[quote who="scifi1950" reply="14" id="2981549"] AI and more Magic spells would be greatly appreciated. Thanks for caring! [/quote] Agreed. Tactical summoning spells that using existing creatures would be relatively easy to add. The key though, is to have the AI use them in a coordinated manner. Spell Suggestions; perhaps a new Nature Spell Book, Summon Wolf (level 1) Summon Wolf Pack (level 3) - Unit of 8 wolves Summo
Edwin99
I believe; from a previous post, that Frogboy is looking at rewriting the tactical battle AI. If so, I am looking forward to AI Sovereigns using magic during tactical battles!
Two issues I have with spells in WOM and FE are; 1. An AI that does not use spells during tactical battles (FrogBoy is addressing this issue in a forthcoming update) 2. The lack of spells. When I play the game I can research and cast every tactical spell for the spell books that I have. There should be more spells so that I have to make choices and the AI should present you with a greater varierty of battle tactics so that you have a reason to var
Great ideas. Nicely presented with examples and notes on coding.
I would like to see an option for Sovereign/Champion only tactical encounters - for entering dungeons and exploring ancient ruins.
Will there be racial specific traits? I.e. traints that are only available to certain races?
[quote who="Frogboy" reply="29" id="2963612"]FE is simply at a different level. I.e. it's not just a matter of being different or "funner" but it is like comparing a hobbyist effort to a commercial effort.... I know I'm not explaining it well but even those of you who have played Galactic Civilizations or enjoy games like Space Empires V Dominion 3 understand that the production values of those games are at a different level than say a Civilization V or a Starcraft..
Ideas for more fire magic spells Level 1 Burning Blade (strategic enchantment) Burning Hands (tactical) - 4 fire damage (+4 per fire shard) NEW: Protection vs Fire (tactical) - Targeted unit receives +10 bonus to fire resistance Level 2 Pillar of Flame (strategic) Flame Dart (tactical) - Does 6 (+4 per fire shard) in fire damage to a single target NEW: Heat Metal (tactic
Note that of the 23 spells there are 20 tactical spells and 3 strategic spells 2 spells only affect wooden armor and weapons 8 are summoning spells (Squirrels, Wolf, Bear, Wolf Pack, Treant, Eagle, Wolf Horde, Unicorn). 2 are strategic city enchantment spells (Blight and Greater Blight) 1 is a strategic terrain spells that protects a city from magical transformation and ensures that tactical battles for this city occur in forest
Ideas for a book of nature, perhaps a book of Magic that only the Tarthans can receive at game start. Book of Nature contains spells that affect the plants and animals of the forest. You can cause plants to grow and summon animals. You can give plants movement and cause summoned animals to group into large packs and direct the movement of insect swarms. Under your command wood can warp or become as hard as steel. This may be an expert spell book for other races or&nb
Make the tarthans unique by giving them access to an Expert Spell Book: Nature at game start. Other races can access this book but they need to research it: Expert Spell Books > Nature. Program the AI to use this spell book in battle. Nature refers to magic that allows you to call upon the creatures of the forest. Level 1 Barkskin (tactical) - +5 AC Bonus Summon Wolf Level 2 High Grass (tactical) - Grass 8 fe
One issue with EWOM was the differentiation among the fractions was minor/irrelevant. Giving each fraction unique weapons, spells or magical books, and a unique AI would have made the game more interesting with tactical battles that vary dramatically different based on the race that you fighting. Example: Trogs are stronger than humans, so give them unique weapons, a unique military technology branch and have their AI focus on building
I worked on a wargame game awhile back, and we had a user-modifiable text file based AI for strategic level decisions: research, production, diplomacy, and territory objectives. We also had non-user modifiable AI code for operational and tactical actions. One aspect that set our AI apart is that it had global variables that were generated at game start; which allowed the AI to have an integrated but varied strategy, and random variables that were generated each tim
Good to hear that you like the morale implementation. The original version of WOM had morale, but it was dropped. Some people hate the idea of having units they control break and run away; however, I believe that it a) is realistic, 2) increases the importance of fielding trained units and improves tactical battles by making them less predictable. This implementation also makes Charisma an important stat that merits improvement. Why? Charisma impacts their ab
