[quote who="Capt Sealy" reply="94" id="2416474"]It's quite possible to implement things like fire / magic / lightning damage etc without actually having separate damage stats for them all. This has been mentioned in a few variations above, and is similar to the way Warmachine and Magic the Gathering work, but I'll just outline my take on it here: - Typically a unit has one stat for damage, so when they attack this number is used. Doesn't matter how you're hurt, it still
Sarudak
As individual units will likely die alot I would really like to have some system of creating battle groups wether they be armies or batallions or whatever. Each of these groups would develop unique characteristics based on their history. Newly formed groups would have no bonuses but battle hardened groups with a long history of battles would have unique bonuses fitted to their history and traditions. New units would take time to fit into a group and wouldn't fully take on the group traits unt
When i played GURPS I really liked their damage system. It's similar to wesnoth. And you don't have half a dozen physical damage types you have three: Crushing, Cutting, and Piercing. Furthermore since most units will be basic humanoid units the resistances will be fairly easy to learn. All you really need to know is what type of armor your opponent is wearing. Flexible armor will protect against piercing and cutting normally while providing little or no protection against crushing. Rigid arm
[quote who="Sarmis" reply="18" id="2412353"] Note: this is academic. As soon as the other team takes reg, the game is no longer competitive. [/quote] Cause you think reg is so good or so bad?
Damage Types... Plz plz plz plz plz plz plz!!!! Honestly I think this game would benifit from damage types like in Battle For Wesnoth. I love that game and the way they have tactical combat modeled is amazingly fun. Not really appropriate to the scale of this game but still some really good ideas there.
It's called a tweet... Lol
I think it would be better if there were some more realistic prevention of the Infinite City Spam. Why did medieval empires not have ICS in real life? Well some places are suited to making large cities and some are not. Areas with rivers for example tended to breed cities. Also there needed to be plenty of room around the cities for farmland. I think this is something that civ games don't do really well because all production comes from cities only. In reality most of the production of raw ma
Frogboy also compared his idea of 'continuous turn-based battles' to something similar to Sins of a Solar Empire.
Read my thread about continuous turn based battles.
[quote who="Raven X" reply="10" id="2401213"] Quoting Sarudak, reply 9The pic you based your argument on is obsolete and does not represent the battle system they are developing. Where did you get that information? We don't know that for sure aside from the small tidbits Frogboy mentioned. I do recall him saying somewhere to "hide" the grid in the picture. We know units will have abilities and we can use spells in battle. What we don't know is how large the unit number can be
The pic you based your argument on is obselete and does not represent the battle system they are developing.
I agree with you that a loving God would never do that, but the bible doesn't actually support the view of hell being a place of eternal troment anyway. The penalty for sin is and always has been death, simple non-existence. Many people mistake what the mainstream churches teach for things actually found in the bible.
How do you friendlist ppl?
Hey I was wondering if anyone wanted to make a team or something so us PUG people could take on some premades every once in a while with people we know play well. I generally play in the 8-11 pm Pacific Time. Anyone interested?
I see the quality vs quantity thing as being more a question of initial investment versus ongoing investment. So while training and equipping 100 knights would probably cost alot more that to equip 1000 peasants (they could probably just be levied from the population) the cost to keep an army of 1000 peasants in the field is significantly more than 100 knights. OTOH after the war the peasants go back to the fields and cost upkeep no more but the knights may need to be retained as professional
What if someone having the tech meant you could easily research a somewhat inferior copy to keep up but that you could also research up by spending the full cost (or maybe a little more) to be even with them?
It should definitely not be just a size issue. Being a large nation should have some small diplo penalty. Being a large Normal 0 false false false <w:WrapTe
For me the fun of the game comes when you're still wrestling for a tiny advantage. When the game could still tip either way. In many games this period ends very quickly if there is disparate skill levels. This is the nature of Demigod as a game. I enjoy about the first 2-3 minutes after the scales tip IF I'm on the winning side. On the losing side I will still struggle for that same amount of time looking for any chance to turn things around. After that winning or losing I'm pretty bored.
[quote who="BoogieBac" reply="5" id="2365044"] Iirc, neither MoM or MoO1 had race customization at all ... but I know what you meant, cool Seriously, I can't wait to get the faction customization in. The plan ATM is to give the player X 'customization points' that can be spend on the 3 major parts of your faction: the sovereign's stats, the civilizations stats, and your magical preferences. You can imagine the HUGE range of possibilities with such a system...it's going to be nuts
[quote who="Seboss" reply="1" id="2361339"]This continuous turn thing sounds a bit like Final Fantasy, ie you have a limited time slot to issue an order to one unit after another that is carried out after a timer expires. The string of unit icons at the bottom of the screen seems to corroborate this.[/quote] That pic is obselete.
[quote] Q: Tactical battles, are they real-time? A: They make use of continuous turns. This makes the battles play out much like a real time strategy game but without feeling a rush. The Corporate Machine was one of the early games to make use of continuous turns. Some have said that Sins of a Solar Empire plays like a continuous turn game. The idea is that winning tactical battles h
That second screen really makes me think of the black gates of mordor... Not sure why...
[quote who="Jharii" reply="19" id="2360066"] I would think your logic is flawed. I the "powers that be" were the magic wielders, they would be thwarting anything that would jeapordize their power. If technology was threatening to tilt the balance of power away from magic, the magic-wielders would be stunting that particular technology. Regardless, this is a fantasy setting. Introducing gunpowder into a fantasy setting will always be met with resistance.
AI should also have unique personalities. Many hidden modifiers including historical events in their empire should modify the outcome.
Oh come on... We all know we're gonna see mods of gundams vs stempunk vs magic gnomes... It's already been said it won't go in the main game but it can and will be modded in...