yea ... I was just saying that different armors have different inherent advantages/disadvantages, but the most expensive armors would have the best advantages, and of course super-rare armor would simply be all-out better. I could see a mithril and a master-steel having the same defensive rating, but the mithril would not have the weight disadvantage. Starmetal might also have the same defensiver rating, or perhaps greater, with magical resistances built in. Meanwhile, Chainma
Tasunke
banned for not having a gun in your own hand.
at least not a type of tile system that affects how you move your units.
we are agreed then
Oh, definitely would be nice to have vulnerabilities ... like leather/wood being vulnerable to fire, while plate or chain would be either ignored by lightning damage or increase damage cause by lightning (10 or 25%) .... Im just saying that I think magical restistances should be very rare, either a possible perk for high level units, or as a rare form of equipment (truly rare, something in finite supply), or as a result of genetic/magical mutations (see fantasy creatures post) or all
I think you should be able to take Dragon scales, or the Corpse of a defeated Dragon ... and magically mix parts of it with horses (or bears or Boars or Camels) ... and to create some sort of "wyvern" ... like a smallish flying mount with magical resistances and some sort of magic breath/mana. Would probably require sacrificing many horses for experimentation, perhaps the better the breed of horse the better the chance for survival ... but either way, being able to create lizardmen, wyverns,
Well, I don't think a nation should develop Apartheid or Master-race technologies, and then go back and research Tolerance technologies without having to make a choice ... for instance if you research those tolerance techs you will have to abandon all previous ideologies and require some penalty pre-req, like creating a National Wonder/Epic of apology, which requires many productive resources to build. And then you can finally research Tolerance and go about the other tech tree of human devel
The only things that should give magical resistances to regular troops should be either rare items, mithril, or star-metal. In Fall-from-heaven 2, magic resistance was only available to high level units, and only several units in the game were magic immune (including dragons). Damage types were discussed in FFH2 development, and while it was agreed there would be no variation in physical damage (but different promotions would make you better against a certain weapon-class of u
This is not a bump ... please go about your normal lives and ignore this thread.
banned for enforcing Totalitarian policies.
I'd like to see both Mithril and Star-metal to get into the game .... Star-metal would be FAR more rare I think ... perhaps on a factor of 10? for Star-metal to be more rare, instead of having fewer deposits, it could simply be finite deposits, unless all deposits are finite, then it could have 1/10th the amount of materials.
dynamic battle-size would work. I think instead of groups of units though (as that seems rather optional), we go on the sum of the size value of all units ... as an abstract integer perhaps? and we have values that are basically the same. For instance ... 1 dragon vs 1 dragon might need a bigger map than 1 man vs 1 man.
if you have an equipment score to grow, then distribution would be based upon equipment score. If you just built a new resource thingy, you probably only have 1.0 units (or 2.0 units) so that many soldiers will be equipped ... however many peasants attributes to 1.0 units, (or alternatively 1% of peasants for each unit available, although this would encourage bigger peasant armies ... which I'm okay with as its such a large investment, and gigantic army is kind of the theme of this ideal)
Probability based-tech aquisition (as opposed to visible and planned) could be an option, I suppose. Either way, I would want for environ-mental/Situational techs and hidden techs to be implemented, where people can choose to tech to either adapt to their environment ... or choose the more basic tech to invasively change their environment. IF you wanted you could have desert-people, jungle-people, tundra people, ect. Only one of course, and depending on your starting position. <p
(Commenting on Demiansky's proposal of a percentage of prestige to attract the people, and that food follows the people.) Thats an interesting notion ... I only wish that the food have to come from somewhere ... as opposed to people being fed on prestige alone, and farming not being required. (or rather, avoiding extreme cases where 100,000 people are being fed on the food of 30,000 people) I DO agree however, that prestige should be percentage oriented, so that if every city
Yea, the same human model could be used in each case, just different skins or textures. FFH has proven that one model can make many different units with changes in skin and texture :D
I don't think size should be determined by HP. Maybe you could grant Base HP according to size for newly created monsters n such (like fusing creatures together to make lizadmen) ... but your strength/hp is going to increase upon training and level-up, (and perhaps morale increases on level-up too ;)) anyways, I agree size should be its own stat, although mostly hidden except for in things like the Fantasy Creature creator .. or that thing where you research magical mutations, and exp
if we have tiles, and if we do ... I would still prefer hexes. Also, I think a hex or a tile should simply organize a certain distance of land. If a tile is big enough, you can have several units in a single tile. And as I said before, you can organize similar soldiers into cohesive "units" of anywhere from 10-100 perhaps. I understand what you mean though. A battlefield should be quite sizable. There should be no way to cover the entire width of the battlefield with soldiers "imo"
well, I definitely thing certain techs should disable researching certain other techs. Some-one can't be the best at everything, just have their own flavor towards everything, and further research increases their flavor towards the extreme.
Does the demo version of Dominions 3 disable the player from magical research?
6-8 paths on the "tech tree" all weaving, branching, and otherwise interconnected, with each pathway having at least "two trees" of techs to determine between (for instance agriculture could have animal taming on one side, and herb lore/farming on the other side ... or three trees of animal taming, herb lore, AND farming/culinary -> all in the architechture path). If religions are introduced into the game, we could go a step further and have a small separate tech tree for each religion.</p
Indeed, Large cities, require essence, small cities for resource aquisition or farming, don't officially produce anything other than raw-resource, mana node, or food, (dont build buildings or units), don't require essence, and are instead built by population consuming settlers inside a "real" city. A strategy could even be to ICS tiny settlements in order to ship 2 squares of food apiece to a large super-city ... which I don't mind since the main factor will probably be relative prest
I would prefer to go extra-simple, with equipment divided among the peasants based upon resource availability, wether pure addition or, my preferred, upon Probabilty ... if say you had Iron, Copper, Steel, Mithril, Glass, and Wood, and lets say you were making weapons out of all of these, well, A couple peasants might have mithril, while some more would have Steel and Glass weapons. Even more would have Iron, and Plenty would have Copper. The rest would be equipped with wooden weapons beffiti
As to exceptional units and elite units or whatever ... equipment has nothing to do with it in my mind ... neither does a random status added upon unit creation. What I would like to see, is your ability to "create" a certain amount of "exceptional units" ... and its not a pool that reaches a maximum and then grows back over time ... the number is regulated by total population + total army size multiplied by some small number, theoretically 0.05 or 0.01. The point is, that while all u
okay, now my elder-dragon epic lair is going to be filled with not only a large Lizardman tribe, but also the religious guides to the lizard-tribe will be a sect of half-dragons that accepts their heritage and has inhereted several draconic attributes, like wings, hardened skin, and/or dragon's breath. Many dragons in fantasy can transform from a Dragon form to a human form at will, while Half-dragons are stuck with whatever the genetic recombination blesses them with.