As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

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Ziky - Main Post

I don't like the infamy concept, but I do like the plunder concept (as a mechanic, not as a skill). Right now you gain no extra cash for razing a city as far as I'm aware.
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zitro1987 Wrote:That's really cool, but don't you get money from razing anyways (if less)?

Yes, now you get 10% of the value of the buildings.
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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Back on the track, freed my hands a bit. I think Zitro is less free now, but never mind since the project lag was on my shoulders.

Looking forward to push the first part closer to release. whip
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How's the mod coming along? Not heard anything for a while and was really looking forward to this.
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(January 11th, 2013, 08:09)MrBiscuits Wrote: How's the mod coming along? Not heard anything for a while and was really looking forward to this.
No news, so far. alright
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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I just wanted to stop by and say that I still hold some hope for BALANCE and SPEED (which is Catnip no.2 in fact). I am also working on it, from time to time. I have simplified the expectations, but the concepts remain the same.

So far we have a few features done:

movement
- overland movement of all units is increased by 1. The game is pretty quick and it feels good
- overland movement logic was changed to that of Cilization I (IIRC): if a unit has few remaining MvP and tries to move to a square with higher required MvP, it does not succeed, unlike in 1.31, if it has already spent some movement in that turn. However, it can climb even a mountain with the first move.
- combat movement in is increased by 1. Combats are quick and tight affairs.
- mountainwalk and pathfinding units suffer no terrain penalties on combat terrain
- there is more rough terrain on combat field (more tactics)

overland
- many unit and creature changes were implemented
- city buildings are postponed based on the city status (hamlet, village, town, city...)
- research spent "over" in a turn is always conserved for the next project

combat mechanics
- Poison works only for wounded units
- stone dmg gives fixed 5 damage instead of downright killing
- death dmg gives fixed 10 damage instead of downright killing
- city walls make 1 in 3 succesful hits to miss +++ it gives long range bonus to defender shooters
- wraithform and flying units ignore city walls bonus
- First strike now works on attack AND on counter-attack, unless the striker has it as well (to improve AI and strengthen the feature)
- there's a new creature capacity STUN, that halves the counter-attack of opponents [it lacks an icon]
- "Negate first strike" was renamed to BLOCK and it now counters "First strike" as well as "Stun"
- suppressed unts "cower" and are harder to hit by ranged attacks
- all orc units now have double capacity to suppress an enemy unit, by repeated attack
- weapon immunity adds +7 to shields (insted of straight 10 shields in 1.31)
- any city with fortress is always defended by an automatic powerful magic (a weaker Call lightning), with strength dependent on wizard's skiil


These are tested and probably work. Only a small portion of the project, mind you... But don't give up on us, yet, if you are interested.
k
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Good to see you're still active! bow
--I like ILSe
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