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Game questions I have to you

I understand that if you have your city full, but still produce a unit, it will go to a neighboring tile. What happens if
-the city is full
-the only river tile next to the city is also full
-and the city produces a ship?

Can it happen that the ship gets stranded, surrounded by land, on a land tile, unable to move?

Also, ships require a water tile next to the city. Do stables, which require a grassland also next to the city, or just controlled by it?
What about miners guild? Im fairly sure that can look 2 tiles off...So are the behaviors inconsistent?
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What, noone nows?
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Yes,its possible the ship appear with no water to move,however you can cast flight on it.
About MG:it sees hill in 2r around,but i dislike this behaviour.
But,ship does not require water tile,but ship wright guild reqire.
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According to my carefully collected notes from 100+ games over 18 years of game play, I have the following notes in my Excel spreadsheet. I am 99% sure that they are correct.

Miner’s guild has the following prerequisites:
Hill or Mountain in city area, Builder's Hall

Sawmill:
Forest in city area

Ship Wrights Guild:
Must be next to shore that is also next to shore, (and not river as you discussed)

Stables:
Smithy (that implies that grassland is not required at all, which I tested too)

However, I agree with you that it makes conceptual sense to make grassland a prerequisite for stable. In your development, I support this idea, regardless of how they did it 18 years ago. Remember, those programmers were under time pressure and followed a faint light of genius, but no adequate time to fully implement this masterpiece to its full potential.

Ship getting stranded is unlikely. I tested when the single shore next to city was full and the city was also full. In this case a ground unit was moved out from the city, not the ship. So next to test is what happens when you have 9 ships in the city and 9 units on the single shore tile next to city.

Also, I do not know what happens if the city is completely surrounded by stacks of 9 units, but I think we can devise better ideas for such case for your development.

If you would like a copy of my Excel sheet, please let me know and I’ll email you.
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I seem to recall this project is to be mostly a faithful remake... but I can't help but promote some ideas.

Rivers won't let one to build Ship Wrights' Guild, but it would be fun if they did. Transporting troops via rivers would give Triremes or other small craft a niche.

There's no real reason to build bigger craft - but the game can be redesigned in such a way that there is. Look at Ultima games. There are two types of water - sea and deep sea. Deep sea is basically sea away from shore. In one of later Ultima games, boats can't swim into open sea, while frigates can't approach shores.
In MoM terms, it could be that smaller ships would be limited to, say, 2-3 squares away from shore. Depending on map generated, you might need bigger ships to cross larger bodies of water. Smaller ships could still be used to transport stuff faster along shores.
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Does experience affect thrown and breath weapons?
How about poison?
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trown and native firebreath -yes; poison -no. But i do not know - why?

chaos channelled firebreath -no.Also, haos channel never add firebreath to the unit with firebreath already.
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He is right. That’s how it was in MOM.
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I was interested in the earlier question about the Charmed ability to never fail a resistance roll. Many of my heroes have had the Charmed ability but they often got damaged or killed by magickal attacks.

I think this is because they don't get infinite crosses; the crosses that they do have have a 100% chance to resist the offensive magick. If the magickal strength of the attack is 30 and they only have 12 crosses, then 18 of the magickal attack dice will have a chance to hit because they can't be resisted. The resistance rolls they make never fail, but they often do not have enough crosses to fully defend against the attack.

Is that how it works? Or is that how it should work?

Or something else?


Cheers

~
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Direct damage attacks roll against shields, not against crosses.
Your hero won't get drained of life or something like that, but he will get killed by the firebolt that punches through his shields.
--I like ILSe
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