Sorry can't help you from here(still vacation). You could ask for testers on the Warhammerthread though and provide them with a link and a patch for files missing there.
"just"??
does that mean you have almost finished programming all of the psychology then? thats amazing, how the hek do you do it all??? wait, i dont really want to know. Ignorence is bliss eh?
well fear and terror can be done as promotions now that you have done most of the other psychology. we could make new peomotion tags that affect the moral of units around them and their own moral etc. just a thought
well, what if it was a promotion units could not just learn, but they have to be build with it?
i see what you mean though. how else would you be able to incorporate fear without promotions?
Ok I added all the tags to xml. Now before I start giving values... what about missionaries and settlers? they don't fight so what effects can those tags have and what values should I give them Olleus? Or should I simply remove the tags for them?
Got an issue with the icon for unbreakable. It isn't showing in the pedia neither is there an explanation.
Also a request:
I think we need an optional tag for the unitinfos for undead and demons alike that makes if they fail breaktests they don't flee but get additional damage instead!
yeah cool.
That takes care of the undead are immune to psychology problem. Instead this simulates the instability when pushed back rule.
Don't forget that many undead unit types have no inherent leadership, indeed are just mindless automatons, and will suffer the same instability when no hero/liche/necromancer/vampire etc is controlling them.
It sounds like it will be easy to modify this to give skaven a morale bonus for every unit in a stack.
Skaven will have a low morale value as a rule, but gain morale for every additional unit in a stack.
well, its not a specific rule, but its logical isnt it. one gobbo dosnt stand a chance against a dragon. but a whole hoard of gobbos, now at leat ONE of them must get in a good shot every now and then
I still think fleeing units should simply get 1-2 additional hits no fixed damage. This assures all possibilities from being quite healthy to being totally wiped out. That's more interesting than just having minimum life. Undead and Deamons(for this an optional tag please!) should get even 1 more extrahit but not flee.
Is there no way to increase the damage/make the chance of dying higher? Normal units need to differ from undead/deamons as well as Undead need to be different from unbreakables.
Maybe add a chance the winning unit can "pursue" a fleeing unit?
-If a unit turns to flee. There could be a chance maybe the winning unit can wipe it out based on movement.
If Movement of both units are equal the chance could be 50%. If the winning units movement is higher(example it's a cavalry and the infantry unit flees) the chance could be 75% respective 25% if movement is lower.
This should make it less disireable to have low Leadership.
The "pursue" check could be initiated before the actual random movement of the fleeing unit happens. So that the actual fleeing move only takes place if the winner fails to "pursue".
-Undead could differ from that normal procedure since they never flee they can't be pursued either. So if they fail a Leadershiptest they just get extra damage.
-Unbreakables simply never fail a Leadershiptest.
Feedback to the player could be given something like this:
unit fails breaktest-print: your troops turn to flee
pursue check success- print: but are pursued and destroyed(unit is destroyed)
pursue fail - print: and get away (unit moves in random direction/away from the attacking unit)
Undead fail breaktest- print: the magic that binds your unit to the material plane has been weakened by damage(unit suffers extradamage)
okay that's just to get the idea the printsentences could maybe be more elegant...
on rank&file bonuses, each unit in a stack could give other units in the stack a bonus to moral, to a limit of say 5 units (so it would not be benefitial to have more than 5 units in a stack) perhaps only make units of the same type give each other moral boosts...
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