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  #21  
Old July 21st, 2008, 03:47 AM

Omnirizon Omnirizon is offline
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Default Re: Warmachines, not Seige Engines.

but then you start to make const overpowered; the stuff it's got is already pretty nice.
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  #22  
Old July 21st, 2008, 03:57 AM

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Default Re: Warmachines, not Seige Engines.

Oh, and on Foodstamp's point about the soldiers standing around chipping at the wall with their spears, I always thought that might be the case. It would go something like this right here <-
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  #23  
Old July 21st, 2008, 07:01 PM
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Default There\'s room for new stuff.

Consider a unit that represented an archer or crossbowman shooting through an oversize shield, for instance -- it could have poor mobility, poor defense, but very high parry reflecting resistance to missile fire. Not too freaky.

Freakier would be giving that unit a #secondshape with no mobility or attacks, mindlessness, and somewhat reduced parry to represent an abandoned and damaged shield (dead archer). It might still be useful for a size-2 unit to enter that square, but I'd have to check the missile targeting rules.

More magically, fire-spitting machines aren't too freaky, and there's already the fire + water = acid theme, so short-range acid-lobbing (perhaps big cauldrons with a one-shot short-range acid breath; likewise for nature/poison; minimal hp + second-shape into a low-morale crew running away?) might be thematic. Water might lead to an Earth Meld effect. Allowing a construction to cast Rain of Stones might be a bit harsh, but hmm...
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  #24  
Old July 22nd, 2008, 12:09 PM

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Default Re: There\'s room for new stuff.

I kind of think that siege engines are abstracted into the breaking the gates routine. Siege engines were pretty rare until the medieval era: before then it was generally a lot of hard slog with the odd ballista. And there's already Iron Walls and Crumble.

I wouldn't mind maybe little upgrades: say paying another 100-200gold and getting towers that fire stuff that actually has a decent chance of damaging the besieging army. Say little 5-range flame strikes near the gate to represent boiling oil being poured out. But really, none of it is very crucial.
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  #25  
Old July 22nd, 2008, 02:40 PM
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Default Re: There\'s room for new stuff.

Hey, about this. I don't remember, does Flaming Arrows affect the arrows coming from a fort's towers?
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  #26  
Old July 22nd, 2008, 05:44 PM

Aezeal Aezeal is offline
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Default Re: There\'s room for new stuff.

No units that can help in fights.. just units which give a siege bonus would be much better.. in battle it would be a slow moving unit with a shot every 4 turns and low precision. (basicly waiting to be destroyed in break siege if not defended well enough)
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  #27  
Old July 22nd, 2008, 06:44 PM
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Default Re: There\'s room for new stuff.

You know Badger, I think this thread really needs a title change, so people stop worrying about actual siege equipment.

I wish the mechanics worked differently - I'd so love to see a large mobile unit with actual missile fire available in the same turn it moves.
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  #28  
Old July 27th, 2008, 08:28 PM
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Default Re: There\'s room for new stuff.

Yeah, I'm thinking the same thing, Jim.
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  #29  
Old July 27th, 2008, 09:02 PM

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Default Re: There\'s room for new stuff.

Quote:
JimMorrison said:
You know Badger, I think this thread really needs a title change, so people stop worrying about actual siege equipment.

I wish the mechanics worked differently - I'd so love to see a large mobile unit with actual missile fire available in the same turn it moves.
I've explained how to do that a couple of times in the mod forum. The Doomwheel skaven unit uses mod commands to allow this, as does the War Wagon in my unreleased empire mod. The work perfectly 90% of the time.
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  #30  
Old July 27th, 2008, 09:06 PM
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Default Re: There\'s room for new stuff.

Is there a way to rename a title? Can some benevolent moderator rename it to "Warmachines" or something?
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