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Old March 12th, 2005, 06:03 AM
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Default Forts

An Addendi to Forts:

This is PS to the notes on Flexible Fort Systems(tm) for dom3 discussed above (decoupling build time from gold price, for more design points the option of building butch tough castles AND/OR wimpy quick castles in-game):

Some forts of the more Butch/Expensive/LongerBuildTime type could have interesting defensive bonuses, such as:
- Moats over which storming enemies must cross
- vastly improved tower fire
- "Burning Oil": Anyone running the gauntlet between the truncheon of the outer castle gate and the courtyard (e.g. anyone who cannot fly to the back without passing through or anyone too slow to stay in for too long) will suffer from sulfer haze or falling fires 1x turn
- Traps: Enemies have the chance of getting hit by a random Vine Arrow attack anywhere beteween the outer gate and the courtyard
- Nation-specific defenses: Abysia with a tough fort-type could have more fire-based defense, possible flare-volleys, or something of that type, while Caelum might have cold bolts, Ctis might have bog beasts lurking in the moat, etc.
- Some forts come with built-in "castle defense" PD-like troops, anywhere from 5-25 elite (such as Guardians for Ulm, City Guard for Ctis, etc.), who wait like PD in the courtyard, set to "guard commander".
This would, of course, require lots of work, but it could be worth it.
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