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I think you might be able to see more clearly over ice??? If you are an army advancing over ice you should be more vulnerable since anyone can see you in contrast to the white ice and also you can't run away fast.
What Chand said, and besides, armies are more than machines, the biological systems can themeselves be degraded by heat and dryness, i.e., some of your armies are dying of thirst or heat stroke.Xanikk999 said:But my point is defense shouldnt be lowered in desert or ice for that matter because the strength of your armor and formation is still the same.
If there was any cover that would ADD to your defense. But having no cover SHOULDNT LOWER YOUR DEFENSE! It should be neutral!
But if your army is in a desert they are dehydrated and overheated so they are less able to fight. A real life example of this is the defeat of the Knights Templars.Xanikk999 said:But my point is defense shouldnt be lowered in desert or ice for that matter because the strength of your armor and formation is still the same.
If there was any cover that would ADD to your defense. But having no cover SHOULDNT LOWER YOUR DEFENSE! It should be neutral!
Plus 15%? Did you mean minus, just like the desert? I'm fond of the idea, though it should come with a promotion negating the disadvatanges.Sureshot said:Ice costing 2 movement, and giving +15% def, and reducing visibility (basically an anti-sentry promotion)
That's the system used in civ3, and I can tell you that it didn't worked very well. The impassable mountains first appeared in civ3's Warhammer mod, and it proved to be one of its most important gameplay impovements (probably that's where the developers of civ4 got the idea). But a limited ability for certain units, or with certain promotions, may have an appeal. And the 3 movement cost should be applied anyway.Sureshot said:mountains costing 3 movement so they arent super highways, and having like +100% defense (so that the creation of rangers doesnt turn mountains from blockades to superhighways... instead it would go from blockades to near-blockade, you'd be able to put your own rangers up there to defend your new openings)
Would it be possible to not wake up the casters when they level? I like to keep a bunch unleveled, so I can chose later. Its a bit of a nuicance when they keep bugging me everytime they level.
i meant +15%, because i imagine its difficult waging wars in ice (think germans attacking (and losing big time) attacking russia in ww2), making it negative might make sense, i just figured thered be reduced visibilty making it difficult to advance in snow and hard to find your enemy (so staying in one place and killing them as they come seems easier, and forests reduce visibility which is part of hwo theyre useful in defense)Yorgos said:Plus 15%? Did you mean minus, just like the desert? I'm fond of the idea, though it should come with a promotion negating the disadvatanges.
That's the system used in civ3, and I can tell you that it didn't worked very well. The impassable mountains first appeared in civ3's Warhammer mod, and it proved to be one of its most important gameplay impovements (probably that's where the developers of civ4 got the idea). But a limited ability for certain units, or with certain promotions, may have an appeal. And the 3 movement cost should be applied anyway.
Sureshot said:i meant +15%, because i imagine its difficult waging wars in ice (think germans attacking (and losing big time) attacking russia in ww2), making it negative might make sense, i just figured thered be reduced visibilty making it difficult to advance in snow and hard to find your enemy (so staying in one place and killing them as they come seems easier, and forests reduce visibility which is part of hwo theyre useful in defense)