Actually ... the sword in your off-hand is usually better for blocking (so it could still add defense :P ) Perhaps N is its attack power on your main hand ... and if in your off-hand a Sword gives N/2 attack and N/2 defense? perhaps it only gives the N/2 attack until you learn a "Duel Sword feat" that gives you the N/2 defense as well?
Tasunke
A full Dwarf Fortress mod might be about as much work as a Dark Republic mod though ... well other than Modeling/ Animation/ Tech Tree I suppose
If Shogun 2 was a slightly updated Shogun 1 using CLOTH MAP!!! Then just mod Shogun 1 for goodness sake :p even if Shogun 2 was just a slightly updated Shogun 1 WITH MODERN GRAPHICS!!!, just mod Shogun 1 for goodness sake xD I mean, then only people like ME would buy the game due to not having already bought Shogun 1 ... that and people that rely heavily on graphics This is why games with extra moddability
certainly not for vanilla game ... but maybe if any mod went for a more Simulation or Elaborate environment. My Vanilla suggestions would be as follows Warlord -> General Warrior -> Combat Master (or Berserker) Assassin -> Marksman (or Shadow-dancer) Hunter -> Ranger (alt Beast-Master) Thief -> Treasure Hunter Researcher -> Archivist Trader -> Merchant Bureaucrat -> Overseer
Transformations X -> Werewolf -> Werewolf soldier -> Werewolf Berserker (HP regeneration, Attack increases inverse to HP) + (Defense slightly increases inverse to HP) + (attack temp increases with each kill) X -> Werewolf -> Werewolf soldier -> Werewolf Lord (Higher troop morale, less troop maintenance, all converts immediately loyal, extreme Defense increase inverse to HP) X -> Vampire -> Vampire soldier -> Vampire Assassin (n
Scout -> Adventurer Scout -> Explorer -> Mapmaker Scout -> Explorer -> Conquistador Scout -> Hunter -> Ranger -> Beastmaster Scout -> Hunter -> Manhunter -> Slaver Lord Scout -> Dare-devil -> Force Recon -> Berserker Scout -> Dare-devil -> Adventurer -> Hero Scout -> Dare-devil -> Treasure Hunter Pickpocket -> Thief -&g
Assymetric balance is usually the preference (I think) of SP/MP goers ... with especially SP goers liking their few but powerful balanced against their opponents' weak yet myriads.
This got me thinking ... a "living ecology mod" could be incredibly awesome, even if it defied certain laws of Biology and Physics ;)
..... Oh. :p Im guessing Napoleon is Steam only? Quote: Napoleon is to Empire how Warband is to Mount and Blade
[quote who="Wylaryzel" reply="25" id="2697750"]Remake the Tactical combat in such a way that you can zoom in from the normal map. Every turn are considered as 2-n turns in TC. This means a TC could last longer than only one turn in normal gameplay. And as a spice, add the possibility for reinforcements [/quote] This would really be nice. And make every battle map large enough to potentially fill the entire strategic tile. Meaning ... that while for smaller battles you could "c
where would one go to find out how to rig a model to an animation? Also, how to create an animation.
I suppose you could try a Fantasy Sim with possible inspiration from the original "majesty" game. Or even a more magical and less dwarf-oriented (in-depth fantasy sim) parallel to Dwarf Fortress
[quote who="Raven X" reply="3" id="2691412"]Don't do it!!!! NooooOooOoOoooooo!!!!! Gotta Kill Em All, Gotta Kill em All!!! LoL... J/K More power to you my friend. I was a little too old for Pokemen when it came out so I never got into it. I thought the "concept" was cool, but the art and animation was too "cutesy" for my tastes. I wouldn't mind seeing a Magic The Gathering Mod for Elemental though.[/quote] I think you should try Persona 3 for the PS2.
Heh, if you fully develop (or partially develop) the mod ... I might want to steal some stuff for a possible "Persona Mod" especially if its possible to make the Sovereign character "move around" during summoning (like holding an evoker and pointing it at his head) and of course sound (like saying "persona" w/ the sound of crystal or glass shattering)
yep, the movies always have more units xD As for the Shogun movie ... the only part they didn't use from in-game (I bet) is where the Samurai actually " mounted! " the horses. Like, they went from dismount, to mount. I doubt that kind of stuff is in-game :p Though yea ... if its Steam exclusive I may have to break out the Ninja/Spec-Op gear ^_^
Bear Caves and Bandit Caves in the hills and forests. Maybe also some sort of deformed goblinoid that came from some mutation post cataclysm ... low in pop and hides in certain lairs in forests preying off of passerby.
Or you could just have *always tactical battles* selected during the time your weak newbs are leveling :p but yea, I still think there should always be at least a "little" mook to level on.
Just paper-doll it. 1. Only Champion equipped lewt can be picked up (starter lewt CAN and SHOULD be removed!) 2. Lewt you don't pick up off a fallen champions corpse will STILL BE ON THEM if and when they are resurrected. 3. If you sell Items, there will be a small chance that they show up on New Champions' inventory ... or as lewt in new goody huts.
Altar
Apparantly FFH- Rife Doviello have Bear Cavalry ... the Rife version of Doviello are more animal themed ... and their HorseArcher replacement is 8 str bear cavalry!!! Thats basically 3 move Iron Champions at Stirrups!!! Might as well hand them the game :p ... but yea, I haven't actually tested the Doviello in Rife yet, but I would assume they are quite powerful with the new stuff. Especially a strat that focuses on Bear Cavalry.
eh ... maybe once a year? Or every 6 months :p
Even if it wasn't highly moddable ... what a game dev team wants to be done can be easily accomplished/ balanced/ rebuilt once the groundwork is done. That being said ... due to the high moddability of elemental, not only can the original dev team radically change the game within the blink of an eye ... but also your average joe modder. That ... plus the fact that (due to less hard coding) those radical changes can be rather far reaching.
Yea ... and with LOS, make it different than on the overland map certainly. Like ... most units have an LOS of 10, and a Hill costs 5 LOS, a forest Tile costs 5 LOS, and a mountain costs 10. Then, some units could have greater LOS and some could have less ... and a flat tile would cost 1 (or less) LOS. Of course ... if instead of simply having a "flat", "hill", or "mountain" tile we had varying Z values ... this could get a lot more fun.
[quote who="John_Hughes" reply="17" id="2697011"]Being able to Move after Attacking on the Tactical Map... [/quote] Nah ... just make the cost to move "outside of ZoC" 3x more expensive than regular movement. In otherwords, moving into combat range costs 0.1-1 movement, while moving out of range costs 2.1-3 movement. Honestly, Hit and Run tactics for anything other than mounted vs non mounted seems rather silly.
Heh, I think you mean psychologists are in high demand at Starbucks. Sociologists are more in demand by Satirists ... particularly Dadaists :p