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Old May 21st, 2007, 04:29 PM

MaxWilson MaxWilson is offline
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Default Re: Classic turn-based ?

You'd have to do a little bit more than just add a neutral phase. You'd need to make sure that income doesn't get collected twice, disease don't happen twice, decide when healing gets applied (end of my turn? Proportionately while my enemies are taking their turns?), and work out some rules for who gets the income of a province that trades hands multiple times during a megaturn (=all players' turns).

Unfortunately mods can't do this, or at least the modding that's built into the game can't. It's more designed to add new content than change rules--for instance, I have a homemade race based on a favorite book series that I play against. Adding that race into my games took maybe thirty minutes (mostly thinking about what abilities they should have) and required essentially zero programming on my part, which is what Dom3 modding is good at. But AFAIK changing the basic rules of the game the way you're suggesting would require hacking the .exe, and that's much, much harder.

I actually rather like the "army shuffle." It certainly does avoid a lot of the illogical things that happen in classic turn-based games (in Axis and Allies, the same country gives 500% of normal income if it's captured frequently enough by different countries). Against the AI, the thing I find it teaches is patience--first block his moves to cut off his advance, and do it in such a way that next turn you can keep blocking while attacking and cutting off his retreat. Example:

A -> B
+_-^
C

That's supposed to be a funny arrow indicating that C is also connected to B as well as A. If the enemy army is in B and you have an army in C, instead of trying to stomp him in B (he might have moved by then), move a part of your army to A to block his advance. The next turn, attack B from both A and C. If he attacks either A or C at the same time, you'll have a 50% chance of fighting in his province and a 50% chance of fighting in yours. If it happens in his province, yay!, you get to use your full army and take fewer casualties. If it happens in your province, you get to use your PD, and if he loses the battle (assuming you take B) his units will have nowhere to retreat to and will all die. It does take an extra turn to set up, but IMHO simultaneous turns lend to the feel of the strongest position being tactical defense and strategic offense, which is realistic. But yeah, it's harder.

-Max

P.S. With classic turns, many tactics would go out the window. Raiding would just be impossible, because as soon as you took a province the enemy would stomp right on you. He can stomp on you now anyway with magic spells (because spells happen before the movement phase), but he could stop you with his regular army because they wouldn't have used up their move. Caelum and Vanheim would both be very unhappy. Using your pretender would also become a lot riskier, and in fact attacking would be risky in general, because any time you took a province you'd never know what was waiting to hit your (depleted) armies on the other side. Scouting would assume even more importance, and you'd probably evolve the same notion of "kill zones" that you get in Axis and Allies, defending by threatening a counterstrike. Might still be fun, but it would be a very different game.
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