Gil R.
Posts: 10821
Joined: 4/1/2005 Status: offline
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Okay, I'm now done assigning 0-5 teachable special abilities to each of the 25-percenters and 100-percenters. (Those for 9-percenters will remain randomized until each one's bio is written, whereupon we'll be giving them historically-based abilities, too.) On the whole, I'm quite please with the way this has turned out: aggressive generals have aggressive offensive abilities to teach, defensive generals have defensive abilities to teach, etc. Over time, generals' forces will take on some of their commander's traits, which is how it should be. Also, in doing research I came up with a whole bunch of ideas for new abilities that we might have time to program later in the year. (As I've noted elsewhere, if FOF sells well enough to justify doing so we would like to make an expansion pack, and could retrofit all sorts of new goodies into the original game then.) While for most generals I think I did a pretty good job (with some input from you higher up in this thread, of course), a few vex me, so I thought I'd ask for your input on those guys. R.S. Ewell: I've got no idea what to give him, so for now he's just randomized. He merits three teaching slots. I. McDowell: Ditto, though he merits just one slot. D.C. Buell: Ditto, and ditto. J. Pope: Already has Diggers, but merits another ability. (He can always have Diggers twice, I guess.) P.G.T. Beauregard: Actually does have Diggers twice, but merits one more ability. J.B. McPherson: Has Foragers and Diggers, but merits one more. H. Heth: Has Foragers, but merits one more. J.B. Magruder: I'm not sure he merits any teachable abilities. But if he does, which one(s)?
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