What does the Total Soldiers count in the Character Stats tab do?
How many people are in your roster.
Duh. And Soldiers Dead is how many people are dead, but I assumed you would know that.
;)
True. It will serve an additional purpose later in the game, however: keeping track of how many troops you've managed to drum up for the Resistance. ;)
I recruited 50 from the marid, but does that help me in the game?
It doesn't right now, like Craig said, but near the end of the game, it might have a huge effect.
Quote from: im2smart4u on March 07, 2010, 07:17:09 PM
I recruited 50 from the marid, but does that help me in the game?
The Marid?
The Marid (http://telepath.wikia.com/wiki/Marid) is one of the clans of the Ashwan Desert.
...
No duh.
But he recruited soldiers from the Marid?
No.
When you recruit soldiers from the Marid a count of 50 men is added to your Total Soldiers count. You could, possibly need to reach a certain amount of soldiers to attack the Cult, or maybe you choose to divide your soldiers onto various quests (maybe even battle as them, as the hero is not needed for the battle engine) and you must choose which quests you must do.
As Griffin suggests, you may even need a certain amount of soldiers to recruit, or even be recognized by another party. Perhaps even members of the Cult will join you if you have an overwhelming enough amount of soldiers.
There's a lot of potential for this simple counter, and as Craig seems to be fully intended on making this the best RPG ever conceived, it will likely play a large role in several determining factors.
Since when do you recruit soldiers from the Marid o.O
If you have high enough personality, you can talk to the chief, and he will give you 50 men.
Indeed, Presentiment, that's one of the underlying objectives of TSoG: to get enough soldiers to mount a direct assault on the Cult. It has been mentioned elsewhere- I suggest you use the search function to find out more.
Actually I have them, no need to post pure moddiness :)
Your previous post suggested otherwise, hence the clarification. ;)
What is interesting is whether it would be possible to finish the game with 0 additional soliders- just the core team that is currently assembled in Baz's Manor? Or will there be varying endings depening on the soldier count, or whether there will be a minimum total soldiers number to mount the final frontal assault, whilst the teammates do some other very specific task (e.g. go after Cygnus, or something like that)?
@ Presentiment; I think posting "moddiness" is the Global Moderator's job lol
@ KZ, that's the very reason why I suggested that the player would perhaps control a few battles in which the team is comprised of the soldiers while the main team goes after something else. Perhaps (and this idea comes from several other games... so is not quite so as original) there is a shield that needs to be lowered so the forces are split to attack the several conduits supporting the shield? Or the shield can only be momentarily lowered so the army has to run off and lower it while the main and his team slip through. The player could then have a few battles regarding getting to the shield's shut off, while the player also plays as the main in battling waves of enemies to get through the gate in time.
When you get to use the soldiers, I personally would like to have an expanded battleground and then use in soldiers in a large fight let us say that you have 100 people and the enemy has around 100 people as well. It would still be like Telepath but on a larger level and playing field maybe a 110 X 80. If this is not possible, then can we have some sort of mini-game with the soliders.
That would probably be insanely difficult to implement: would certainly require tinkering with the battle engine code. I like the idea, but then there are other issues as well: it will take an insanely long amount of time to play through one battle (though, honestly, I would fancy taking on such a map), and then there is the issue of enemy AI: with the very large battlefield, it will take a very long time for enemies to actually meet! The % of map covered in one step, even by the fastest units, will be ludirously slow.
How about a battle system that the first Telepath RPG followed, the amount of men who represent your Health and the amount of training that was done to your soldiers would give them their PsP. After that, they could battle the foe and do whatever.
You know it would be better if the soldiers have A.I. of their own.
For example instead of moving all the soldiers one by one you move them by highlighting and clicking to the spot where you want them to move. And when you are near enough to the enemy you can chose the method of attack.
This is just off the top of my head.
I had a similar idea, a kind of simple RTS minigame with the total soldiers.
Yes, tastidian, that's not a bad idea, but it would require a completely different battle engine and a completely new game for that matter (can be based in Cera Bella, but still).
Not perhaps a game like that, but more like a game in which you can't see individual units, but more like having a map, and each area has a number over it (which is colored) displaying how many troops/types of troops you or the enemy has there, and you can choose to attack an area, the outcome of which can be determined by your direction and the types of units you have.
that sounds a lot like Risk.
If only craig could make it more like Axis and Allies though *sigh*
I'm sure he can make two engines in one game or can't he i'm not good a game designing but that doesn't mean i'm not good in tech.
Zackirus you must be fascinated with WWII. If you like games of it here is a good one. http://armorgames.com/play/4071/warfare-1944