Yea ... with separate attacks, it now seems more feasable to "attach" a hero to a squad to be a commander. You could even separate "squad levelup" and "squad leader levelup". If not with separate exp values, then at least when the unit levels up, the commander gets a "champion level" as normal. Leadership Traits/Skills would make this even cooler :3 ... especially if champ charisma affects morale bonus for the unit. Or maybe some Champs give different bonuses. Some give extra
Tasunke
I dunno ... ignoring armor isn't exactly the same (especially with equal distribution), and with the speed with which battles are over, 3% seems quite the small amount. I've seen games give some characters a 15% crit chance (or so) ... but only if it hits of course.
I personally feel that if we removed the unit-cap on armies (or at least increased it yet limited Champion number perhaps??), it would be easier to achieve balance. With the current battle system? No. But certainly possible "eventually." For instance, having an army of 20 companies of peasants is an option. Maybe not the smartest option, but still valid. Especially if you have a few healing casters (maybe even a few enchanting/ buff/debuff casters). Agai
Yea, sounds like a nice start improvement-wise. Can't wait to test it (computer "that can play games" currently out of commission :( ) obviously much more improvement is left to be made, but at least battles were shown a little love ;) The next step battle wise is probably to separate Attk and Damage, the usage of Gaussian (at least on Damage), and multi-purpose stats (each stat having far more than one simple purpose) And then after that probabl
I'd honestly like to FIRST separate attack/defense from damage/absorb SECOND, I'd like Attack and Defense to be WIDE Gaussian ... and Damage and Absorb to be narrow Gaussian. THIRD, I'd like for any given unit to have lower Absorb than Damage (and probably lower Defense than Attack). I'd also like to be able to skew the Bell Curve towards higher values for Heroes with nicer stats (accuracy/precision stat?) and allow critical hits for Heroes (luck
Maybe the two Gods can be stationary NPCs, (separate and opposing factions, non-recruitable) ... and you can earn their favor in order to get more enchantments/buffs. (say, only X number of champions can have the "favor" of either of the gods -> maybe those with Takhisis's favor become/are Highlords??) so like ... maybe those with evil god favor can found a new faction (allied to other factions with "evil god favor"), and gain extra powers/high lord .... while those
Once you get Fall From Heaven 2, there are a few add-ons you should try. Fall Further, Rise from Erebus (similar to the first) and Orbis there are others that are nice, but those 3 are a good start. Orbis kinda plays like Rise of Mankind (to an extent) If you're feeling lucky, and feel like playing Dangerous (or winning/balance isn't that important to you) then try Magister Mod. (however, I warn you ... it do
As a UI suggestion, I think that the description needs to be (changed/improved?) example: +25% -> *1.25 +50% -> *1.5 -30% -> *0.7 -10% -> *0.9 I think such simple changes would erase much confusion, if those things on the left were to be changed to how they appear on the right.
I have a few proposed changes for your system. Basically, it has to do with targetting. Lets assume N is a very large number close to infinity, and much much larger than X by a LOT!!! Ok. Now a "squad" of N soldiers attacks a "squad" of X soldiers. Each soldier has a "separate attack" (I think you already have this in your design?). So ... a squad of N soldiers has 3X attacks vs the squad of X soldiers. The squad of X soldiers have X attacks vs the squad of N soldiers. <
[quote who="Bloodlyshiva" reply="5" id="2740353"]It doesn't help matters that these guys eventually end up being the Altarians, who we know are a human-a-like race. Thus, for the sake of internal consistancy, the player factions must be human. You doubt? Go through the Magic and Advanture techs for the Kingdoms and Empire, go through many of the things unlocked by these. Start from the premise "This is Altaria" and all else follows.[/quote] heh
Ammo for Ranged weapons sounds nice, but only if its like "per battle" ammo tbh (for instance, the ammo "refills" at the end of each battle, or possibly each Game-turn)
I'd honestly like the Tactical Battles to include SOME War-game concepts and SOME RPG concepts as-needed. I'd like to stay away from the battle concepts of HOMM or E:WoM Launch as much as possible. Hopefully the tactical battles of E:WoM launch and E:WoM "Upgraded" are COMPLETELY different genres of Tac Battles.
Dominions 3, AOW:SM, and Fall From Heaven 2
I would suggest that Heroes have High ATTACK, DEFENSE, and HP, but basically about the same damage as everyone else. (especially high attack and defense) ... erm, using your model that is.
Yea, this happend to me once in the Beta. I only tried once after release, and it mysteriously worked hehe.
Join the rally for better combat (and better (see weaker) squads too) (and better heroes as well). Honestly, I see the "strength" of squads as they can't be killed in a single strike. However, their "weakness" SHOULD be that they can't roll up all their stats into a single attack or a single defense (only heroes should be able to do this!!!). Therefore, squads should have "lots of little attacks." And on that note, we might as well scale up the si
I'd like to thank Frogboy for his posts on the matter. as for having an enjoyable fantasy TBS ... I hope it happens (eventually) with Elemental, instead of waiting for a fantasy mod of Civ V or Elemental 2. (and I probably won't buy Civ V till its around 10$ anyways :p)
I dont mind a chance for missing, a chance for a parry, etc ... HOWEVER, if it hits I'd rather have a reasonable result rather than using a giant mallet to hit for 1 damage. (and the sad thing, is that its possible regardless of the type of armor or damage absorption the player has ... they could be shirtless and still only get dealt 1 damage) and I'm not even saying that 1 damage should be "impossible" ... but it should be far FAR more likely for (1 standard de
Maybe an example of 4 bone ogres vs 50 warriors would be good.
Well, that has been there for awhile. Under ideas. Not major, or minor, but ideas. However, indeed at least its there. That's actually how I found this thread the first time tbh.
From what I have seen/heard, It constantly rolls 20/1 ATT, and it doesn't change if X # soldiers die b/c they now "regenerate" when enough HP is restored.
I also think its kinda funny that, if you forget to summon something or equip something in the Strategic map, you can't do so in the tactical. Not rly an important thing, but certainly on the same level as switching weapons during battle (which would be nice).
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Dude. Gauss IS bell curve/ bell distribution. Also, Not all Bells/Gauss are equal. We have at least 2 variables with Gauss (height of curve and standard deviation). I only hope we can make Gauss skewed right or skewed left as well (and skewed by how much).
[quote who="Nenjin" reply="257" id="2750822"] 2.) Tarth "Egalitarian" perk. Where the heck do I click to make female warriors? This goes to my request too. You can get female warriors by clicking the "Randomize appearance" button on the upper right of their stat card, in the unit design screen. That should a "customize appearance" button instead, so we can just pick male female instead of having to randomize for it. Also, that faction trait should be free if it isn't alre