Can a hero earn new "skills" or upgrade already existing ones on level up ? I agree with the fact that some tech are so must-have that it's un-fun to get them randomly. Housing, lumber and mining shouldn't be random but given free as you reach some levels in civilization.
vieuxchat
And what about techs that you would get for free if other players already have them for some time ? I mean, if your opponent got pikes and fought you, then you should have a bonus on research points if you want to research pikes (or a percentage bonus to get them on the next breakthrough) And I still think that housing, lumber, mining should be tied to your civic level. You don't research them : you get them for free when you reach some levels in civics. At level 1 you
[quote who="MagicwillNZ" reply="23" id="2634252"]I'd be happy to help in the group. And... if you vanish and I ever get back to writing novels I'll make sure to name a character after you. Nop. We will surely play lots of MP games with Raven. Yeah, Raven's going to have a veritable queue of people to play MP games with . [/quote] First !
If you get charged (and only if), then you have access to the beta. First, be sure to check the "show pre-release version" in the options tab of impulse. Then you should see Elemental in your list of games. Then, enjoy !
Really ? [e digicons]:omg:[/e] That is an excellent news.
King' Arthur the roleplaying wargame ;) That's the whole title. And yes, that's the new one. http://www.kingarthurthewargame.com/main.html
Like Fantasy General but with bad design choices : every map is more like a puzzle. You don't have several ways to get the gold medals. And I miss the research system of Fantasy General. And the music. Very important the classical music. Anyway Fantasy Wars and Elven Legacy are good games, with some flaws. King Arthur the roleplaying wargame is good. Really good. And hard. Don't try it on hard on your first run, you really need to know what are the kind of heroes you can get,
[quote who="Tormy-" reply="302" id="2633035"]Hehe, funny stuff. I bolded out some parts of your post, because those are the main "problems" with the WEGO system compared to the real turn based or turn/tile based systems. Quoting vieuxchat, reply 301So it's just a matter of taste ? I think that a We-Go system really adds to the usual You-go-We-go System : Less direct total control over everything in the battlefield (which can be a good thing. After all i
So it's just a matter of taste ? I think that a We-Go system really adds to the usual You-go-We-go System : Less direct total control over everything in the battlefield (which can be a good thing. After all if you're the sovereign you're not every citizen of your kingdom) Less chess-like reading of the game : you can't just count how many squares an opponent can travel to know exactly where to put your units. You have to evaluate what will your opponent do, so you hav
Or we could even create some group to keep going the gathering job. The only problem is a way for several persons to change the initial post. In fact I'll have some time in vacation and if some other people can help me gather things I can create a new post that I would update on a weekly basis. Maybe an RXG (Raven Xavier Group :P) : A Scribe : Someone to create the post and keep it clear (I can do it) Some Scouts : Some people to gather ideas and give them to
I just bought frozen synapse, a game with a bego system. And that's just the balst it seems to be. When you say the execution phase is automatic it's like saying that the attack of your units is automatic once you've clicked on the enemy. Whatis interesting is choices, decisions made. And in the planning phase you have a lot more decisions to do. Frozen Synapse for the win !
Shadowrun ! The mom's system is the one created with shadowrun (the p&p rpg) I finally remembered it :) And that's by far one of the most clever rpg system. Why re-invent the wheel ?
No it's not. In almost any TBS you say 'do this" and your unit do it. Your unit won't try to take cover before killing its target for instance. You still can do it, and micro everything, but your unit is like a "puppet". With indirect control and just "orders" they feel more alive, with their own agenda but trying to please you. In close combat the game was real time but slow enough to be like a WeGo system. Moreover a WeGo system is better to handle ambushes. In classic TBS if a unit
Well, that's just an idea. You could replace it by "You say what you want, and your soldiers "try" to do it". Sometimes I dream of a "Fantasy Combat Mission" with the tactical depth of Fantasy General, and graphics and mood of the Witcher.
Raven, I don't know you, but I'll miss you on the forum. I don't have time nor enough dedication to continue the awesome gathering job you've done, but know that I'll be looking forward for your – hopefully safe – return. Take care of yourself. PS: No need to say I hope we'll be battling each other (or against stronger forces :P) in a MP game of EWOM some day ;)
I played a game loooong time ago : UMS. Universal Military Simulator. You gave orders to your units, and the comp would do the job. And that was a real blast to play. That worked really well and I didn't feel at all effects you describe (like being unable to think if you don't see upfront what your units are doing). Yes, it need a little time to get the hang of it, but the outcome is so great. You add some "mindreading" to the game, instead of just playing advanced chess.
Why not indirect control ? Like in majesty : you don't give direct orders but give "goals" : you flag units you want to be dead fast, units you shoudl ignore, pincer flag (units that coudl pincer th eflagged unit will try to do so) burte charge flag, hit and run flag, etc ... Youwould only control your sov and heroes. Eery other unit would choose what they do thanks to your flags (take high ground, flee, help that unit in battle, etc..)
[quote who="Ziktur" reply="259" id="2632028"]i like bob's ideas on retreating. as i often plan on retreating after meeting an objective, i dont think the morale penalty for retreat should be too steep. i would much prefer to have to move my armys to the edge of the map or rally around the sov/champion or commander. before retreat is possible. i hate it when its just click the retreat button and see who didnt make it out. this way you could make tough decisions about which units cover your ret
And what about a system lik ein king's arthur ? You have Victory locations on the battlefield. If you control more Victory locations you start leeching morale from your enemy.
Yes, that's it. Frogboy explained in another interview that they will do it to let people choose how they connect to impulse::reactor. So if you already have a fb account you'll be able to connect through it. If you don't have a fb account you'll be bale to connect with a twitter account, or an impulse account. You have the choice. Moreover impulse::reactor doesn't need anything else to work. No third party software. The only thing a game designer need to do is to let stardock
But it doesn't get rid of the "you enter battle, your opponent flee, you enter battle 2, your opponenet flee, you enter battle 3, your opponent flee, etc." But ! You can get rid of with : a fleeing unit MUST have remaining movement points. So if you scout too far and finish your turn with no movement points, then your unit won't be able to flee.
And what about the system of king arthur : when you have a battle there is victory points on the battlefield. If you control more VP than your opponent you start gaining morale and your enemy loses some. That's a very good way to create active battles. But once you "know" a map, then you will be able to win whenever you want (or almost) So I vote for random generated maps and NO for losing morale after N turns. And I stringly disagree with WTA : if there's so much risk
[quote who="ddd888" reply="128" id="2629268"] [quote]Quoting LeBlaque, reply 109I'm not sure anyone saw my previous post, but after reading the last page of posts I'm more convinced that Stardock should implement TBS like Combat missions. Where you program the moves and actions of all your units and then submit your turn. ....After both sides put in their orders you can watch the result of the tactical battle for that turn. Little video showing how C
You may mute the music, but some games really shine if you let it on : planescape torment without music ? No way.
Neither. I'll try to create some kind of fellowship of the sov, with lots of heroes with powerfull abilities. My sov will be with them when they need, and otherwise at home.