![]() |
Re: team victory conditions
Quote:
Quote:
Quote:
Quote:
(As a side note, it's funny how alliances and teams are in every RTS game, but when it comes to 4X, suddenly no one wants them) |
Re: team victory conditions
I didnt say I didnt want them. I just dont want the game deciding what they are, and enforcing them unrealistically. I love alliance options with AI's (because I abuse them to death) but in a game like this I like the flexibility which automatically happens by creating your own alliance rules.
I know the game allows AI to ally with AI but Im not sure if it works for AI to player. In the AI-AI version they wont actually attack each others province but if they both attack someone elses province on the same turn then their armies will fight. |
Re: team victory conditions
Nothing would keep you from breaking an alliance - you'd simply get a warning that you'd be breaking the alliance, and the other player (and possibly _all_ players in the game) would get a notification that a treaty/alliance has been broken by so-and-so. And again : the even more important aspect is that when someone goes AI, the AI could know about treaties, alliances, as opposed to completely trashing a MP gamer as often happens now. ( And yes - I would say it ruins a game at least for the person who had a treaty, their armies on the other side of their empire, and gets rolled over when the other player goes AI. ) |
Re: team victory conditions
I see no thematic problems with firm alliances. Most religions that have existed up to date have more then one god.
Even the jewish religion (which later spawned cristianity and Islam) may have it roots in Polyteistic faith. The bible have referenses to a fertility god worshiped by semitic people in Syria. I do not know the exact name. Could be Belzebub or Belial. If anyone is intrested I can look it up . I think it would also be a very intresting feature for SP as you may set up thematic senarios for AARs or if you want a challange. |
Re: team victory conditions
You can set them up in SoloPlay. At least as an opponent. In fact I did that in my WEvsTHEM scenario where Rlyeh, Atlantis, and Ermor were ruled by 3 sibling dragons. With boosted gods, selected starting positions, extra castles, etc its a pretty good scenario for cooperative human players to tackle.
www.Dom2minions.com Its not my place to explain this but did anyone notice this on the developement page? * Support for > 30 nations at once. Gandalf Parker |
Re: team victory conditions
Multiplayer alliances would be excellent... especially if armies could cross provinces of allies. |
Re: team victory conditions
Crossing allied provinces can be done now.
For one thing its one of the benefits of allying with certain nations. And even if they dont have some basic ability to do it you can always setup a castle to let them thru. I dont think Ive ever really liked games that allowed allies to cross too easily. It tends to get abused. |
Re: team victory conditions
Quote:
Well I think MP allieances should allow joint attack on provinces, if there will be something like diplomacy/alliance in the game sometime. I think that would be the most important part of the alliance system. Just imagine, 2 or even more players could attack the same province...what a great addition for the strategical part of the game. Like I said this system worked flawlessly in the RotK games, I loved it so much. http://forum.shrapnelgames.com/images/smilies/cool.gif |
All times are GMT -4. The time now is 04:33 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.