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Moderator
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Apr 1999 time: 12:59
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And here we go!
-=Vel=-
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Moderator
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Apr 1999 time: 12:59
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Exactly so, Master Walker! I've not yet re-done that section, but will add a note in the sections so far, referencing that section for greater detail!
-=Vel=-
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Moderator
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Apr 1999 time: 12:59
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Just a couple of minor updates to the rules revision this morning, before Christmas celebrations get underway.
* Added in the notes re: Minimum force size needed to enter a province not controlled by you--closes a loophole, and makes attacking heavily defended provinces a bit more daunting (a boon for those who play heavy defense, builderesque style).
* Added in notes re: Honor and Infamy impacts of battle
(still needed is a "cleanup phase," post battle, describing the various screens and options available at the conclusion of a battle, but that'll come in due time.
Now...'tis time to open some presents! 
EDIT:
*Modified the "Scout/Guide" unit, making them a bit harder to acquire (changed tech and hiring requirements) - toying with the idea of providing a special bonus for an "All Scout" force (Imperial Rangers Army) - but not sure...
* Closed a loophole in the Honor loss due to retreating, so that Infamous players cannot exploit this to continue reducing their Honor score, becoming increasingly infamous.
* Did some general edit and cleanup of the sections, including Italicizing in-game messages and spacing them out to make it easier to find them.
* Added in a section detailing the setup of attacks from multiple provinces.
-=Vel=-
Last edited by Velociryx on 24-12-2004 at 15:28
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Moderator
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Apr 1999 time: 12:59
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One more quick one, and then I'm REALLY going!
Tightened up the rules of Skirmishes thusly:
* The Skirmish force must meet the minimum size requirements to enter the province, even tho, technically, they are not
* Must be survivors FROM the skirmish in order to glean any info
* Skirmishing requires a movement point from the units in question (to prevent exploitation).
-=Vel=-
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Moderator
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Apr 1999 time: 12:59
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Just a smallish update this morning....not much added to the existing text, but a growing body of work on the Economic Model, to be posted once I've got it completely nailed down. In the writing of this section, I did uncover an added effect of "Contested Provinces" and duly made the addition in what we've got already, and if I get the chance to do a bit more writing today (uncertain), I stand a fair chance of getting the Economic section pasted into the master rules document today. If not today, then it'll happen soon!
-=Vel=-
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Moderator
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Apr 1999 time: 12:59
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That's a wrap on the economic model, and we get '05 off to a strong start! All the essential work is done on the model, but I've still got to do a few more graphs and pics to outline starting incomes for the provinces and such. Will get to that by and by, but the core of that work is now complete.
So...next steps will be to pretty the economic section up with a few more pictures and such, and then, forge ahead with the other rules sections.
All in all, she's shaping up quite nicely.
-=Vel=-
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Apr 1999 time: 12:59
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Tweaked game starting positions for the factions and made LOTS of placeholders for myself to hold the rules as I get them re-written.
Also did a wampum lotta research last night and this morning on espionage, with an eye toward streamlining the mechanics of that area greatly, making it less kludgy and easier to manage.
Nothing substantial on the rules front to report, however.
-=Vel=-
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Moderator
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Apr 1999 time: 12:59
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Began laying out the Espionage rules this morning. Got a late start, so I didn't get as much written down as I'd hoped...the rest, is still in my handy-dandy notebook, and will follow!
-=Vel=-
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Moderator
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Apr 1999 time: 12:59
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Got the greater bulk of the Espionage rules spelled out today. Still need to define mission types, availability, durations, costs, and so forth, chances for success, and some other stuffs, but the skeleton is all in place now. More to come!
-=Vel=-
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Moderator
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Apr 1999 time: 12:59
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Work continues this morning on the Espionage rules section. Some structural changes, but the end result remains about the same.
The one thing that IS different in this final rendering of the Espionage Model is that the focus has been shifted away from abstraction slightly (tech tree focus) and more emphasis placed on individual spies and their development, making them the espionage equivalent to Military leaders, complete with their own skill sets and such, which builds on the "hero" (or in this case, anti-hero) aspects of the game. Good stuff!
Have not yet adjusted the % chances for success, but that's coming, and is the last piece needed to put the Espionage Model to bed.
-=Vel=-
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Moderator
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Apr 1999 time: 12:59
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Inching closer to getting the Espionage model fleshed out, with nearly all rules categories containing at least some information.
This, I feel, is going to be an area that will need playtesting to properly balance....
-=Vel=-
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