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 Post subject: Rivers and bridges
PostPosted: Wed Mar 21, 2012 9:49 am 
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Location: Leicester, UK
Especially when you start using bigger boards, using rivers as part of the scenery becomes an option.

Whilst areas of Marsh can be used to represent fords, what do people use to represent bridges? About the only thing that makes sense is a ruin, but it looks somewhat strange on-screen.

Do we know if we are ever likely to see new scenery options become available?

Thanks
Neil

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 Post subject: Re: Rivers and bridges
PostPosted: Wed Mar 21, 2012 3:48 pm 
I could not be a traitor to Edward, for I was never his subject.
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Scenery is an easy addition. I could perhaps push somethign in for the next patch, but I will need 2d art for this. Please suggest, and we will try to come up with some arts, and add it in :)

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 Post subject: Re: Rivers and bridges
PostPosted: Wed Mar 21, 2012 6:46 pm 

Joined: Mon Sep 19, 2011 6:46 am
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Location: Nottingham, UK
I 2nd the Bridge and rivers option apart from them I think most other things are covered.

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 Post subject: Re: Rivers and bridges
PostPosted: Wed Mar 21, 2012 8:39 pm 
I could not be a traitor to Edward, for I was never his subject.
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What would be the bonus/malus for bridges ? :)

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 Post subject: Re: Rivers and bridges
PostPosted: Thu Mar 22, 2012 2:22 am 

Joined: Wed Nov 10, 2010 10:02 am
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Less unit on the grid, for one I think. Very little cover, another.

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 Post subject: Re: Rivers and bridges
PostPosted: Thu Mar 22, 2012 7:06 am 

Joined: Thu May 12, 2011 4:44 pm
Posts: 120
Nice to see some new additions to the game.

My idea of the stone bridge:
  • Two units of both forces fit on the bridge.
  • The unit has to change its formation to enter the small bridge, thus it will cost them 250 AcP to enter it.
  • The stone sides of the bridge give the same amount of cover as fences. (Cover: 16)
  • The units on the bridge can't be charged in the flanks, but charging from the rear gives an extra bonus.
  • A unit on the bridge that get's charged receives a Charge Reaction bonus, because they can only receive the enemy from the front.
  • A unit on the bridge getting charged from the rear has a lowered Charge Reaction, because of the small space the unit has to reorganize in.
  • Because of the small space on the bridge in melee only the units with the highest Aggressiveness can attack, less aggressive units have to wait or use shooting attacks.

Maybe it's an idea to not only add a bridge but also an objective tile.
This tile could have a tower or a flag on it. Units on this tile receive a morale bonus.
Maybe make its effect changeable in a menu. You can have it award extra battle points when your units occupy it, or give reinforcements.

I hope you can find the same artist who did the other backgrounds to draw these, so the battlefield has the same overall style.


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 Post subject: Re: Rivers and bridges
PostPosted: Thu Mar 22, 2012 7:09 am 

Joined: Mon Sep 19, 2011 6:46 am
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Location: Nottingham, UK
Well bridges were quit often used to hold up large armies by smaller armies to give reinforcements time to arrive. So a limit to the number of units in the square may be with only the most aggressive units being able to fight each other.
In Europe and England at that time most of the bridges had sides so may be cover bonus like fences?

Lord Ok got in a reply as i was doing one. His works :D

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 Post subject: Re: Rivers and bridges
PostPosted: Thu Mar 22, 2012 3:56 pm 
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Location: Chi-Town
I think that units on a bridge should be easier to hit since they are packed in nice and tight. So maybe increase the bulk of units on a bridge.

Also, you should only be able to enter or exit a bridge from the tile orthangonlly ie


E = Enter / Exit
B = Bridge
X = Other zones

XXEXX
XXBXX
XXEXX
That way it is possible to create bottle necks.

Falkirk Comes to mind .

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 Post subject: Re: Rivers and bridges
PostPosted: Thu Mar 22, 2012 5:02 pm 
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Objective points! Something that you must conquer and occupy for 3 turns (for example) to win! It would be great! :twisted:
And maybe walls?

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 Post subject: Re: Rivers and bridges
PostPosted: Sat Mar 24, 2012 6:39 am 
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speedy wrote:
Objective points! Something that you must conquer and occupy for 3 turns (for example) to win! It would be great! :twisted:
And maybe walls?



Absolutely!!

