[quote who="Bellack" reply="2" id="2462370"]Whats the difference between continuous turn based and RTS? Becaouse it does sound very RTS for me and I really hate RTS games.[/quote] While I agree with everything Vandenburg said above, & I will like to add that continuous TBS TC is very RTS-ish because in both cases all units move all the time. In traditional TBS TC, your unit "teleport" from point A to point E. In RTS (or continuous TBS like Baldur g
Climber
Let me use an example to illustrate: In one of my battle, I intend to move my Fire Mage forward 4 tiles so it can get in range to cast a fireball on a Ice Troll. If EWOM is a traditional game, I am sure that my plan works because no other units are moving when mine is moving. However, ASSUMING EWOM's continuous turn tactical combat allows all units moving step-by-step simultaneously I'll no longer be sure if my mage can finish its 4 tile move at all. &n
Most fantasy TBS games does not have Time Travel spells, it will be cool when EWOM have it! The game engine need a bit of redesign to make this work, mainly related to keeping a 'transactional' record of all changes of all stack/kingdom/diplomacy/etc, as time goes by (or at least the last turn). These are extremely powerful spells, most require essence, or huge amount of mana. Tactical Stack Undo: In tactical combat, one target stack travels to the Lim
Red1939, great job, great post!! I've not much to add. Just to show support here! I've proposed exactly the same template system a while back, but seperating it to "training" & "building" template is definitely much better. Micro is reduced, and we still retain full control. I've envisioned a combo of " Event log" & build template to simiplify micro. Gamer only need to browse a text based log to see any new &
[quote who="AIAndy" reply="18" id="2454117"]Fate is a concept that is quite often used in fantasy novels in one way or another. Since divination is considered kind of passive, lets split the concept into fate and divination. Fate can have a large number of different effects on people. With fate altering spells you can alter or generate those and with divination you can find out about fate which is already in place. And of course there are already quite some fates from random chance
[quote who="CariElf" reply="41" id="2454440"] Teleporting the affected units out of enemy territory when war is declared keeps the code simple. Maybe we can look at changing it later if a lot of people are against it, but for now there's still a lot of core functionality that I'd like to be worrying about instead. [/quote] I am against it. I assume a lot of people in this forum against it, but should I make a poll out of this?? The idea of "Co
Forum corrupted again..
[quote who="lambdaman" reply="8" id="2452547"] I don't personally find the idea of being able to randomly cast spells by "divining" all that interesting. Just from a suspension-of-diisbelief point of view: "oh, lots of random stuff is happening, someone must be divining the future". Huh? [/quote] I hope you understand this system is not "randomly" cast spells. You have quite a bit of control, but it's just that you can never be certain. [quot
[quote who="Dr Franknfurter" reply="7" id="2452392"] I just like the idea of the divination interface using tarot cards... having some risk (if you choose it) and being easier to understand than "Divination.NonAlliedCountry.Economic.CounterAllEffect" which is bulky and feels more like pure code. [/quote] Yes! Tarot card as the UI is a great fit!! [quote who="Dr Franknfurter" reply="7" id="2452392"] Cast the spell, once it's cast, choose the target, have a
Hm... I think some of you do not grasp what I've proposed. lambdaman's Reply #4 seems a like subset of what I've said in my OP. Let me make another example to try explaining. After you have researched the Divination.MyCountry spell & Divination.Economic spell, you are now able to divine about MyCountry's Economy. When you do this, there is 65% chance a powerful "Golden Age" spell will be casted to my country, 30% chance that a powerful "Poverty" sp
Well, for many preconnition stories, the result aren't always positive. The 50%, 30%, 20% is just a way to simulate that. You can adjust the % to 65,30, & 5; but I am not trying to balance an 'idea' anyway. One of the fun part is, the resultant spell is usually way more powerful than what you can cast now, & is casted without you paying the cost.
I am trying figure out an innovative spell sub-category here. In many books, a sage can foresee the future. I want to have a feeling of that. Let gamer utilize this special piece of information in advance, and plan their action accordingly. Basically, when you cast a Precognition spell, a spell will be picked randomly from a long list of spells. That random spell will be casted some time in future by the game engine.
