Re: ThreeFort - Experimental game - Design pretenders
Caelum agrees to no stealthy movements other than from a non preacher scout. But I think it would be easier to just ban all tresspassings whether stealthy or not. If I understand correctly, the NAP is no attack orders until turn 3, which means attacks will be witnessed on turn 4. We can do the same thing for stealthy units, you can script them to move into enemy lands on turn 3 and make everything simpler. Otherwise we may have to cover all the possible ways stealthy attacks can occur, including unrest causing scout with bane venom charm, idols, etc. To be complete, we should also include no remote spells can be cast until turn 3, which means their effect will be seen only on turn 4.
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