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Author Topic: Fiefdoms @ War: Fluff Thread  (Read 74006 times)

adwarf

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Re: Fiefdoms @ War: Fluff Thread
« Reply #600 on: March 28, 2011, 07:15:25 am »

Melee units shouldn't be able to hit flying units unless said flying unit is classified as a melee soldier.In a case like the Gnome Copters only ranged units should be able to hit them since they stay up high raining down arrows.
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Demonic Spoon

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Re: Fiefdoms @ War: Fluff Thread
« Reply #601 on: March 28, 2011, 07:41:19 am »

I think I'll rule that you can upgrade and use healthy troops on the same turn, though.  It's not the same as training them from scratch.

Edited turn
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Iituem

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Re: Fiefdoms @ War: Fluff Thread
« Reply #602 on: March 28, 2011, 07:57:36 am »

Alright, what do we feel about this mechanic:

Retreat:  Wounded units on the losing side of a battle have a base 20% chance of retreat from battle.  Some units (such as cavalry) have higher chances.  There is also a 5% chance (can be improved with technology) that a wounded unit will be captured intact by the winning side.  Retreating units will escape to the nearest friendly territory.  If there is no safe haven that they can reach with their remaining move, they are destroyed.  Units with no move left can still retreat to an adjacent territory.
Caveat:  This applies to neutral territories as well as player territories.  You may succeed in ejecting your enemies from one neutral territory only to have them reinforce another nearby.  Be warned.
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Dwarmin

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Re: Fiefdoms @ War: Fluff Thread
« Reply #603 on: March 28, 2011, 08:03:51 am »

There's mah turn...woo!

Anybody feel like trading with the new guy next turn? :)
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #604 on: March 28, 2011, 08:07:03 am »

I'm -always- open for more trade.
Trade with the United Provinces grants a sizeable boost to per turn cash (100 extra a turn currently), And a strategic metal resource (Copper).
Also looks to be.. 9 provinces from you, Granting a $2700 return.

As for the retreat rules? I'm in favor of a 20% chance per wounded infantry unit base chance, to make it out in the event of a loss.
5% seems about right for capturing wounded troops as well.
Would we of course know if they retreated successfully, and where they retreated to?
« Last Edit: March 28, 2011, 08:12:09 am by Terenos »
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Demonic Spoon

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Re: Fiefdoms @ War: Fluff Thread
« Reply #605 on: March 28, 2011, 08:09:53 am »

I like. I'd like it even more if you would apply it to the last turn where I lost 10 spearmen in my suicide rush.  :P No retreat, no surrender, no mercy!

And I'd like to trade with you.
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #606 on: March 28, 2011, 08:13:27 am »

Course, Either one of use you reach opens up trade to the other! Getting to him is less valuable, but much shorter a trip.
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Demonic Spoon

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Re: Fiefdoms @ War: Fluff Thread
« Reply #607 on: March 28, 2011, 08:51:05 am »

Not to mention that it'll be cheaper to trade with me since you either have to bribe the old empire or buy a ship to trade with terenos.
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Iituem

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Re: Fiefdoms @ War: Fluff Thread
« Reply #608 on: March 28, 2011, 09:08:07 am »

Sorry, flat rule of mine that I won't apply mechanics changes retroactively.  It might not necessarily be fair, but it's even and it avoids setting an awkward precedent that leaves me going through turns to fix things instead of working on the next turn.

Yes, you will be told how many escape and where to, or if any are captured.



Edit:  Forges and Smithies have been substantially buffed by the latest changes.  They are now viable industry buildings, tied directly to the basic income of a region.
« Last Edit: March 28, 2011, 10:04:49 am by Iituem »
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Demonic Spoon

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Re: Fiefdoms @ War: Fluff Thread
« Reply #609 on: March 28, 2011, 10:43:47 am »

Yeah, didn't really expect you to, was just a hopeful suggestion. Forges and smithies are very nice now.
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Taricus

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Re: Fiefdoms @ War: Fluff Thread
« Reply #610 on: March 28, 2011, 10:44:40 am »

I'm going to like the income bonus now!
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Sheb

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Re: Fiefdoms @ War: Fluff Thread
« Reply #611 on: March 28, 2011, 12:15:48 pm »

I like it that way. And hopefully, your coding skills will let you add as many  rules as you want (something I was always afraid to do with my game).

I'm just worried about the neutral troops retreating. It sometime make sense, but maybe only inside a region? Otherwise, the lasts fiefs will have huge armies.

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Criptfeind

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Re: Fiefdoms @ War: Fluff Thread
« Reply #612 on: March 28, 2011, 12:17:41 pm »

I'm just worried about the neutral troops retreating. It sometime make sense, but maybe only inside a region? Otherwise, the lasts fiefs will have huge armies.

Going to have to do inclosed loops.
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Taricus

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Re: Fiefdoms @ War: Fluff Thread
« Reply #613 on: March 28, 2011, 12:18:47 pm »

Just drive them into the sea.
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Iituem

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Re: Fiefdoms @ War: Fluff Thread
« Reply #614 on: March 28, 2011, 12:46:38 pm »

Neutral troops will retreat within a region, unless they are in the last territory of that region.  When that happens, they will retreat to a neighbouring region instead.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.
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