Any chance for a variation of these tactical battle Sovereign AI enhancements in the next WOM update? AI sovereign will cast wind shield if the opposing army has archer units and ranged attacks are projected to cause notable damage. AI sovereign will cast magic shield to protect himself from enemy magic if enemy army contains sovereign or magic casting champion. AI sovereign will cast Spell Blast or Flaming Arrow
A proposed roadmap for improving WOM. I will be continually editing this report over the next week, adding ideas as I think of them, refining the list, dropping ideas and reducing the list to something that can be accomplished in a month. Phase 1: Tactical Battle Focus Goal: The goal for phase 1 is to give players tactical battles that will challenge with opponents that use a variety o
Thanks for your perspective on EWOM and FE. The main issue for me with WOM is that the AI does not persue a range of strategies that takes advantage of the options used by a human player - i.e. teleport, building archer units, using magic in battle, forging magical weapons and armor and targeting the enemy sovereign. If this issue could be addressed I would be 80% satisfied with the game. Improving ruins & quests, champions, extending the spell list and 
Suggestions for new Air Magic spells Level 1 Evade (strategic enchantment) - +5 to dodge (+2 per air shard) Haste (tactical) - +2 to combat speed (+1 per air shard) New: Wind Shield (tactical) - Unit's resistance to wind tactical spells is +5 (+ 2 per air shard) New: Arrow Shield (tactical) - Single unit receives +10 bonus to dodge vs missle attack. Lower level version of Guardian Wind.
RE: Airwalk - ala Teleport What if: You had a teleportation spell that powered a portal. Telporting an army requires a portal at the start location and the destination. To build a portal you need crystal and gold. To get crystal you need to mine crystals. To use the portal you the army needs to be in the town where the portal is located and using a portal expends mana for each unit that uses the portal.
Temple of Elemental Evil - Atari - the D&D game with a focus on tactical combat - is available on Goold Old Games www.gog.com for $5.99. Circle of 8 Mod Packs for this game - that add NPCs that respond to your actions, new quests, new spells and new monsters is available from Circle of Eight: www.co8.org Circle of 8 Expansion Video: http://youtu.be/nAAHcTtBDeY
RE: Spell Levels In EWOM I could rapidly reach level 5. Perhaps add more tactical spells and have advancing a Spell Level take as long as researching 5 current level spells. Then a person has to balance advancing to the next spell level vs Learning 5 spells. Of course, this only works if there are 5 spells worthwhile researching at each level. In EWOM I found only 0 to 2 good spells at each level. In fact, I would skip learning any 1st level spe
Overall a good start. In the beta I will be looking for answers to the following questions: A. Does the AI know how to use magic both strategically and tactically? B. Will the AI execute different strategies for magic. (i.e. I don't want to see only Sovereigns that are Masters of Fire) C. Will there be more tactical spells that affect the battle adn the battlefield in different ways? D. Will there be counter spells and more summons spells?</p
It would be nice if the starting ruins had a random selection of items and creatures; A. Simple Encounter Table: 01-25%: Dagger 26-40: Spear 40-45: Rats & Sword 46-55: Spiders & Leather Cap 56-60: Bear and Padded Curass 61-70: Wolf & Spear 71-80: Rats and Dagger 81-90: Bandit and Bow 91-95: Champion to Recruit 96-00: Darkling and Shield B. Medium Encounter Table (slightly more programming) - with one table f
A simpler solution might be 2 teleport spells; 1st - Only for Sovereigns and Champions 2nd - For Armies, but its a 5th level spell and costs 500 mana to cast. Sure you can use it, but it is so expensive that you can likely use it only once or twice.
Nice summary, IronKaiser. Adding to this, when I pay a diplomatic visit to another fraction, I want the background of the encounter to reflect the kingdom I am visiting. For tathans, show me a great hall in a tree or for umber a great hall with fire pits illuminating the hall. I want to see quests that reveal a little bit of the lore and allow the player to ask extra questions that reveal more information. Not just yes or no but; questions that can reveal information that will