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Re: Some ideas: raiding, seiging, spell AI and mor
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Re: Some ideas: raiding, seiging, spell AI and mor
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Sorry that's a *relly* bad answer. As I have said before and now if commonly being accepted: the utility of hoarding is entirely dependant upon map size. On Faerun and maps like it hoarding is essential. On Aran it is less of a facor. |
Re: Some ideas: raiding, seiging, spell AI and mor
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Seriously, how many times have you been beaten by people who did nothing the whole game but build clams ? I don't mean they had a dozen clams because they didn't have anything to do with their water supply, I mean how many people did nothing but clam thae majority of the game ? How many times ? 10 ? 20 ? 30 ? - Kel |
Re: Some ideas: raiding, seiging, spell AI and more..
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I'm guessing you are trying to improve games on huge maps (400+ provinces), but in my opinion the major problem in those game is amount of micro-management. |
Re: Some ideas: raiding, seiging, spell AI and mor
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In all games I've played, the winner was somebody who has successfully (and quickly) conquered 1 or more neighbours in the early game. |
Re: Some ideas: raiding, seiging, spell AI and mor
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Re: Some ideas: raiding, seiging, spell AI and mor
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You still get the defence value of the castle. All that has changed is the attacker gets the option to storm in the same turn defences drop to zero. The storm castle part of the order is ignored if defences are not yet down to zero (probably need to mention this for more clarity). Quote:
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The teleport spell was taken away from the Sphinx, as it was considered unbalanced being able to port one's Sphinx onto an enemy capital in the early game. I wanted to find a way to give teleport back to the Sphinx, whilst making teleporting it onto a capital a more risky prospect. The planar sickness idea is basically a paratrooper combat penalty transplanted from another game. It just seems to make sense to me to give teleported troops some kind of fatigue penalty. Quote:
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Yep, thats annoying too, my change to gem usage takes care of that, however. The idea is to render gem depletion sorties a turn to turn concern, rather than a cheap disruption tactic. Quote:
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It would only be tripled were the mage in that example to fight in 3 battles that turn, and use all his gems in each battle. The gem usage boost would be the same for everybody, in the same way as gem producing items can be made by everyone. For a potential exploiter, the trick would be to have your gem carrying mage engage in multiple battles a turn (which is why I wouldn't have it apply to death matches). Arranging things so that your mage fights several battles in a turn may be tricky, even with potentially 11 battle rounds a turn. Quote:
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With such a change to gem producers, I don't think that they would be rendered insignificant, many hoarders would barely notice any difference in gem output. Good questions nonetheless, my original post could probably be somewhat clearer. |
Re: Some ideas: raiding, seiging, spell AI and mor
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Re: Some ideas: raiding, seiging, spell AI and more..
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The bugbears: - Defending unfortified provinces from raids is too hard. Solution: Initiative system for movement. - Defending from raids using castles is too easy. Solution: Castle speedbump effect removed. - The spell AI ignores my orders. Solution: Change AI, and the way gems are used in battle. - Gem generators, used every game, by everybody, yawn. Solution: Add a dominion based per-province limit. - Sphinx lost teleport. Effectiveness of magical movement over standard movement for defence and offence. Solution: Planar sickness. It is arguable whether these concerns are necessarily valid or important. Its likely the solutions would provoke as much outrage and gnashing of teeth as the problems they are supposed to fix. |
Re: Some ideas: raiding, seiging, spell AI and mor
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Who knows what horrors lurk between worlds? It would give me the heebie-jeebies, at any rate. Quote:
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I think my proposed change wouldn't be too unbalanced. The potential horror could be a pretender SC with many gems, using them to cast battlefield spells, annhilating a succession of small armies in the same turn. A willing or unwary set of opponents and some luck would still be required. I would guess that it'd be difficult for an attacker to actively arrange multiple battles. It doesn't worry me because people can and will adapt to the new tactical environment. |
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