Moderator: Cartographers
yeti_c wrote:First question (of many!)
How many on the Sanctuary?
C.
wicked wrote:Ok, so how will it work, if after I kill off everyone else, I go to conquer the Sanctuary but can't do it in one turn. I can't start the next round, so then have to wait 24 hours to take my next turn?
natty_dread wrote:I was wrong
wicked wrote:Ok, so how will it work, if after I kill off everyone else, I go to conquer the Sanctuary but can't do it in one turn. I can't start the next round in freestyle, so then have to wait 12 hours to take my next turn? That's annoying.
DiM wrote:that's what basically happens in this chapter. spell needs to be broken ad this means the sanctuary terit must be conquered.
Ports can only attack other ports connected by open sea.
gimil wrote:Im thinking of a few things.
Reduce the number of villages, and increase 1 or 2 to city sizes spead over 2-3 terrs.
gimil wrote:Ice path between croch and voigth and stop posts stuck inside that area from attacknig the ones outside.
gimil wrote:Change the sheild this one to move away from the medieval feel of the map.
gimil wrote:have the surrounding terrs of the santuary also have high neutrals
DiM wrote:gimil wrote:Im thinking of a few things.
Reduce the number of villages, and increase 1 or 2 to city sizes spead over 2-3 terrs.
i'm not fond of this. where would those cities be located? wouldn't that make the gameplay imbalanced? imagine a guy getting a castle near a city and his opponent getting a castle with nothing, not even a village.
natty_dread wrote:I was wrong
wicked wrote:OK gotcha. Your first post said must, hence my confusion. You have to take and HOLD for one turn. lol I don't see anyone bothering?
I'm not fond of this one. It makes Assassin games a lot more complex. If me and someone else is in that area and my target is outside that area and the someone else has their target inside that area they have a pretty good advantage.DiM wrote:gimil wrote:Ice path between croch and voigth and stop posts stuck inside that area from attacknig the ones outside.
this i like. it add a twist and it's realistic.
yeti_c wrote:All areas that aren't sheltered should decay due to the ice...
So all territories should decay -1 or -2 each turn... and -3-4-5 on the sanctuary...
Two things to note here before anyone asks them
1) Neutrals don't decay
2) Your armies won't decay beyond 1
C.
mibi wrote:nice work DiM, the icey graphics look good and are a good change of pace. Reminds me of Warcraft. The icebergs are a nice touch.
Aside from the graphics tho... i think the gameplay needs to be a bit different then the Might one.... i think you need more than just the sanctuary twist.
natty_dread wrote:I was wrong
Users browsing this forum: No registered users