I think that since there's a Cargo stat, Vessel is pretty much superfluous.HerbieRai wrote:Also, I can have a piker that can carry 16 stabbers (2 stacks) because its a vessel



Nihila wrote:Second, under "Combat," it states that units fight in stacks of eight. I think that there should be a multiplicative bonus for being in a stack of eight, which should drop off on either side--dropping off faster for numbers larger than eight.
Fair enough, especially in an additive system. The max attack for any unit is 32 points(D-unit with Fire Breath, all other points into Attack, no other specials), so if the bonus for a stack is +4 per unit at 8 units, there's little to gain by adding the extra unit. A good Leader with Dance-Fighting could make it just worth it, even then it would be a pretty close-run thing.HerbieRai wrote:I actually have to disagree with this, at least with the methods used so far. In many, having 9 to 13 is actually still better than having 8. Although the "bonus" is lower, the decrease is made up for the fact by having the extra unit's attack added in. I think having the 9th unit should delete all the bonus, which makes having any more completely useless. Again, this all depends on which method Thetobias chooses, but I can give exact examples with other games if you wish.

You still need to update the rules.thetobias wrote:1. Is the schmucker increase from the discovery of gems permanent?
No, it is 5 turns as in Kaed's game, it was a typo.
Pikers and Archers can pass through mountains irl, though high mountains could cause lots of casualties and would probably be passable only for a few months a year.thetobias wrote:
2. Unless the map is going to be very small, I think you have reduced the move a bit too much. Pikers and Archers won't even be able to move through mountains unless a warlord or courtier builds a road in front of them.
Would pikers and archers irl be able to? you are going to need mountain capable units or flyers in mountains. I might increase move by one or two depending on the map size though. You will in any case be needing quick mounts.
A super capital is only a tactical disadvantage if you get rushed when you are unprepared. There are also critical defensive advantages to having all of your cities within defensive range of your capital. Anyways, I see you've changed it to two hexes in the rules. I take it that you mean there must be two hexes between cities, i.e. City, Hex, Hex, City.thetobias wrote:
3. I'm a bit concerned about having no restriction on space between cities. I think the rule will work; however, in the game we never see cities adjacent to each other. If this rule stays, I would be very likely to have seven cities adjacent to each other as a super capital.
Wuh? How would this be likely? a supercapital is a tactical disadvantage (putting eggs in one basket). Also two cities won't be able to benefit from the same tile.
My point is that if we don't know what the spells are going to be until after the game has started, we won't know what are good and bad strategies for creating our side/units.thetobias wrote:
4. I'm also a bit concerned about balance from unknow caster spells. For example, Player A's biggest unit is a fire dwagon, and Player B's biggest unit is a lightning dwagon. Unfortunately, Player B did not know that Player A's Shockamancer can negate lightning damage, whereas there are no pyromancers to negate the fire damage.
Since when do shockamancers negate lightning damage? Besides I have not decided on damage types yet. A deletionist (yes they have been retconned back in to existence in New Erf) or weirdomancer could probably negate it but the shockamancer will deal damage instead of negating it
Sounds good.thetobias wrote:
5. Will warlords and casters gain xp from governing cities as do courtiers? I think they should, but I think casters should not be able to cast spells on the same turn that they are governing.
I agree with you, warlords will gain xp (at the same rate of the courtier) if they spend their whole turn managing the city. Casters will not be able to manage or build.
Does Battlecrap and Breath Weapon stack?thetobias wrote:
8. The Bubble and Smoke specials only affect one unit. The Battlecrap special affects all units in a hex. It's not clear how many units are affected by the Acid special.
Bubble, smoke and acid now affect one stack, battlecrap doubles the units attack while attacking ground units.
thetobias wrote:
9. You already said you will downgrade the Frightening special, but it has not yet been changed. I think it should only affect the stack it is being used against and not the entire hex.
Downgraded, now it only lowers the leadership bonus by the level of the highest frightening unit.
Can a single unit buy both?thetobias wrote:Both increase the combat of a single unit, not of the stack.

So is it just not possible to have a stack of more than 8 units?thetobias wrote:What was your plan for a combat system?
https://spreadsheets.google.com/ccc?key%20...%20y=CLzOgekI
Every time a stack engages another all the values are filled: Base Attack is the units attack after specials like breath and battlecrap are added. Base Defense is defense after specials are added. Leadership is the leadership score of the unit. Terrain capability is wether the unit is terrain capable or not, Caster bonus is the leaderhip bonus of a caster (if aplicable (think golems, uncroaked), ambush bonus multiplies an ambushing units combat by 2 (currently it says defense (as soon as my internet starts freaking and I can update google docs I'll edit that)). After that it's multiplied by a random number between .5 and 1.5.
Both sides roll for attack and for defense. Subtract their defense from the other's attack if there is still attack left units in the stack start taking damage as they were stacked. (this last part only counts for unled stacks attacking unled stacks, if one of the stacks is led the warlord can choose to target other enemies.

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