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Author Topic: Fiefdoms @ War: Fluff Thread  (Read 76565 times)

Iituem

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Re: Fiefdoms @ War: Fluff Thread
« Reply #765 on: March 31, 2011, 03:14:30 am »

Lessee... Sheb, Cript & Pillow Killer to go.

Whilst I'm here, let's look at the coding to-do list.
  • Code in the Heroes mechanic full-stop.
  • Code in helper units such as the windwalls - units that give bonuses to other units.
  • Code in the religion system properly.
  • Code in the loyalty system properly.
  • Code in the special attacks and resistance framework.
  • Possibly code in the diplomacy success chances to automate it slightly.
  • Figure out how the hell I'm going to do entrenching when I don't track individual units beyond heroes (which is why you don't have units gaining experience for winning battles).  Honestly it would be simpler just to take that rule out, but since it actually has a worthwhile bonus now...
You'll notice there's quite a few rules in place that haven't been coded in as such.  I tend to come up with rules in response to the requirements of the game - coding is almost secondary until those rules need to be applied.  Adding this list to the OP of this thread as well.
« Last Edit: March 31, 2011, 04:27:32 am by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #766 on: March 31, 2011, 03:20:53 am »

Well Cript's likely waiting on Sheb. Sheb was waiting on his caravan info. So..We should see 2 more turns within the day.
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Iituem

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Re: Fiefdoms @ War: Fluff Thread
« Reply #767 on: March 31, 2011, 03:24:27 am »

Going to add an Improved Phalanx unit for Infantry Training II or Armour II that will have bonuses vs ranged units.
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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.

Taricus

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Re: Fiefdoms @ War: Fluff Thread
« Reply #768 on: March 31, 2011, 03:25:32 am »

Heheheheheheheheh.
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #769 on: March 31, 2011, 03:33:57 am »

Will we possibly be seeing more random events soon?
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Iituem

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Re: Fiefdoms @ War: Fluff Thread
« Reply #770 on: March 31, 2011, 03:36:43 am »

Oh yes, I should probably mention this.  The Weaponsmithy and Armourer techs will improve almost all of your normal units automatically with each tier.  Only by a little bit, but it slides the scales in your favour and doesn't increase upkeep or purchase costs.  Militia-type units (spearmen or less, usually) don't get any benefit from them, but light infantry and cavalry get a bonus of +1/tier and heavy infantry get a bonus of +2/tier.  Weaponsmithy gives bonuses to attack, armourer gives bonuses to defence.  Think of them as being the Zombie Mastery equivalent of the mundane forces, but you don't need to stack a unit with them for the bonus.

I'll need to code those in too, now that I think about it.

There will be more random events coming in the next turn, of a less magical nature.  More of an opportunity, you might say.
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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.

Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #771 on: March 31, 2011, 03:39:28 am »

Colour me intrigued!
That seems about right for weaponsmithing/armoursmithing research. It also favors upgrading existing forces.

Sigh..No new resources yet..Maybe my next conquest..
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Sheb

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Re: Fiefdoms @ War: Fluff Thread
« Reply #772 on: March 31, 2011, 08:39:55 am »

I'll do my turn right now.

cript, no way I'm turning this into a Republic. If I have no one to take the throne when I die, they'll be an election of a new Emperor.
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Phantom

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Re: Fiefdoms @ War: Fluff Thread
« Reply #773 on: March 31, 2011, 08:53:53 am »

cript, no way I'm turning this into a Republic. If I have no one to take the throne when I die, they'll be an election of a new Emperor.
I could give you my second born child. Or my brothers first.
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #774 on: March 31, 2011, 11:36:58 am »

And the new Emperor shall be one of the loyal nobles who did not raise an army to serve the pretender, and so forth!
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Criptfeind

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Re: Fiefdoms @ War: Fluff Thread
« Reply #775 on: March 31, 2011, 01:00:44 pm »

I'll do my turn right now.

cript, no way I'm turning this into a Republic. If I have no one to take the throne when I die, they'll be an election of a new Emperor.

Twas joke.
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Dwarmin

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Re: Fiefdoms @ War: Fluff Thread
« Reply #776 on: March 31, 2011, 01:19:27 pm »

So Dwarmin, Shall we simply go on record as creating a trade route, when your caravan reaches Spoon?

Yeppers. Incoming RP post!
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #777 on: March 31, 2011, 01:35:26 pm »

Huzzah! Let there be celebrations!
Cript, We just need thy turn!
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But despite what you've been told, I once had a soul. Left somewhere behind...

Iituem

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Re: Fiefdoms @ War: Fluff Thread
« Reply #778 on: March 31, 2011, 03:20:47 pm »

"If you should have killed this messenger, please be so good as to consume his body."

Yeah, that actually made me laugh out loud.  Good show!
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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.

Criptfeind

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Re: Fiefdoms @ War: Fluff Thread
« Reply #779 on: March 31, 2011, 03:23:23 pm »

Cript, We just need thy turn!

Okay okay. Sorry. Just a little bit more until the lone is finalized, I got a PM from Sheb saying he would, but in the same PM he said he would not give any money to people who try to turn the empire into a republic. So I am confused if he is sending the money or not.
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