[ian-reeds-games] Re: Warlords

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sun, 4 Aug 2013 23:13:08 -0400

Hi Carlos,
Thanks for takeing the time to play the mappack and give feedback! I really
appreciate it.
I like most of your suggestions and I will try to implement some of those
quickly.

As for the cavalry, what I did was this. Each cavalry unit has it's own
damage range. So I made the charge skills match the cavalry unit I wanted to
have it. Therefore each charge adds three points to the regular damage, but
it is used as it's own separate attack, since I couldn't figure out how to
use the effect for a skill I wanted used immediately. I hope I explained
that right.

I always thought catapults and the like were pulled by horses most of the
time? Or maybe oxen, or whatever animal. I can't imagine peasants   being
taken off the farms to drag behind war equipment. Then again, I really have
no clue if catapults were even used in actual field battles. I originally
wanted them to be strictely siege engines, but figured that they should be
able to be used for artillery like cannons were. I will have to rethink the
take aim skill, cause it is kind of a useless skill right now. 

Your other comments I agree with. I basically made elite mean that a unit
kind of went from a light to a heavy, or from a heavy to a little better. I
will have to think about that a bit.

I am glad you mentioned towers! I had originally thought about those, but
forgot about them. That is a good idea! 

Thanks again,
al
Anyway,  

 


 -----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Carlos Macintosh
Sent: Sunday, August 04, 2013 9:50 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Warlords

hi allan
First thoughts. I just played through about 40 rounds of the tale of two
cities night battle map. Take these suggestions as you will. Feel free to
implement all or none of them, it's all up to you.

1. Make multiple entry points between the two competing settlements. As it
stands, The enemy managed to hold me back at the choke point, and I couldn't
get through. Plus the maneuvering room was extremely cramped.
2. Archers should be easier to kill. It is well known that archers are
virtually undefended. Unless you want them wearing like chain mail or
something, which would impede their shooting. Perhaps they should take an
inherent 1 or 2 damage from all attacks no matter what you do. The wizard
energy shield or fortify would probably b the only way to proteect the
archer. Elite archers would lose the inherent extra damage, but have no
extra defense. Elite archeres should probably get their range boosted to 3,
to make the elite vs normal distinction even better. In fact, the line
between elite and normal is still pretty blurry and there's not much gained
in upgrading to elite units. You gain like an extra hp, and if you are
lucky, your abilities are made better. elite units should probably have
another chance to attack or something. Or perhaps give everyone an attack
success chance of like 82, and the elites can get theirs upgraded to 91. For
some reason, the descriptions for light charge, medium charge and heavy
charge all say +3 damage. I assume that the better the charge the higher the
dmg?
3. Catapults seem to just be blown-up archers that have a bit more hp. They
even move at the same speed as archers, which doesn't make sense. Catapults
are traditionally slow and clunky wheeled contraptions that are pulled by a
couple straining peasants. Catapult rocks should do a bit of splash damage,
perhaps only on the same tile, but they definitely should be made more
powerful. I never bothered to use the take aim skill. Perhaps this skill
could be used to target a particular unit and do more damage to it but
decrease the splash. For example the normal attack could do 1d5 damage with
1d4 splash, but target aim would do 2d4 damage with 1d2 splash, or
something?
4. Regeneration of the resources like gold, elctrum platinum silver, etc,
should increase as you upgrade your base. The AP's increase as well, but I
was finding that I didn't have enough resources to recruit anything except
for light infantry. And what use are those?
5. Allow for the building of AI-controlled towers. You can start with a
scout tower at the settlement level. It can be built within a reasonable
range, say 7 squares away from the settlement, and will have a sight range
of 3 or so. It gives early warning of enemies, though it can be destroyed. 
Subsequent levels of your settlement like villages and towns would unlock
other towers, such as archery towers with a longer range than an actual
archer, or ballista-equipped towers. You could even have a highly advanced
wizard tower, who knows.

And that's about it for first impression. I'm going to try the goblin map,
but it looks like it will be a pretty engaging one. The prospect of
launching a two pronged attack on the base is a promising one. 




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