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Re: Should the Slave Collar make you Mindless?
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New suggestion: Check at start of battle for max. damage per hit the enemies can do .. e.g.: STR 30 DAM (weap) 10 dice roll 2x6 => 52 damage points per hit ... so any commander who has less than 53HP left routes .. might slow down the start of battles unacceptivly if there are several hundred units on the battlefield, though :( On the other hand, this test might help (the battle AI) with the detection of SCs, so it might be useful enough to warrant a little bit more calculation before combat starts ?! |
Re: Should the Slave Collar make you Mindless?
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"Oh god, Cyclops with a Gate Cleaver, I'm out." "Yeah me too, Gunter." "Hey wait for me guys." "Where we going?" "Dunno, that was scary, I need a drink." "Right, well I'm heading over to Grey Forest to see a girl, so catch up with you all later." "Sucks, I was all pumped up for a war today, and they had to bring that stupid Cyclops....." :shock: |
Re: Should the Slave Collar make you Mindless?
The more I read some of these suggestions, the firmer my belief that the game works perfectly well as intended.
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Re: Should the Slave Collar make you Mindless?
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Key word, though, is HP left - remaining HP after being damaged and doing the morale check. No way that all the mages just turn around and go home when something big&strong appears on the battlefield somewhere. Though .. maybe JO should introduce a "milita" tag for milita .. which makes the poor bastards just behave that way .. "Oh, a Cyclops!! Run !!!!!" ;) Only joking .. those units are useless enough already :rolleyes: |
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