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-   -   terrain and combat (http://forum.shrapnelgames.com/showthread.php?t=30203)

jeffr September 8th, 2006 11:07 PM

terrain and combat
 
I just read in one of the AAR that a battle in swamp terrain resulted in penalties for units without swamp survival. Excellent!

Do forests, wastes and mountains have the same combat effect?

Anyone know what the combat effects are?

Kristoffer O September 9th, 2006 02:43 AM

Re: terrain and combat
 
Not atm, but since the mechanich is there now, there might be changes to this.

Ballbarian September 9th, 2006 08:53 AM

Re: terrain and combat
 
Quote:

I just read in one of the AAR that a battle in swamp terrain resulted in penalties for units without swamp survival. Excellent!

I was pleased to see this as well. http://forum.shrapnelgames.com/images/smilies/smile.gif

Nerfix September 9th, 2006 12:25 PM

Re: terrain and combat
 
I would like to see terrain & survival affecting the stats.

Mountains and wastelands could encumber units without mountain survival thanks to altidute and harsh conditions.

Forests could slow down and reduce precision of units without forest survival because it's harder to move through and see in forest.

okiN September 9th, 2006 03:03 PM

Re: terrain and combat
 
Quote:

Nerfix said:
Forests could slow down and reduce precision of units without forest survival because it's harder to move through and see in forest.

This should have a stronger effect on some troops, such as cavalry, who would find it much harder to move amongst the trees and thickets than infantry.

Nerfix September 9th, 2006 03:33 PM

Re: terrain and combat
 
Quote:

okiN said:This should have a stronger effect on some troops, such as cavalry, who would find it much harder to move amongst the trees and thickets than infantry.

Mmmhm, true true.

Perhaps we could get a new "Cavalry" attribute...it could affect stuff like Cavalry suffering vs. Animal Awe, and perhaps cavalry being more suspectible to some nature related spells like Beckoning...

BigJMoney September 9th, 2006 05:47 PM

Re: terrain and combat
 
Here is how I look at that: just because a province is a wooded province doesn't mean commanders will choose to wage a battle in the woods. They'll probably find an open field. This is pretty much how it is represented in combat, anyway.

I guess mountains and swamplands pose a different problem. If you are in the mountains, you are stuck there. You will probably be fighting the battle on a mountain pass somewhere. As for the swamps, I guess we can assume that if an entire province is literally swamp land (which is, I guess, more fantasy than reality) then it covers every square inch of the land. I suppose you could use this same fantasy reasoning to say that forest provinces are covered every inch with trees, though.

Anyway, when fighting in mountains, all I'd ask for is that the defender receives higher ground. Higher ground simply means 2 things:

1) 150% range on missile weapons
2) Attackers gain a small amount of fatigue moving towards their enemies for fighting uphill.

Doh, this is probably way too complicated, though.

=$= Big J Money =$=

Nerfix September 9th, 2006 05:52 PM

Re: terrain and combat
 
I don't know, that sounds fair to me. Maybe hard to implement, afterall fatigue penalties would propably be a lot easier to make, and thematic (thinner air, altidute)

About forests...well, you are right, but I think that units who have Forest Survival could get some bonuses there.

EDIT: Information like this ought to be viewable in the province type overviews. Like, terrain type "Swamp: *list of penalties*".

Caduceus September 9th, 2006 06:07 PM

Re: terrain and combat
 
I like the idea of not penalizing someone just because they don't have mountain survival, but possibly giving a bonus to a unit that does.

Nerfix September 9th, 2006 06:11 PM

Re: terrain and combat
 
Quote:

Caduceus said:
I like the idea of not penalizing someone just because they don't have mountain survival, but possibly giving a bonus to a unit that does.

That's one way to do it, but giving mountain survival units for example reinvigoration bonus in mounts, or attack or defense bonus might create weirder results than giving units without mountain penalties.


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