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Thread: field and siege costs

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  1. #1

    Default field and siege costs

    where can I change them

    thanks

  2. #2

    Default Re: field and siege costs

    not implemented yet, but you will be able to choose through campaign dificulty in thenext version, at least that is what I understood from Torn´s posts.

    Saludos
    y
    Respeto
    -:-
    Greetings
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    Respect




    Dominion of the Sword / The Long Road GFX designer / Zuma Team member.
    TLRaced GFX add on for TLR2.0
    www.andresgogo.com

  3. #3

    Default Re: field and siege costs

    i would hope he has changed his mid and stopped work on these waste of his time. I cant grasp why he wants to include such a system in the first place.

    If you want to castrate the players ability to conduct sieges, give a trait that lowers morale by 6 when not in home lands and has 100% movement points, and see how effective that charater is from then on.

  4. #4

    Default Re: field and siege costs

    I think that is a good idea. Probably would end with some blitzkrieg.

    That would make the game boring? I don’t know. I would like to try.
    Um dia destes vou mudar a minha assinatura.

  5. #5

    Default Re: field and siege costs

    I for one dont really understand whats the objective of this proposed cost system, all a gather is because its in others mods, it should be in TLR as well, but i dont see why it has to be included, whatever problem its ment to solve, and i dont actually understand what that is mind you, im pretty sure this costing solution is a bad way to go about it, who ever has a problem ransoming vast numbers of people to an AI who has masses of money in stock in the long term?, no one right?, so the work entailed is wasted because of cash cow AI who provides the player with the cash.

  6. #6

    Default Re: field and siege costs

    I have to admit I was skeptical at first, but hey, let's give it a test run with the next release, and then give our opinions about it. I have a feeling we may be worrying for nothing, and it isn't nearly as bad as we think.

  7. #7
    Irishmafia2020's Avatar Senator
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    Default Re: field and siege costs

    They are supposed to be implemented based upon difficulty level... actually I might give them a try, as I love to Blitz in the early game...

  8. #8

    Default Re: field and siege costs

    as far as I know Torn has dropped field costs, only siege cost will be implemented.

    Although this mod is challenging enough and any flaws to play hounorably i solve with my own house rules. i will make my remarks though in the end it's torn's mod and we all should be thankful for that.

  9. #9
    tornnight's Avatar Forum Bot
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    Default Re: field and siege costs

    Field costs are gone.

    Siege costs are in but optional.
    The next version has so much that is new that it's going to be labeled a Beta. It's has some large changes that I hope you guys will like.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  10. #10

    Default Re: field and siege costs

    Quote Originally Posted by tornnight View Post
    Field costs are gone.

    Siege costs are in but optional.
    The next version has so much that is new that it's going to be labeled a Beta. It's has some large changes that I hope you guys will like.
    I hope its not out soon..... I couldn't take it anymore, I couldn't wait anymore.... so I started one up as Poland again. lol
    Chuck Norris can make a paraplegic run for his life.


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