the channeler is such a powerful reality changing being, he essentially is a god, or at least god-like. So i guess it makes a lot of sense that the channeler should be worshipped as a god much like how the pharoah of ancient egypt was worshipped as a god (except in this case, our channeler actually has some awesome powers!). I guess what you would do is then define how much degree of worship that you demand from your followers. Followers who spend most of their time
Thanks for the link. Nice to know that someone is trying to implement such a system on a fantasy setting. I wait eagerly to see how the devs flesh out the system.