[quote who="Ocie1" reply="28" id="2397586"]Just to refine the idea of 'nothing left to loose' gambits - Making the mop up more interesting and unpredictable is great; however, from a design point of view, the gambit should be a bid by a realm that is getting marginalized to propel itself back into competitiveness or self distruct and thus shortening the mop up. Essentially, these realms would mop themselves up if the gambit fails. However, the more I ponder, the more I t
Tasunke
indeed, like a different color for each turn of movement. Better for instant recognition, and more intuitive path guidance on the user's part.
I suppose you could spend a large percentage of "sovereign points" on cavalry proficiency, which would greatly increase his natural evade when mounted (although would not guarantee a mount would be present). I simply like having a very war-like general. Am I not allowed to retreat family members from losing battles? Generally the only retreat I have seen (with less drastic consequence of course) is when both armies are nearly exhausted in man-power and the generals are running around
I agree with the three click-scenario ... wether its a right click or a left click for the destination selection is moot. One should be able to click and Drag, seeing distance and travel time path-ways for each location as you are dragging the clicked mouse along. Then when you let go, it still is only Display . You can move the way points with your mouse to avoid un-wanted obstacles (way points being little visual dots on each tile you are set
Aye, risk as a boardgame is quite shallow, a moderately fun game to play, but still shallow. That being said, its always fun to play risk while pertending there are added complexities and micro, for instance all those modified rule versions of risk -> have many browser based conquerer game spin-offs.
Are Dragons considered channelers, and thereby also immortal? or is it simply their life-span is so long that its really no difference, and it would be extremely rare for an "immortal" human to outlive a Draconic lifespan? In addition... Soveriegns should probably start out with a base withdrawal chance, or rather a base evade percentage. I say natural starting percent should normally be 50% perhaps 60% for elves and other graceful or small creatures, and 40% for more s
I think we are thinking of two different kinds of battle-maps. I now think I understand that battle-maps will need to stay grided for the time being (wether square or hex). Placing that data aside, for one moment, I think we can take the "swamp battle" demonstration, and consider that to be a narrow lair after several sucessive battles in swamp-land to get to that part of the "swamp dungeon" However, a battle on an open battle-field, with possible walls and fort
[quote who="joasoze" reply="1" id="2386083"]I addition to your fine idea, one could add upkeep not related to gold. You could have a dragon fighting for you with an upkeep of for example 10 resources a turn (gems or whatever). If you run out of this resource the dragon leaves. Imagine how interested you would be in getting your hands on that gem mine over there [/quote] which is exactly why raising and levelling your very own dragon would b
heheh ... I guess its similar to the team games in FFH i was trying to set up .... heheh. In anycase, it will be interesting to learn my proficiency in this game once it comes out ^_^ .... if it were FFH I think I can guess who would be ruling over who ;)
This is in possible loot of all stages of the living Dragon-Lair dungeon. I think that every dragon would have at least one egg ... kind of like a pheonix, and if you kill the dragon, what-not, you can capture the egg. The egg by itself would be massively expensive, and for those so inclined, it could be used for a quick massive gold bonus, or a very high diplomacy bonus (especially if you give the egg to a nation that has the reptilian homage civ-trait, and wishes to do more than kee
Reptilian homage -> slight bonus to beast-mastery techs, slight negation to human/diplomacy espionage/trade techs. Armies with a reptile gain slight morale boost, armies with a dragon gain large morale boost. Upkeep for magical scaly critters is lower, treasury and population in captured cities is lower, due to tribute to your reptilian idols. might have to pick a sub-set of reptiles to be "attuned" to ... aka all citizens have
Option 2!!! -> although really you could just have a Caravan defense slider ... and select what type of unit will be guarding ALL caravans, and the slider will determine the number of units. Having heavily guarded caravans could have a small penalty of slower travel times, ect. Or of coures, you could protect them with cavalry units, although this would most likely be a more expensive endeavor.
and you cannot forget the powerful two-handed lance knights have been known to use. Although a dual-sword wielding Cataphract is obviously a bit more flexible than a lance wielder. And realistically, after the initial charge or two the lance was thrown onto the battle-field, and new weapons were equipped (sometimes sword and shield, sometimes two swords) ... although I imagine that cavalry will simply have a charge bonus, as opposed to switching in and out of the lance. <p
No, this is just initial betas. You can bet they will make it all pretty by the time of release. I am not currently concerned with pretty, I am currently concerned with the battlemap. Personally I would like to see battlemaps ungrided, but for lack of this certainty, I'll have to focus my attention elsewhere.
