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Twan said:
Yes I forget to emphasize on this. FW is not only a clone of FG, it's a game using the FG rules without its AI. It's why there is no skirmish mode : they simply didn't have programmed a general AI, just some scripts for each scenario to make ennemies act when you move close to them.
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That system (figures per squad) sounds awful lot like Master of Magic. I've finished most of Fantasy General (in Dosbox, without sound - it was fun anyway) and their figures/power system strongly reminded me of MOM.
Initially I thought MOM's figure system is a bit awkward (for example it's a bit too simplified in some places), but they certainly got 1 thing right. You can simply heal "dead" figures and aren't discouraged from attacking.
I've been thinking about writing this kind of game (Python, PyGame) myself, and have lots of ideas to use. But I'd most probably limit it to just combat. It's complex enough as it is. Some ideas I have:
- more even damage distribution among figures. In pure MOM system, only 1 figure can be wounded. This limits a bit healing spells and other very interesting effects.
- flying and walking creatures should be able to share a square. Blocking castle gate with a flyer is silly
- very limited direct damage spells. Direct damage is overused and boring. I would compensate by greatly expanding other branches of magic.
(...)