Great point!
Paradoxnt
Never underestimate what can happen when people say 'Yes' to drugs!
Damn, I remember seeing a Carebear skit a while back, where the Carebears commit genocide against the Carebear Cousins. There were a lot of Nazi propaganda devices in it, so I suspect I saw it on Robot Chicken....hehe, Lil Hitler!
Well, Psychoravin is used to facing all other factions at once, be it humans or AI....yes, he pisses everybody off that much! So, he justifies the alliances against him as some sort of proof that he is the ultimate gamer. Now, he wants everybody else to experience how it feels to face hopeless odds.....a kind of 'you hurt me, now I want you to feel my pain as well'. Hehe, Psychoravin, don't take this post to much to heart. I am really just joking around with you.</
Wow, I almost gave psychoravin a karma point for being so knowlegable and generous in explaining to us what kind of games real men like him want.
Oh Oh! Which carebear would I be?
I agree with Pigeonpigeon and Denryu here on a Channeler death = game over. Although I do disagree with Denryu's simile of a faction losing its channeler is like a Jockey without a horse. A more accurate simile would be 'a faction who loses its channeler is like a jockey with a head'. Hehe!
Yeah, but the problem with the AoW way is that the defending guys can't run away at all. So, if heavy infantry attacks light calvary, the calvary can't flee....doesn't make any sense. Master of Magic had a good system where faster units had a great chance of cutting down fleeing slower units.
The reason that losing AI players DON'T accept peace offers is because it will only further benifit the winning player. So, yeah for game balance these losing AI players need to fight on to prevent/delay their opponents from reaching the 'steamroller of certain victory' level of power. It is irritating sometimes, but totally necessary....which is why we see so many of stubborn AI opponents who refuse to stop fighting in these types of games. The best counter
Yeah, I would have given much more support for hotseat, but split screen hotseat didn't make any sense to me.
Like Pigeonpigeon said! I am curious psychoravin, you seem to be against a lot of game ending strategies. So we know you are all for military domination down to the last city...but are there any other ways you think players should be able to win this game? Or should the possibility for victory only be based on capturing every last enemy town?
In response to your points: 1. It would make more sense for troops to move more quickly within their own borders (local knowledge of terrain/paths/foodstuffs). So, while effectively opposite to your suggestion, I can agree on the principle. 2. Armies fighting to protect their homes can maybe get a morale bonus to better reflect their determination. I can agree with this one as well. 3. Supply lines, while realist
Ah, DPDLC's comment reminded me of Myth: The Fallen Lords (hehe, Fallen Lords is kinda appropriate here). At the end of the game, the leader of your side side realises that a military victory is impossible. So he uses his entire army as a decoy. The army is killed to the last man, but provides enough of a distraction for you to lead a small force to kill the enemy leader. If strategies like that are feasible for the weaker faction, the
Done!
Well, lighting does burn...never quite understood the 'immunity to fire' traits not covering to some extent 'immunity to lighting'...at least it should partly cover it. I do get that there is additional damage to electrical systems (like our bodies) that fire doesn't do.
My memory seems to tell me that heroes could only launch their default 'magic bolt/lightning' attacks as long as they had mana. If they had cast other spells and were at 0 mana, their ranged attacks would be unavailable. Anybody remember that more clearly?
Well, making a race that doesn't use armor would be one way around that.
Well, the second city will obviously result in greater military production as well as greater income to support a larger military. In the LONG TERM, that will be the counter to Bob. Also, you'll be able to send out scouts/raiders to harrass enemy caravans (Bob can't be in 2 places at once) while also fielding an army that is a threat to Bob. In the short term, Bob can come to get you before you have time to build up your second city and make a mighty militar
I was under the impression that we'll be starting the game without a city. Our channeler will then get to find and choose a good spot....so that means it isn't game over without a city.
I don't know if the Uber Channeler really cares so much about his town in this case.....I mean, does anybody know if the game is a 'lose last town and your channeler dies' kind of game?
Sniff, I wish Eet would come play in the forums with us more often!
Hi Pigeonpigeon, small point with the first paragraph of your response. The Uber Channeler doesn't need massive armies to fight on multiple fronts and defend supply lines.....he doesn't really have any. In fact, he'll probably only have a really built up fortress and nothing else (unless he took it from another player).
I know some of you want the Uber Channeler to be exactly equal in combat power to the City troops + lesser Channeler, but in a direct confrontation, the troops + channeler HAS to be MORE powerful than the Uber Channeler. The advantage that the Uber Channeler will automatically enjoy is that he IS his combinded power. The city owning channeler with troops (while overall much more powerful) still has the MASSIVE operational challenge of focusing all his might at onc
Scoutdog, that is a top level hero with uber powered artifacts......you are going to clean house on those trolls. Landisaurus's troll bretheren stand no chance!
I was thinking Reb Bull might be necessary to get through the huge maps on 64 bit OS within a few years.