zigzag

zigzag

Joined Member # 133481
2 Posts 355 Replies 1,183 Reputation

One unit per unit. I believe it's a square based system, but there's no grid. Large units are larger (they have a larger radius). http://img.brothersoft.com/screenshots/softimage/a/age_of_wonders_ii_patch-289399-1253168962.jpeg

14 Replies 64,327 Views

[quote]Most of the worthy games were already mentioned, so I will bring to your attention a game that is maybe not that VERY hardcore, and by many treated as a fail game, the Star Wars: Rebellion! Apart from it's dated graphics and a few little issues, this is the only game that feels like controlling an Empire/Rebels, with all of awesome crafts, troops & heroes. Just check it out.[/quote] Yeah, it's awesome aside from the terrible UI, terrible AI, and balan

90 Replies 310,461 Views

Starcraft. Unique sides. Competitive balance. Unmatched polish. Excellent singleplayer campaigns. Largest multiplayer community.

28 Replies 105,936 Views

[quote]So your argument is,if its something used just by few games or unused so far,its not good ? You dont want any new idea to be implemented ? You basicly want all games to be copies or mix of those games you named?[/quote] Yes. [b]No[/b] new changes. Maximum four players and clunky interfaces. [e digicons];P[/e] But seriously, these examples demonstrate only it's not absolutely [i]necessary[/i] (although it still might be a good idea). Obviousl

16 Replies 12,383 Views

[quote]It is not TBS nor RTS for tactical combat. It's continuously turn based instead. Check out a discussion in the General area too.[/quote] Ugh. That's horrifying. I thought continuous turns meant 'simultaneous turns'. Not Diablo with a pause button. I'd have to reconsider the zone of control/attack of opportunity debate. I'm not sure either work in real-time. As for the rest, generally, I think that the number of attributes should be kept to a minimum where special

8 Replies 10,200 Views

Here's the argument in a bit more detail: (1) It adds unnecessary complexity to the game. Fantasy TBS's get along fine without it. (Play any one of MoM/AoW/HoMM/Dominions/Battle for Wesnoth, if you don't believe me.) (2) It creates a non-magical alternative, cheapening the value of that magic.

16 Replies 12,383 Views

A couple thoughts. - The turn limit should be higher, unless units have very high lethality. - No 'zone of control system'. Enemies moving through (out of) a square adjacent to an enemy melee unit should give up an attack of opportunity. - Attacker and defender should attack simultaneously (if possible), unless one unit has 'first strike' and the other unit does not also have 'first strike' or 'negate first strike'. Generally, cavalry should have 'first strike' and pol

8 Replies 10,200 Views

[quote]Building a new improvement in your city takes L turns for the labor plus S turns based on the supplies needed. So a fancy estate that increases the prestige of your city may take 10 turns to build due to labor + an additional 2 turns to get the 4 stone needed to construct it. Improvements also have an up-front cost that is the labor (in turns) X A for the labor cost per turn (typically 10.0). So that estate would cost 100 gold to build because it takes 10 turns of labor.[/q

196 Replies 327,282 Views

MoM and AoW have six or seven meaningful statistics, depending on how they are counted. HoMM and KB have a few more. None of these have particularly shallow tactical combat mechanics. The total number is deceptive because none of these progress beyond a ATT/DEF/(DAM)/RES/HP/MP/MOV/(INIT) system. Special abilities add most of the flavor. All of the games mentioned above can comfortably handle the examples raised at the beginning of this thread. Elemental combat doesn't need to reinvent the whe

95 Replies 270,619 Views

Repetition should be eliminated through environmental mechanics, not research mechanics. Elemental should have a dynamic enough environment that it's impossible to theory-craft a perfect progression through the tech tree. The contingencies of a particular world should mean that certain technologies are more/less viable than others in that world (although not other worlds). I agree that situational techs can be fun. However, any random techs should be additions to the mainline tech tre

96 Replies 259,137 Views

[quote]although I may be losing the audience here...[/quote] Actually, you lost it after 'blind tech progression'. :-p I think the problem with the system you presented is that it eliminates the sort of determinism required for strategic decisionmaking. If players pursue particular lines of tech progression, then they should be appropriately punished/rewarded for that choice. Random elements should be additions to non-random core mechanics.

96 Replies 259,137 Views