Beldan
10-24-2008, 02:29 PM
Add terrain type attributes independently to sides and individual units, add primary +2, secondary +1, and opposed -2,-1.
Terrain attributes affect movement, combat and health.
If +2 Calvary was on a side who’s primary terrain was roads terrain bonus on road would be +4. If a side who’s primary opposed terrain was roads had Calvary it would be +0 on the road.
Expand terrain types, to allow for hidden underground tunnel and dungeon sub maps.
Hidden doors to hidden underground passes.
Expand water types, stormy seas, river shallows, swamps.
Currently it appears as if a units worth is determined by who he is and who he is fighting for. This would add where he is standing at the time of battle to the calculation.
Terrain attributes affect movement, combat and health.
If +2 Calvary was on a side who’s primary terrain was roads terrain bonus on road would be +4. If a side who’s primary opposed terrain was roads had Calvary it would be +0 on the road.
Expand terrain types, to allow for hidden underground tunnel and dungeon sub maps.
Hidden doors to hidden underground passes.
Expand water types, stormy seas, river shallows, swamps.
Currently it appears as if a units worth is determined by who he is and who he is fighting for. This would add where he is standing at the time of battle to the calculation.