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  #1  
Old November 1st, 2003, 11:32 AM

Keir Maxwell Keir Maxwell is offline
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Default Re: Heavy Infantry, Light Infantry, and Mundane AP Weapons

One of the things which struck me as odd in my first game was how the strategic movement worked - HI and LI move 1 in the rough and HI move one in the open while LI move two. So this means HI move the same speed as LI in the rough but LI move faster in the open - seems a bit odd really.

I would suggest returning to all infantry moving 2 stategically but HI pay 2 for a rough province while LI pay 1 so that LI move faster than HI in the rough and the same in the open. This would encourage you to use lighter armed troops in mountainous area's whereas at present LI are more suited to open terrain.

Cheers

Keir
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Old November 2nd, 2003, 02:02 AM

Patrik Patrik is offline
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Default Re: Heavy Infantry, Light Infantry, and Mundane AP Weapons

Quote:
Originally posted by apoger:
>allow strategic moves that end in enemy territory

This would be a good way to model light troops.

Light troops do poorly in straight up battle with heavily armored troops. The reason they are great is their strategic mobility.

Outstanding suggestion Mr. Byler.
I made this suggestion in beta about half a year ago - for the very same reasons. IIRC, JK and KO had already tried it out but found that it was to hard to block an attacking army - with the result that major battles almost never took place. I would really like for them to take another look at it though.
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  #3  
Old November 1st, 2003, 05:08 PM
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NTJedi NTJedi is offline
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Default Re: Heavy Infantry, Light Infantry, and Mundane AP Weapons

Light Infanty and Militia would be more valuable if they could move faster plus have less fatique.
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Old November 1st, 2003, 05:28 PM

Calanor Calanor is offline
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Default Re: Heavy Infantry, Light Infantry, and Mundane AP Weapons

Quote:
Originally posted by Saber Cherry:
Second, almost none of the suggestions could be added through mods.
Surely, that would depend on what kind of modding support they implement. In Unreal, you can create Pac Man or whatever. While I am quite aware of that the chances for such an extremely flexible modding support being added for Dom2 are slim (understatement), I don't think any of us fans really know what will be possible to mod or not. To be frank though, I personally expect that it will be limited to, at best, tweaking some stats and perhaps abilities - but I won't know til the full game is released

I agree with your other points, though.
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Old November 1st, 2003, 05:39 PM

Calanor Calanor is offline
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Default Re: Heavy Infantry, Light Infantry, and Mundane AP Weapons

Quote:
Originally posted by Saber Cherry:
[HI supply upkeep..]
Hmm, well, I still dunno if I feel that messing around with supply costs would be the most preferable approach, but at least I can following your reasoning now

Quote:
Looks like SOMEBODY needs to go back and play Master of Magic. Hello, do you think I just pull this stuff out of my ***?
Embarassingly enough, I never played MoM.
Anyway, I would expect a pike to be used to counter cavalry - not to counter a bunch of guys strolling about in chain mail or whatever. There is nothing about a pike that suggests that it should excel versus heavy armour - it certainly should not be more efficient at it than, say, your standard spear. Instead, its main advantage is reach (which is taken into account in Dom2) and defensive capabilities vs - in particular but not excluded to - a cavalry charge. In all cases, you would want to horde pikemen in order to allow them to be efficient - a lone pikeman would probably be rather useless.

Bonuses versus cavalry is oddly enough not included in Dom 2 - this might be another sensible ability to add to some mundane weapons.

[Edit: Typos..]

[ November 01, 2003, 15:42: Message edited by: Calanor ]
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Old November 1st, 2003, 05:40 PM

Mortifer Mortifer is offline
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Default Re: Heavy Infantry, Light Infantry, and Mundane AP Weapons

Quote:
Originally posted by Calanor:
quote:
Originally posted by Saber Cherry:
Second, almost none of the suggestions could be added through mods.
Surely, that would depend on what kind of modding support they implement. In Unreal, you can create Pac Man or whatever. While I am quite aware of that the chances for such an extremely flexible modding support being added for Dom2 are slim (understatement), I don't think any of us fans really know what will be possible to mod or not. To be frank though, I personally expect that it will be limited to, at best, tweaking some stats and perhaps abilities - but I won't know til the full game is released

I agree with your other points, though.

Ok, it would be nice to see a balanced vanilla game. Very true. Especially this would be the best for MP.

As for SP...
I agree about the mods. IF we can do certain things, IE modifying stats, weapons & armors, adding / removing special abilities, we can make perfect mods. That will help a lot.


However, just like someone has said, the SEIV. balance mods are awesome, the ppl love to use those in MP, instead of the vanilla game. Just think about that.
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Old November 1st, 2003, 05:53 PM

Calanor Calanor is offline
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Default Re: Heavy Infantry, Light Infantry, and Mundane AP Weapons

By the way, I thought of a way to make Saber Cherry's pikes more special Add a new ability that increases the efficiency of repel attempts if there are more than one unit wielding the same type of weapon in that same square (and when pikes are concerned, perhaps even adjacent squares). However, a lone unit might get a penalty to his repel attempts. "Efficiency" here means a modifier similar to what you see when Awe and Fear is concerned. So, three jolly pikemen holding the line together are more efficient than one poor fellow fightning on his own.

You could also make things so that the pikeman would have to use a close-combat weapon if the repel fails (say, a shortsword) - but that might require some changes to the current combat system, so it might not be worth the effort.

[Edit: Clarifications etc]

[ November 01, 2003, 15:58: Message edited by: Calanor ]
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