However, the software is not required for this. We've played this way in tourneys b4

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 Post subject: Re: Rivers and bridges
PostPosted: Sat Mar 24, 2012 7:29 pm 
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great Ideas :idea: :idea: :idea: :idea: (keep them coming) :D :D :D

Give the bridge a toughness and hit points value so it can be taken out, with monster's or catapults.

agree on all other values mentioned in other posts :)

I would also love to see a cliff terrain same idea as bridge one side is a hill all other sides impassible terrain perhaps only one unit per side fit on top of cliff. greater protection from missile fire and of course better visibility and range.

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 Post subject: Re: Rivers and bridges
PostPosted: Sat Mar 24, 2012 7:49 pm 
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Previous threads on terrain ideas

http://forum.ex-illis.com/viewtopic.php?f=3&t=956

http://forum.ex-illis.com/viewtopic.php?f=3&t=2918

http://forum.ex-illis.com/viewtopic.php?f=3&t=228

http://forum.ex-illis.com/viewtopic.php?f=3&t=2492


some of which are now in game

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 Post subject: Re: Rivers and bridges
PostPosted: Sun Mar 25, 2012 6:13 pm 
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An option to barricade the bridge would be nice. Giving additional cover, from range fire.

Maybe you could have like a fast flowing river, with the possiblity of having units fall off, and drowning when assaulting.

Maybe also two types of bridges, one wood, one stone, with wood being susceptible to fire attacks, but you would also need a shallow point in the river for crossings as well as a bridge.

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 Post subject: Re: Rivers and bridges
PostPosted: Mon Mar 26, 2012 2:05 am 
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that would be cool two types of bridges

wood Bridges lower HP and fire higher damage
stone higher Hp but earth damage greater

not sure if the program could incorporate your other ideas

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 Post subject: Re: Rivers and bridges
PostPosted: Mon Mar 26, 2012 5:18 am 
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yosefbender wrote:
that would be cool two types of bridges

wood Bridges lower HP and fire higher damage
stone higher Hp but earth damage greater

not sure if the program could incorporate your other ideas


It most likely could, on the terrian placing you click or tap the bridge icon and get a sub category for stone or wood. Just depends on how long it takes to program.

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 Post subject: Re: Rivers and bridges
PostPosted: Mon Mar 26, 2012 12:28 pm 
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C.williams wrote:
yosefbender wrote:
that would be cool two types of bridges

wood Bridges lower HP and fire higher damage
stone higher Hp but earth damage greater

not sure if the program could incorporate your other ideas


It most likely could, on the terrain placing you click or tap the bridge icon and get a sub category for stone or wood. Just depends on how long it takes to program.



I think the goal right now is some simple terrain additions, if WW rewrote the programing to add sub categorys ( alarger time consuming project) then we could have light forest to heavily wooded forest and small hill to large hills ect ect ..........

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 Post subject: Re: Rivers and bridges
PostPosted: Mon Mar 26, 2012 12:57 pm 
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yosefbender wrote:
C.williams wrote:
yosefbender wrote:
that would be cool two types of bridges

wood Bridges lower HP and fire higher damage
stone higher Hp but earth damage greater

not sure if the program could incorporate your other ideas


It most likely could, on the terrain placing you click or tap the bridge icon and get a sub category for stone or wood. Just depends on how long it takes to program.



I think the goal right now is some simple terrain additions, if WW rewrote the programing to add sub categorys ( alarger time consuming project) then we could have light forest to heavily wooded forest and small hill to large hills ect ect ..........


I know and that would be EPIC! :D

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 Post subject: Re: Rivers and bridges
PostPosted: Mon Mar 26, 2012 3:17 pm 
I could not be a traitor to Edward, for I was never his subject.
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I've already been looking at that option btw :)

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 Post subject: Re: Rivers and bridges
PostPosted: Mon Mar 26, 2012 5:19 pm 
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William Wallace wrote:
I've already been looking at that option btw :)

See great minds think alike.

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 Post subject: Re: Rivers and bridges
PostPosted: Tue Mar 27, 2012 1:16 pm 
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[quote="William Wallace"]I've already been looking at that option btw :)[/quote




awesome!!!!

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 Post subject: a road tile
PostPosted: Sat Apr 14, 2012 2:53 pm 
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Another easy to make terrain piece both physically and in the computer program is a road tile. It simply gives you a +250 acp speeding up the movement of the troops. You could use the existing flat terrain tile and paint brown in the center with a litlle grass on either side.

an easy addition

I guess if you wanted to make it even fancier the +250 acp would only work in the direction of the road and not a cross it

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