I think this combat system is better, but is still very weak. Rolling a random number from 1-n with an opposing roll is so so random that it can easily frustrate players. I almost prefer no rolls where everything is predictable. Best melee system I've seen is Warmachine. It has a roll 2d6 roll + combat stat opposing the the defenders defense stat. If hit, damage opposes opponents armor value. This system has one fixed value and one random value with a fairl
Silicor
the way I found to increase accuracy was to increase skills as a tech advance. I imagine that leveling up helps too. I had a group of 9 fanatic archers that would put down some good consistent ranged damage.
Imps were casting confusion on my Army unit and it was making my attack strength go up dramatically. It was around 6k (orignally around 320) by the time I killed them all
I'd like a way to speed up movement in tactical battles, it seems very slow to me for no reason
WEGO and multiplayer are natural fits. It naturally increases turn speed since everyone plots their turns at one time. A turn timer/ chess clock should be implemented regardless of tactical combat approach to give players the option to keep things moving. I'm also a big fan of PBEM, so a pure tactical PBEM option would be fun. I think winner takes all encourages the creation of killer stacks. My belief is that the game should encourage smaller stacks by having
I didn't know it was called WEGO, but I think it would be awesome for tactical battles. I would like to have the ability to just play some quick skirmishes online in tactical mode. With a rich system with lots of tactical modifiers, I could imagine it being more fun to play quick skirmishes than a campaign in multiplayer
I'm not sure anyone saw my previous post, but after reading the last page of posts I'm more convinced that Stardock should implement TBS like Combat missions. Where you program the moves and actions of all your units and then submit your turn. ....After both sides put in their orders you can watch the result of the tactical battle for that turn. This approach would give pure TBS tactical combat, but would make the battles far more interesting and cinematic (like RTS, but not
three cheers for the return of tactical tbs combat. My dream is to have a simultaneous action combat in a fantasy game. Similar to they systems in Combat Mission and Laser Squad Nemesis. I find the ability to bluff, feignt and outthink your opponent much more interesting in those types of games. At the end of the day, I want the tactical battles to be heavily influenced by player skill. Too many times, I see tbs combat games come down to who brings the bi
I suspect that a "fair" AI that is competitive vrs a decent human player is unlikely. It will be nice that the AI is data driven so we can tweak it to provide the right challenge. I'm a realist when it comes to the AI cheating, but the dev team really needs to look at the fun factor from the player side. Not that I'm worried, but to me, AI is the most important feature.
Haha, I've never seen a developer pre-apologize because the next release of the game is so much better than the last. I think your marketing team can relax, it isn't like you hyped the game to hell and are releasing a POS. You actually advertised an unfun beta and are giving us a fun beta early... woohoo!!! I completely concur with your old school, graphics don't mean crap, mentality. Even though I see there are lots of folks that won't give a game a chance if it isn
Looking at the non-ai and saying that it is the AI is sort of a oxymoron. The current code is just a simple placeholder to make the enemy units move. It isn't the basis of the future. The AI isn't being gimped, it is being programmed. It can only "see" what the programmers track and tell it to see. Most anything is possible given enough time and effort, however, with a game this complex there will have to be some tradeoffs with with AI. I just hope th
[quote who="Tasunke" reply="88" id="2618626"] Quoting vieuxchat, reply 86 For instance 50 soldiers come for you. Bad skills ? You see "10-200 peasants" Average skill ? "63-121 soldiers withs words and medium armor" Good skills ? You see "94-118 soldiers with swords, medium armor and seems to be rookies" If it were truly 50 soldiers in the enemy army, I would prefer Bad- you see 25-75 people Average- you se
[quote]If we are still speaking of an AI opponent, then how are they to gain this knowledge without "cheating". Something a human can't do unless they spend time and resources taking said Tech by force, or facing said Military, thus gaining the knowledge, again by force of arms?[/quote] I don't agree with this assumption. An AI can gain knowledge the same way a human does. It sends out scouts, it has battles, spys, etc... I would like the AI to to use
Normally, AIs are developed before anyone plays. In the case of our way early beta, and the early multiplayer beta, we could take advantage of this early input to make the AI extra competitive. My idea would be to identify some top players from the multiplayer beta, and to have them document their decision trees and justification for each move on each turn. I'm sure some good players wouldn't mind doing it to make the game AI stronger. This information could be used to
I used races/factions loosely interchangeable in my comment. I Just want well fleshed out factions/races that are the only choices. I'm fine letting them be somewhat customizable, but within the theme/lore. What I don't want to see is the option to totally customize everything. At that point everything becomes generic and I feel the game loses character. Adding a few factions at that point is a bolt on and really doesn't matter. I also agree that game-pla
Honestly, I don't really love how you are doing races/kingdoms. When I play the beta, I could care less what race I play. Min/Max a few abilities for my play style and go. What I like is for kingdoms to have a different feel and to require a different play style. Since there is so much customization in this game, there don't seem to be any constraints so you can do whatever you want. Why will (most) people constrain themselves with your choices with custom races
I don't mind the current system, but i would like to limit population with food. It won't require any more micromanagement, but you will have to insure that you have enough food to support your population and armies. I think the current plans account for some of this. Come to think of it, it is very similar to "supply" mechanics in some wargames. How I see it working is: - cities that don't have adequate food are impacted as Frogboy had in his post - Armies t
Onomastikon - Can I ask if anyone here has tried Star Chamber? Yes, very fun and strategic game. The best implementation of a card game and board game in my opinion. Tormy- This "make it simple, but it should have depth" talk is getting a bit annoying nowadays. May I ask that what is the problem with complexity? I understand that complex games ain't very popular amongst the casual players, but it's a bad thi
Another approach to making forts valuable without zoc would be to make forts have more than one use. Some possible uses would be: - training troop - allow units to be set to intercept which would allow them to respond to an army that enters their zoc and attack... maybe even with a bonus. Thus forts don't just influence one hex, but a hex and all surrounding hexes - some wargames have a concept of wintering... If the weather turns bad and you arn't in a for
They are still there, but are not displayed. When I end the turn they reappear. City and Ruler stayed, but all other terrain features and things like pouches or caravans disappeared. This is with my anti alias turned off http://dl.dropbox.com/u/5009376/DxDiag.txt
I was having graphical problems. Items on the map were not being shown, but were there. After moving they would reappear. Also had a strange effect with the water hovering over the black in a hidden area. Turning off anti Alias seemed to fix it
I just started a game and found a trader beside me without seeing him because I got a window showing he was there. Everything shows up even if you don't see it.
deleting the screens folder worked for me. Thanks CariElf! ps. That was all I had to do. I was going to go step by step until I got it running, but it was a quick one.
Nope, no go... still crashes when creating world. Here are the new files http://dl.dropbox.com/u/5009376/Elemental0_3-2010-04-15T13-41-53-750.zip http://dl.dropbox.com/u/5009376/ImpulseReactor.log
Didn't see this addressed directly in the new patch notes. We'll see if one of those other issues made it crash when "creating world"