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Old July 21st, 2008, 10:43 PM

Chris_Byler Chris_Byler is offline
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Default Re: Patch notes

Extending the turn limit without anything more will just prolong the problem (literally). However, this gives me an idea:
Quote:
A game rule of 50_battlefield turns would be if the game manual spoke of some all powerful third entity(God_of_War?) which destroyed all things on a battlefield beyond 50 turns.
What if something nasty *did* start showing up after 50 turns? Like horrors attracted by the carnage (actually, if the battle is still going after 50 turns it's probably a *lack* of carnage that is the problem, but whatever). Regular (greater) horrors show up at turn 50, 55, 60, 65, and 70. Doom horrors at 75, 80, 85, 90, and 95. Current auto-retreating behavior starts at turn 100, if anything is still alive at that point.

Horrors autospawned by long battles would clean up the mess of paralyzed and crippled units unable to retreat in time. They might also allow your golem to be killed by something less frustrating than a game mechanic (actually, it's still a game mechanic, but a less arbitrary seeming one).


Mindless commanders, even with 0 leadership, have always seemed like a bug to me. If they can't decide on a course of action for themselves, and they aren't given orders by a commander, how do they take any action at all? Even a dog has some mind, otherwise it wouldn't know whom to bite. Or even how. An entity with no mind at all couldn't even swing a sword, let alone swing it with a skill that made it possible to hit an opponent defending itself intentionally (i.e. with a mind and responding to conditions around it).

I'd remove mindless from the golem and fetish and give them 30 morale instead. Maybe some kind of "strange mind" ability that makes them immune to many ordinary forms of mind altering (certain other beings might qualify too, such as some void monsters).
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