So in your X (dY + Z) ... are you adding a D100? so like X (dY + Z) + D100 ?
Tasunke
Yea, its obviously rehearsed ... and why do they send out the samurai first by themselves? To make it more "historically accurate"? I mean, I get fighting a battle piecemeal to detect for traps or to "try" and exploit a weakness ... but the initial charge (while kinda cool) didn't make much sense. And after winning, the AI samurai went back to their lines. HEREs an idea, next time an AI samurai charges, just place peasant spearmen to walk a bare yard in front of the rest of your army,
Yea ... imho if a bandit wanders into town then you steal some gold from your treasury. If an animal wanders into town you lose 1 building. Large Beasts destroy multiple buildings an Army of Large Beasts will destroy the city (probably) ... and an army of Bandits will "TAKE OVER" the city (not destroy it) .... (and any time you lose a city you should probably lose some gold as well)
I dunno. I just sometimes forget that my melee fighters are female. Not a problem with the archers since they don't wear any armor ...
[quote who="Empyrean" reply="25" id="2755540"]Putting boobs on a breastplate is unnecessary since you can strap them down pretty well, and women certainly would do that before fighting. Adding boobs to armor adds weight and deflects blows towards the sternum. It's a bad idea. Realistic armor for women looks like armor for men. If you want something sexy, well, you're on the Internet. Go find it.[/quote] Heh ... honestly I kind of agree with this.
[quote who="rwemack" reply="84" id="2754682"] attack 20, defense 20, hp 15 for hero and opponent. Attack rolls 15. Defense rolls 10. Dead... Attack rolls 6, Defense rolls 1. Dead. Maybe I wasn't clear, the attack value is halved regarding rounding: Attack rolls 15. Defense rolls 10. Damage = (15-10 + 20/2) / 2 = 7.5 rounded up to 8. Not dead. Attack rolls 20. Defense rolls 0. Damage = (20-0 + 20/2) / 2 = 15.
I think the first expansion beta should have at least 30 full work days (8hrs each) devoted to a "Finished" beta using a finished product.
Also ... I think on Sov creation, maybe Sovs should be able to pick a basic weapon for free ... like maybe the Dagger and the Club are free or something.
Seems ... Interesting. I'm assuming that there might be further ways to increase max-mana other than shards? Or is it pooling Mana now? I'm certainly interested to try it though, I hope I can get my good computer fixed soon ;)
Aggh .. I remember some of the battles in Rome: Total War when I was outnumbered about 6:1 ... usually end game when I'm using the latest and greatest in Cavalry and Melee, and seiging a City, and here comes two OTHER armies full of all kinds of generals and so forth pouring in ... making at least 3 Brutii armies against my Julius army.
and by unique units ... we mean unique tech trees with unique Weapons/Armor. Primarily nothing big, but a few major differences (and also, some nations having their ENTIRE equipment tree be vastly different from the pack)
Honestly, I don't think any one squad, with any 1 attack, should be able to make more than 3 (soldier attacks) vs a single unit. Well, at first anyways, obviously in Total War he'd be able to be surrounded by what, maybe 10 guys? Of course, the limited attacks system is probably more useful if we have squad sizes of 1, 4, 10, 20, 40, 80 ... as opposed to 1 4 8 12
Its definitely low on the list (below Distinct Civilizations, Fun Battles, Properly Scaling Heroes) Honestly, I think we could solve a lot of this with Distinct Civilizations. For instance, say Altar has more heroes, better heroes ... something. Something that makes their heroes stronger and more badass. Yet maybe their Red-Shirt military is little more than a Shoddy militia, and therefore their normal army is far less durable. Then, one Kingdom could fo
Honestly ... WOULD I buy a Japanese version of Rome Total War? Yes. I mean, I honestly hope its a better game with more AI difficulty settings (all of which being higher/better), but yea ... I'm highly doubtful that I would ever decide NOT to buy this game. (well, maybe if I had the original Shogun TW ... but I don't :p)
I couldn't help myself, hehe but yea, my post doesn't reflect the current game. Oh, and I decided that even another,larger squad could be used. The "regiment" of 80 soldiers. I feel that Heroes, on average, should have maybe Double Attack, 1.5 - 2x the defense, 10x the HP, and only slight increase in damage and armor. Though, I'm not really sure how to balance Hero Aquisition vs Troop Aquisition ... I mean we could just make buying
and yea, figure spread isn't necessarily a good thing ... at least for weapons/armor of the Red-Shirt army. I kinda think its hard to both symbolize the importance of Iron weaponry (which seems to be lost anyways, since Iron is available at start), AND separate the Red shirts from the Champions. I mean, you should still be able to have stronger red shirts than the next guy, but Champions should kind of be ... yea. I'd rather like Champions to be stronger
[quote who="rwemack" reply="79" id="2754180"]Ok, the anti bellcurve/guassian crowd has won me over. After running some numbers and looking over the results, I am forced retract my proposal to average multiple rolls together. The entire slider idea is bad. I am fine if they leave the system as is. I will just be putting more effort into getting HP. If they wanted to tweak it slightly so damage has less volatility...they could do something lik
Nice. (hope those aren't the only 4 units though :p) ... but yea, awesome. I wonder, do you think they will have the Longbow/Longsword cavalry?? (wielding massive bows and long katanas, a double threat) Probably less accurate than other archers, and with less damage but more range on their melee attacks. Possible? also, regardless of historical accuracy, will it be possible to have special units (most likely armed with scythes) that can hide in the grass
I kinda like the way Roads are currently created by Caravans. Although having enchanted roads seems nice. As well as having Forts and quite possibly Walls.
Hmm ... now that I think about it, I care far less about battle animations and effects than I do actual Battle Mechanics. I mean, I don't mind if the battles "look" dull as long as they play intelligently and fun. The reverse is not true.
Hmm, yea rolling 3 1DN and keeping the middle one (or randomly selecting between the middle and the high one) might help. maybe (if you choose to go this route) there could be an accuracy stat (which goes up naturally with each level) which affects your %chance of pulling the high one rather than the middle one.
Well, I'm not suggesting that they get rid of Action Points. By golly, they can still have action points. However, determining HOW MANY Action Points are used by an attack, or movement, should be determined (imho) by separate Attack Speed and Run speed.
I also feel that ranged defense vs melee defense doesn't need to be completely shared, although both use base defense. For instance, smaller units (especially single units) could have greatly increased Ranged defense, while larger units (more soldiers) have reduced ranged defense. Of course, this would probably be more doable if Attack and Damage were separated.