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January 19th, 2007, 01:41 PM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: the Mappers Wishlist
Seeing as how they're not currently present in the game, I'd like to request officially a land/province/special site that heals the afflictions of units on it, and an amphibious type of province, so that land only and water only units can move over it. Thanks.
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January 19th, 2007, 03:53 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
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Re: the Mappers Wishlist
Quote:
HoneyBadger said:
Seeing as how they're not currently present in the game, I'd like to request officially a land/province/special site that heals the afflictions of units on it, and an amphibious type of province, so that land only and water only units can move over it. Thanks.
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Sorry, but this is not possible with the current map modding commands. We'll have to way for illwinter to expand the commands.
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January 19th, 2007, 06:15 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: the Mappers Wishlist
Yeah, I'm hoping they can add them soon, so that's why I'm requesting them, so the Devs know there's a demand for such sites.
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January 19th, 2007, 06:22 PM
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General
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Join Date: Jun 2003
Location: az
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Re: the Mappers Wishlist
Quote:
Jack_Trowell said:
We'll have to way for illwinter to expand the commands.
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One of the main new commands needed is #patrol otherwise gamers can use stealthy commanders to sneak past independents and acquire items and units placed by the mapmaker from a castle currently under siege by independents.
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January 19th, 2007, 06:29 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
Thanks: 150
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Re: the Mappers Wishlist
I agree, having indeps able to patrol would add spice to the game.
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January 19th, 2007, 10:01 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: the Mappers Wishlist
At the moment, the castles scattered on the map can be horribly abused by nations like Pangaea and Caelum. Crank out scouts and find the castles, have the scouts "seige" it, get a watchpoint where you can see anyone coming for 3 provinces around it, crank up the gold. I think Ive been asking for #patrol since Dom1.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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January 25th, 2007, 09:17 PM
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General
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Join Date: Oct 2006
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Natural Defense
While we're on the subject of castles, how about the ability of natural fortification?
Natural fortification works like this:
In a forest, a cave, a mountain, a kelp bed, a coral reef, any place that happens to offer the right conditions for a defender to have a distinct advantage over an attacker (and not every forest, cave, etc. qualifies) you can "hide" troops behind such a thing, like a castle, but without the Defense factor.
So, in one province with Natural Fortification, you can have 1 set of units "patrolling", and one set of units "defending".
The "patrollers" combine with the PD and are attacked first, while the "defenders" (researchers, blood-hunters, what have you) remain safe behind the trees, stalactites, high ground, whatever it is that makes that particular province special.
Attackers can still seige the place after they've beaten the patrollers+PD, and can immediately attack the Defenders, but can't hurt defending units before that happens.
Defenders don't get a defense bonus, a supply bonus, administration, or any of the benefits of a castle, except the ability to split their forces and delay an enemy an extra turn.
Now, if you DO build a castle on that particular province, you get a bonus to the castle's defense of 25% to reflect taking advantage of the natural suitability of that particular province for defense.
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