Bodsda {l Wrote}:My thoughts is that you can claim a tile only that is next to another claimed tile or bridge. A wall must be next to a claimed tile or bridge to reinforce.
Bodsda
andrewbuck {l Wrote}:To summarize, I think the rules regarding tile claiming should be as follows.
1) In order to claim an empty tile it must border an already claimed (by your color) tile or a reinforced wall (again by your color).
2) In order to reinforce a wall it must border at least one tile claimed by your color.
3) If a tile is claimed by an enemy color it can be first converted to an unclaimed tile and then to a tile of your color if, and only if, it borders a tile or wall of your color.
4) Reinforced walls will revert to non-reinforced walls if the empty tiles on all sides of a given wall square revert to unclaimed, or claimed by a different color, than the reinforced wall.
5) Reinforced walls can be dug through, but they are more difficult to dig through. After a certain period of digging they revert to an unreinforced square with the fullness the tile had before the wall was reinforced.
6) Only "dirt" tiles can be reinforced, i.e. you cannot reinforce gold, rock, etc tiles.
-Buck
svenskmand {l Wrote}:3) If a tile is claimed by an enemy color it can be first converted to an unclaimed tile and then to a tile of your color if, and only if, it borders a tile (but not a wall).
5) Reinforced walls CANNOT be dug through. But CAN be converted to non-reinforced walls only by use of the "Destroy Wall" spell.
I think that if the enemy could destroy you reinforced walls then there is not much point in having traps, as you can just dig around them.
charlie {l Wrote}:I never really liked the whole tile claiming aspect of it.
This might be an opportunity to do something original rather than just copy. Something like the borders in Civ/freeciv which limit where you can build to and pick up your creatures.
Bodsda {l Wrote}:svenskmand {l Wrote}:3) If a tile is claimed by an enemy color it can be first converted to an unclaimed tile and then to a tile of your color if, and only if, it borders a tile (but not a wall).
5) Reinforced walls CANNOT be dug through. But CAN be converted to non-reinforced walls only by use of the "Destroy Wall" spell.
I think that if the enemy could destroy you reinforced walls then there is not much point in having traps, as you can just dig around them.
3) This would allow you to walk into an enemies base and unclaim his tiles. I think you should only be able to take an enemies tile to unclaimed if it borders a claimed tile of your own.
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Bodsda
svenskmand {l Wrote}:Bodsda {l Wrote}:svenskmand {l Wrote}:3) If a tile is claimed by an enemy color it can be first converted to an unclaimed tile and then to a tile of your color if, and only if, it borders a tile (but not a wall).
5) Reinforced walls CANNOT be dug through. But CAN be converted to non-reinforced walls only by use of the "Destroy Wall" spell.
I think that if the enemy could destroy you reinforced walls then there is not much point in having traps, as you can just dig around them.
3) This would allow you to walk into an enemies base and unclaim his tiles. I think you should only be able to take an enemies tile to unclaimed if it borders a claimed tile of your own.
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Bodsda
Ok you have to explain this, how does my suggestion differ from yours? To claim a enemy tile you have to first be able to reach it with an adjacent tile of you own, and then unclaim it, and finally claim it. Which exactly what I was stating in 3).
andrewbuck {l Wrote}:I think the alternative would be better. You could have some creatures get a bonus if they are fighting in well lit areas and some creatures do less well (vampires, etc.).
-Buck
Skorpio {l Wrote}:Another altenative is to use the lights as some kind of fog of war. Ambushes and surprise attacks would become more effective. Your lights shouldn't be visible to your opponents, only if enemy creatures come close to them, and the enemies should be able to destroy your lights. This alternative can co-exist with tile claiming, since it would only affect the players not the creatures.
Actually I'm only interested in more atmospheric lighting atm, so that the levels don't look so dull. We could wait with the decision about the gameplay till the game is more complete.
It would be cool, if the creatures that can "see" in the dark, like bats or vampires, had a green or blue light attached to them when they enter the darkness, to represent their sonar.
Bodsda {l Wrote}:Managing terrain was a big aspect of succesfully fighting an enemy, for example standing in water makes you slower and you get hurt in lava, which is great but if you couldnt walk 2 feet from a lamp without getting a penalty I think this would ruin the game. The creature AI would attack a creature regardless of whether or not it is next to a light, making the creatures aware of lighting would make attacking an enemy scouting party almost impossible.
I know we should be doing things different from DK/2 but I don't think this is one of them.
Bodsda
qubodup {l Wrote}:... I think DK2 was a little confusing, but rather for the many colors, not the lights. DK1 seems more brown
ghoulsblade {l Wrote}:i love the wobbly walls, these screenshots bring back memories... =)
charlie {l Wrote}:I never really liked the whole tile claiming aspect of it.
This might be an opportunity to do something original rather than just copy. Something like the borders in Civ/freeciv which limit where you can build to and pick up your creatures.
Bodsda {l Wrote}:...
5) I never found a problem with being able to dig around traps in DK2, remeber, you cant see where an enemies traps are and for HUman vs AI missions, it would be good to break through a fortified wall and then into some unclaimed tunnels. I dislike the idea of a spell to break fortified walls.
Bodsda
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