[quote who="Strand" reply="3" id="2393591"]Hexagon Debate: Activate[/quote] I haven't had much real experience with Hex Maps, although in atleast the simulation of RL or real time strategy maps, at the very least, Hex Maps really seem to be the way to go. I haven't seen hex-maps since I was dabbling in war-strategy board-games like Battle Cry. While fighting in an easily two dimensional landscape, like Civ 4, where everything is turn-based... Im okay with
[quote who="Malsqueek" reply="6" id="2390949"]I also am a huge fan of this idea, but would probably restrict the "bonuses" from being the first to more of the milestone techs, and not each and every one. For instance, if you are the first to research "metal weapons", ALL your metal weapons get a bonus, even if you only figure out how to make a steel beatstick first, you can apply that knowledge to sharp steel beatsticks, and steel axes. Also, for conquering a city that h
I like the idea of making alternative units with Forest hiding training or Mountain Ambush training, which increase build-times but can be useful in such situations. Also, later tech which decreases or nullifies this build time increase, like Spelunking for Mountain creatures and Shadowstep for Forest Hiders. and yes, looking at that screenshot, I would do well do suggest MUCH larger battle-maps, to allow for tactical flexibility and variation. Although I admit that lar
My coat of arms would be a Dragon's eye. +10 diplomacy with dragons, +20 diplomacy with lesser draconic mercenaries and giant reptiles, and +2 hp +5 defense for tatooed dragon-core members, whose loyalty is first to the King, and second to the Dragon. And yes, I think graphical Options should be separate from bonus options, you can make your own interpretation. If my Dragon's Eye looks like Sauron's eye to you, its your own fault xD ... or maybe I was too lazy to find a
I would personally like to make a new breed of giant, winged velociraptor, which has its own bite initiative in addition to its rider's attack. Less Giant raptor, and more Steed looking like Raptor, although still with Thick, Strong therapod legs of the superior subset of dinosaurs ... and vicious teeth. In this case, being a steed, probably a broader, sturdier midsection. Also, the sickle claws would come less in-handy here, except for if you made them their own unit, un-ridden, alth
Some-how this thread reminds me of Erfworld :D .... just in the quote, "he did not simply pop out of thin air" because of course, in erf world people, leaders, and military units all "pop" from thin air as adults, and have no life expectancy, just life until death. Also, everyone is strictly required to follow orders, and thinking units like warlords have "duty" which requires them to use their own initiative to help out their supreme overlord. Also, overlords (or royalty) are the only ones w
veeery nice then ^_^ I would like to see later technologies however ... like "mass conscription" or "pride of the empire" that reduce troop training by 50% or 80% for training en-masse
instead of fantasy option A- a wizard did it, I usually go for fantasy option B- a dragon SHOULD do it :3
Was it just me, or didnt the Dev team say that Sovereign Death = you die, non-negotiable. Anywho, reminds me of a Machiavellian Quote: goes something like ... "If all of your resources are in danger, then only a fool would not protect them with all of his power and might" meaning if you had to you would sacrifice 99% of your kingdom to keep the Soveriegn alive. (prolly only in SP) Makes me think that there should be a hostage situation possible, if they capture
Simple, give a Soverein a Very high Withdrawal, aka, if he is not the lone actor, a native 50% withdrawal. After-all, in FFH, people are learning that 90% withdrawal can be a very powerful thing xD .... units teleporting over mountains and oceans even due to "withdrawal" ... but I digress. I agree that its perfectly fine to have a mortal Soverein unit. Adds to the "realism" of the game in a way. Also, sometimes multiplayer games adopt courtesy rules to avoid imbalanced-ness. What you
[quote who="zigzag" reply="43" id="2395211"]Actually, this example is culled from Master of Magic and Age of Wonders. For example, defending with Nightblades, which were invisible, or Golden Dragons, which were flying and magic immune, are popular strategies in those games. Without turn limits, battles could turn into an endurance race, or a game of chicken. Battles should and probably will have a retreat option. As for indecisive or multi-turn battles, well, do 4x games need to be