Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization II > Civ2-Test of Time > Tinkering with the heroes (ToT fantasy game)
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
29.Jul: MOVING UP ON REVISED `TOP 100` INDEX
29.May: GAME MECHANICS REFERENCE BOOKLET
06.Mar: DROPPING FROM SECOND TO THIRD

bottom of page
  - CIVILIZATION 2 from $6.95 - CIVILIZATION 2 from $4.25 - CIV2: TEST OF TIME from $2.50 - CIV2: MULTIPLAYER GOLD EDITION from $4.99
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
tobyr is offline tobyr
Prince
Princeton, NJ USA
Oct 1999
time: 05:14
Post  Old Post 18-02-2000 20:54
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Tinkering with the heroes (ToT fantasy game) Enter the AD-FREE zone

As part of my efforts to tinker with the fantasy game, I am rethinking the heroes.
(Each tribe potentially gets exactly one hero, but only one appears in the game, as a reward for building a certain wonder). The heroes are al similar, somewhat adjusted for each tribe's characteristics. They are all 9/7. Most have movement of 2, but (appropriately) the buteo hero moves 3 and the great goblin moves 1.

If you've played the fantasy game, you know that it is really interesting to figure out how best to deploy your hero, particularly because it can't be everywhere at once. I'd like to push the creative problem a little further...

By the way, it might be really interesting to use events to give several tribes heroes; it could be very interesting defending against them.

My idea is that most of the heros should be special in that they supply something different that its tribe lacks. This would not in itself unbalance the game or blur the distinction between the tribes, since there will only be one of them. For example:

Buteo hero: very powerful on defense (like a tree ent), little offense, movement 6 (to scout for those rare good city sites and rush to defense), limited to the cloud world.

Goblin hero: A fairy (expert spy).

Stygian hero: Able to cause events that create caravans (stygians cannot trade).

Human hero: able , unlike most humans, to go to all four maps.

Infidel: a very powerful attacker without terrific defense (but better than an elephant), say, 12/4/1.

Merfolk: a superb engineer, to make something out of those lousy underwater city sites. Litied to underwater.

Elf: a strong attacker (the elves lack offense), maybe 10/6/2/2/2.

Comments will be appreciated...

- toby



------------------
toby robison
criticalpaths@mindspring.com

SixArmedMan is offline SixArmedMan
Prince
Toronto, Canada.
Jan 1970
time: 00:14
Post  Old Post 19-02-2000 01:39
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Inflate your Upload Space

Your infidel hero seems MUCH too weak. Almost like a howitzer without the two movement. Since it moves onlt one space at a time, it'd be easy pickings for any flying or speedy unit.

Just one spy for the goblins seems also quite underwhelming. They'd have to be given at least two or three spies. I know spies are powerful but they're just as easily killed. Once it's gone, then what?

The mermen engineer would have to do its work VERY quickly if you're only gonna' give them one.

I've never played stygians so I don't know if caravans would be too advantageous. Hopefully, someone can comment on that.

Overall though, I really do like the idea of adding heroes to the fantasy game. It'd make it more interesting in any case.

tobyr is offline tobyr
Prince
Princeton, NJ USA
Oct 1999
time: 05:14
Post  Old Post 22-02-2000 23:40
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

6-arm, thanks for your comments. Please think about my responses, I've quoted your note (look for "@@@@"):

Your infidel hero seems MUCH too weak. Almost like a howitzer without the two movement. Since it moves onlt one space at a time, it'd be easy pickings for any flying or speedy unit.
@@@@ You get the hero pretty early in the game, when the infidels are mostly using elephants. I want something more powerful than an elephant, but not too powerful. Considering your comments, how about: 12/4/2/2/2 ?


Just one spy for the goblins seems also quite underwhelming. They'd have to be given at least two or three spies. I know spies are powerful but they're just as easily killed. Once it's gone, then what?
@@@@ goblins cannot build any spies at all, I'm giving them something more. Events.txt could maybe be modified to make sure that if they get one hero, they get just a few more as well.

The mermen engineer would have to do its work VERY quickly if you're only gonna' give them one.
@@@@ Mermem eventually get engineers like all the AI tribes -- by bribing a dwarf. Dwarves cannot go undersea and improve the terrain, so this engineer is a plus. I guess the questionis whether he is enough of a plus. A really different idea would be for the hero to be a boat with good specs; the merfolk do not get a good carrier early in the game.

I've never played stygians so I don't know if caravans would be too advantageous. Hopefully, someone can comment on that.
@@@@ Stygians cannot build caravans. Being able to build a few would help, but they should not be allowed to make a lot.

Overall though, I really do like the idea of adding heroes to the fantasy game. It'd make it more interesting in any case.
@@@@ tnx!

I must say, another approach would be to remove the existing heroes altogether, making it possible to add seven entirely new creatures that might have more general use.


- toby



------------------
toby robison
criticalpaths@mindspring.com

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:14.
Apolyton Time is 00:14.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0316 seconds (89.52% PHP - 10.48% MySQL) with 29 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net