[quote who="landisaurus" reply="18" id="2449217"] ... I assume this engine can evolve easily to 2 way conversation. However, IF it can be easily evolve into scripted actions, it will be even better. In diplomacy, one can only have a limited number of ways to answer the 'flavored text', i.e. declare war or not. But on other conversations, the engine will need to have a way to either link to AI or many more scripted actions. you know what assuming d
[quote who="BoogieBac" reply="10" id="2442453"] but when I start building cities (near valuable resources and shards) my nation is strewn out all over the map... Which doesn't scream "fantasy world" to me in the least... I have to (humbily) disagree on this point. Part of our goal is to make a world that 'feels' like a traditional fantasy RPG setting. When you play an rpg, you have some considerable distance to travel between cities (even when those cities
[quote who="red1939" reply="11" id="2445865"]About caravan protection. I think the whole system should be done like this...[/quote] While caravan protection is a great topic to discuss, I think your system has a problem that I'll like you to clarify. When there are 5 caravans on the same road, does it mean 2 guardians are defending for each caravan? or Whenever one of the caravans are attacked, the 10 gaudian will show up? How about when 2 caravans are attacked in th
This is just a great base for a conversation engine! I like it! I'll then like to add a few points (as a wish, or something to expand on). 1) Rgds to these rules, there is a lot of comparison clauses like 'XXX is Much Stronger than YYY'. I like to make it that the result of the comparison is not always 100% accurate. For example, if the AI opponent is Much more diplomatic than you, the favored text does not necessary use 20 all the time. Maybe the engi
Automated governor, automated workers, automated general etc... I don't see why I will enjoy them, nor why Stardocks paying any effort to try implement them. There are other better ways to reduce micromanagement.
[quote who="CariElf" reply="20" id="2444620"] One thing that bothers me is that SD seems to be proceeding as if the current border-relations system is the final system, i.e. speding a lot of extra time and effort making sure that it works well. As one of the main ajitators for a more reasonable border system, this has me concerned. Actually, the code that I did doesn't require the existing border system. All I did was make it so that you have to be at war with the other player
I noticed there is “Sight” stat for the ‘billy the soldier’, which is a great news. This probably relates to the FOW debate internally they have. Below is just some stuff for discussion. The cloth map should show the following: 1) Historical: area that your knew (maybe from a map purchased) 2) Active: area that your units (including caravan, watchtower in city) has an active li
Great post... it's neat to know the behind the scene stuff. [quote who="Scoutdog" reply="13" id="2443478"]One thing that bothers me is that SD seems to be proceeding as if the current border-relations system is the final system, i.e. speding a lot of extra time and effort making sure that it works well. As one of the main ajitators for a more reasonable border system, this has me concerned.[/quote] Yes, I do share a similar concern. Scoutdog, good eye! While I gues
In my post Populous in EWOM, how exactly do you want it? , I've suggested that "Map builder UI shows up allow gamer create/destroy map terrain tile & tile. Cost is paid by essence." There should be pre-game option to enable/disable the Map builder or other editor. Essence should represent the cost to alter reality. The more you pay, the more powerful your Populous-like power. &
[quote who="landisaurus" reply="6" id="2439428"]I'd vote that you can set caravan distro to be 'automatic' or 'manual' so you can choose if you want them to manage themselves. In a large game (much larger than the tiny map we are given here ) I don't want to deal with managing all my caravans. I figured there would at some point be a supply line feature. Where wagons would have to carry supplies to forts and armies away from the city. At least, I'd li
haha sounds like this Pigeon vs Denryu debate is about the "situation" in the situational tech should be based on gamer action or how a gamer build their empire. I'll then day it depends on the tech to see which one is more 'realistic'. I'll like to have the "situation" (aka condition) displayer to the gamer. Then the gamer has to work on that condition before he can get the tech. I believe it will be more fun. It'll more like a 'quest' to get a non-co
[quote who="joasoze" reply="88" id="2438154"]To add to my own idea. It could be cool to deciede that my army will stick to chain mail and techs that improves chain mail, instead of reequipping new stuff like plate mail and later mithrill. This should have an advantage and a cost to it (or the choice would be obvious). Advantage: All units are always equipped with good, but not great armor. Saves cost on reequipping. Disadvantage: Down the line your opponents will hav
After decades of mischief, Climber the Great Wanderer acquired the ability to manipulate Essence, the secret of all secrets. Vowed to end the suffering of his kinsmen, he is now travelling to the NE of the Left continent in search of fertile land. He is determined to rejuvenate this hostile land from there. (Not sure where the 5th piece is, I'll prefer the black piece as my starting city location) == Questions. Frogboy, pls clarify..<br