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Re: New Map: Faerun - The Forgotten Realms
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Re: New Map: Faerun - The Forgotten Realms
Pop-killing could be reduced if the indy provinces were all considered to be tax-0 while independent. It's not like they have economies and pay for maintenance, recruitment, PD or buildings, right?
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Re: New Map: Faerun - The Forgotten Realms
I am not saying it is a bad idea, but have you
considered all the implications? Scouting would become much harder. Eighty units on patrol, even groundpounders, will have a pretty good chance of revealing and killing scouts. This will effectively kill scouting for many nations. [ May 27, 2004, 17:50: Message edited by: Tuidjy ] |
Re: New Map: Faerun - The Forgotten Realms
Yeah, I thought of that too - ordinary scouts would have a harder time. Patrolling indies would also make high-stealth units, like Spies, more valuable, and not all nations have access to them.
I guess it's just weighing the pros versus the cons, then. http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: New Map: Faerun - The Forgotten Realms
Actually, I believe that what we need are map commands to set indie defenders on patrol, defend or random (changes with each game). These commands could be global (for all provinces) and local for each province specific where local would overwrite global. For example, you set all indies on map to random with global command, and then chose provinces with castles and set defenders in them to patrol with local.
Local command in this case means that each group of units in province can be set to defend, patrol or random. That way a mapmaker can assign 3 Groups of defenders to patrol around castle, and several Groups of units to defend the castle if patrollers get beaten. |
Re: New Map: Faerun - The Forgotten Realms
Hmmm I dont know about random. If anyone has played some of my random maps you will quickly see the problem. I think my maps suffer most from this. Scattered castles owned by independents are way too nice for the player. I can take the province with a scout. Get instant view and watch of all the provinces around it. And I can safely tax it to death if its somewhere that the AI is likely to reach before me. And if I do get near one I can move troops thru that province without taking the castle. If I get pushed back I just retreat and leave the AI trying to seige.
And AI's wont use that tactic. A huge AI army will be stopped by a castle until its taken. Hmmm of all the suggestions I think a command of #patrol and #defend which can follow the #commander assigning command would be best. With the default changed to patrol instead of defend. As to what that will do to spying and scouting, I think thats livable. If the indies are set to 9 then they are supposed to represent more of a game problem. Especially if its obviously a large and wealthy province. I should probably wait for hard numbers though before judging that one. At what Indie setting do enough indies show up to make scouts worthless? |
Re: New Map: Faerun - The Forgotten Realms
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on patrol, all is good... Scouts do have it too easy in indie provinces. I was just afraid that if all indies were patrolling, scouting for some nations would be impossible. |
Re: New Map: Faerun - The Forgotten Realms
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Re: New Map: Faerun - The Forgotten Realms
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Edit: stupid typo. [ May 27, 2004, 21:20: Message edited by: Daynarr ] |
Re: New Map: Faerun - The Forgotten Realms
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It may be troublesome to do also. Actually if it was only defend and patrol there would still be an option for random as an external program the way I do it now. |
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