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Re: Patch notes
uhuh Jim ^_^
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Re: Patch notes
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Several options for improvement exist... I know Illwinter is busy, so any improvement would be nice. |
Re: Patch notes
I'd like to vote yes to adjustable combat turn limits as a selectable feature at the start of the game, since it's a huge factor in how games play out, and makes Kristoffer bored-should imo go from 50-300, just like supply, resource, gold, etc.
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Re: Patch notes
Extending the turn limit without anything more will just prolong the problem (literally). However, this gives me an idea:
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Horrors autospawned by long battles would clean up the mess of paralyzed and crippled units unable to retreat in time. http://forum.shrapnelgames.com/images/smilies/happy.gif They might also allow your golem to be killed by something less frustrating than a game mechanic (actually, it's still a game mechanic, but a less arbitrary seeming one). Mindless commanders, even with 0 leadership, have always seemed like a bug to me. If they can't decide on a course of action for themselves, and they aren't given orders by a commander, how do they take any action at all? Even a dog has some mind, otherwise it wouldn't know whom to bite. Or even how. An entity with no mind at all couldn't even swing a sword, let alone swing it with a skill that made it possible to hit an opponent defending itself intentionally (i.e. with a mind and responding to conditions around it). I'd remove mindless from the golem and fetish and give them 30 morale instead. Maybe some kind of "strange mind" ability that makes them immune to many ordinary forms of mind altering (certain other beings might qualify too, such as some void monsters). |
Re: Patch notes
I still want my tactical combat mode!!! http://forum.shrapnelgames.com/image...ies/tongue.gif Like in Master of Magic!
If only as a side minigame. |
Re: Patch notes
Meh. If you wanted the limit changed, it should probably be changed to have a different mechanic and not just an arbitrary higher number -- like allowing the battle to continue some N turns, and after that threshold allowing it to continue as long as at least one side has a monotonically declining moving average of total hit points.
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Re: Patch notes
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But really, otherwise all the issue requires is use of imagination. I know, I know, my roommate hates that too, if he imagines something should work (that's usually the direction his imagination goes..... imagine that http://forum.shrapnelgames.com/images/smilies/wink.gif), then if it doesn't work, he gets -pissed-, and refuses to listen to any of my "oh damn that sucks man, what are you going to do differently next time?" sort of encouragement. In his mind since a computer only does what you tell it to do (technically), that the software/game not doing what HE wants it to do tends to have some sort of horrible reflection on the programmers, as the obviously totally infallible and omniscient beings that they must be, if they can manage to successfully write such a complex program. http://forum.shrapnelgames.com/images/smilies/wink.gif WHEW! Though I think a big part of why he gets so mad, is that while I devour the game, and incorporate all of the little quirks into my gameplay - he tries to dominate the game, and rails against those quirks like tartarian chains, holding him down. http://forum.shrapnelgames.com/image...ies/tongue.gif And thus he is enraged by construing my comments as saying "it's mostly a personal problem". Which, maybe it is..... maybe it is. http://forum.shrapnelgames.com/images/smilies/wink.gif Though I'd personally agree completely on two points. The first being that the 50 turn limit may in fact be a tad restrictive. Not just taking into account SCs, but if you look at armies of 1000+ on each side. At this point even "normal" elite soldiers who have berserking (or were made berserk with spells) will be left behind to die. And also the processing factor - for the most part battles do not make it to 50 turns, so it doesn't even matter how large your map is, or how many battles are fought, few of them ever cross that limit as it is. Besides, the vast majority of battles drastically speed up processing after turn 10-20, it's very rare that I see one not just zoom to the end at that point. However I'll agree on a third, contrasting point - since people cannot agree on the validity or necessity of a change, it's incredibly unlikely that there will be a hardcoded change to the turn limit - almost as unlikely that we'd actually get a custom setting added for it at this point. http://forum.shrapnelgames.com/images/smilies/wink.gif <3 |
Re: Patch notes
I vote against increasing the turn limits. I *hate* SC's.
While we're ranting: A. I really wish strategic spells did more. Hurricanes <ho hum>. Rain of Toads - big deal. Frankly its a design flaw when accidents of nature <random events> are FAR worse than most spells. Proof: Whens the last time you heard of someone winning by casting economic spells? B. Same argument, different verse. Fires from afar = ridiculous waste of gems, most of the time. Proof: Various wants and scepters will allow you to destroy turn in and turn out MUCH more than any fires from afar ever will. The game would be *much* more interesting if there were more spells that could be used on a strategic basis. Call of the wild, call of the winds, are marginally useful. How about things like: Bad weather delays attack (winter spell that prevents movement into or out of a province). Ice Storm - makes one sea hex passable due to an ice bridge. Dysentery: Spell that afflics 22+ units with dysentery. It reduces map move by 1. New Action by bards: Investigate rumors. Each turn there is a cumulative chance of uncovering a hero. |
Re: Patch notes
I'm getting tired head on this post.
For the record, I would remove the turn limit completely. We all have modern computers. Let them fight it out till the end. |
Re: Patch notes
Chris_Byler:
Mindless tag is really good thing for many situations. Especially great against nature nations [charm]. The only stupid thing is that it vanishes without any reason at tutn50. |
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