[quote]Yes/no questions should only ever be asked regarding problems with binary solutions - of which there are not that many.[/quote] I'm not sure how much i agree. two options will often be enough, and beyond 3 i can't think of many situations where you'll have more then 3 things you'd want to choose to do with the span of 1 turns walking for ONE unit, that changes during that turn. you run up to a town, Attack, seige, retreat. 3 options. Somebody enters the
Robbie.Price
Goodmorning all, Summerizeing from the first two posts: People want a seperate diplomacy modifier for trustworthness, and friendship, Trustworthness measures ones historical willingness to play by the rules, follow agreements to term, and not backstab. Generally speaking people seam to want there to be 1 modifier for each factions opponion of each other faction, and each factions global trustworthyness. Each faction would wieght thei
Anybody know anything on Diciples three, there is a russian webpage, but i can't read it... Not that i am at all considering getting Diciples instead of Elemental, I just was curious if that project had been canned, not heard any news on it in 5 months...? Robbie Price
Can anybody point me to previous discussions on diplomacy, I can't find any significant threads. don't want to repeat anbody.
Goodmorning all This idea is very simulare to my Guided AI idea https://forums.elementalgame.com/357530 Any or all of those could be set up as goals, Town goals, Hero goals, Army goals. and the UI would outline precisly what actions it would take to achive the goals given. Which you would then be able to edit the action plan to your likeing. I tend to agree that for some of the Goals mentioned 'quest' is a poor chose of word. A quest
Goodmorning all [quote]That, I could go for. If you win in such a way that enemies (or even any other players at all) are still around, being able to continue playing after the victory screen with some insanely huge bonus appropriate to your victory type would be lots of fun.[/quote] Ideally, for me, this wouldn't actually be a game ender, or a post game cleanup (yes i said that, but I've given it
[quote]Now there are valild concerns with simultaneous moves, such as you might give orders to attack a city, and reinforcements arrive, concerns about moving into FoW etc. I think the best solution is still have an orders phase but then have some interaction during the moves phase. In other words, if you are attacking a city (or another stack) then during the movement phase a confirmation window comes up that shows your forces vs their forces and confirms if you want to attack. The player yo
Goodmorning all, Looking at the provided immages in Media, one notes that all the units have a moves/day less then 10. assuming a move is ~ a body size, the standard for TBS, then two phace is more then doable with minimal losses do to not being able to react in ~real time. Units just don't move far enough for it to be a problem.
Goodmorning all, Yes i was thinking of replaceing rather then being instead of. As i see it having researched the 10th 'pick' you've won the game [incoperating it with the spell of making idea it would be the spell of making research, or the 11th would be activated by casting the spell of making]. Idealy the game would still regristare you as having won by magic research, even if you happend to use that magic to turn your opponents into flies and feed them to your pet
If my memory serves me AOW had both options, both in single player and multiplayer you could choose. for single player you're right, player 1, player 2, player 3. is a MUCH more mentally manageable setup. But for me it's far to painful to play multiplayer that way. Hopefully both will be on offer.
Goodmornng all, I'm really a fan of the Rock paper scissors (lizzard, spock) solution to army sizes / troop strenghts. Mobs beat extreamly well trained troops [by swarming them or just being in more places then the small elite can be at once] small numbers of Trained troops beat large (but not swarmy) numbers of modestly trained troops, and the middle group beat the swarm. It works by limiting the number of troops a unit can reasonably tak
This is true, Unless they have well scripted behvours, Like go there, explore along this ridge, pick up anything you find. Chase down an opposing army, Run from an opposing army. with just 2 or 3 settings most of the dynamic behavours you could want will be avalible. I'll be it indirectly. the other option is purely simutanious turns, where all players tell units to move as they diside on the orders. But
TBS end games suck. It's almost a universal property of turn based strategy games. You build up you fight, you research, and you make it through the mid game, emerge as top dog . . .then spend the next quarter / third of the game just going threw the motions of meeting the 'game win' objectives (be they finishing up that final tech, finishing that secret project, casting that uber spell, crushing the last towns petty resistances, watching your
Goodmorning all [quote who="Scoutdog" reply="1" id="2278965"]The problem with that is the fact that you have no ability to change your orders when things change: when you are attacking an enemy city, you can't attempt to withdraw when wierd things show up. Your reaction times are severely curtailed and can blunde rinto dangerous things.[/quote] I'm not sure i understand. In your planning phace you say 'attack that town'. in the execut
[quote who="Scoutdog" reply="9" id="2278957"]I understand what you are talking about with the AI "stream-of-consciousness". However, this "marger" thing had better be a last-ditch effort when someone is thruly getting clobbered: otherise, you could just "absorb" AIs that still have some fight in them.[/quote] Both sides would have to agree to a merger. But if you March on an enermy stronghold, knock down thier tower, and drag thier channeller out into the street. they j
In turn baced games there can be one serious problem with multiplayer (and to a lesser extent single player) Long turns. I would like to beg, to plead, that elemental work on a simulare system to Risk 2 (i belive it was the computer game Risk 2) and MOO (amounst others) Seperated orders and excution phases!! In one phace you give orders to your troops, arrange your diplomacy, set your contrucition / troop buying. Then you hit end turn, and phace two happens
Goodmorning all, Some clarifications. Firstly and most importantly, Merging AI's idea is not about making and breaking aliances. The merger proccess i'm seeing goes WAY beyond aliances. Aiances are made between two groups for mutual benifit, shareing tech spells visions, rights of passage, battle plans . . . diplomacy. Mergers are made as last ditch, Irriversable , no other alternitive, merge or die desisions. Two channlers become one/act as one, a Red fl
[quote]I'm actually starting to suspect that Robbie.Price's name is responsible for breaking our quotes. [/quote] I'm sorry guys, My name was never ment to cause so much harm. :- D I now somewhat prefer my AI -Human interface model which allows you to control to a very fine degree what that AI will do for you. . . . But even then some people will see this AI talking as just different higher scale micromangement, It's stll micromanagment after all.
Well if the crowd wants generic counterspells, they can have them, a generic counter spell is a Detect magic spell, combined with a High level identify magic spell, combined with a regular counter magic spell. . . . It just costs a lot more to cast, and isn't as effecient. . . . No? Take care all Robbie Price.
There is no real problem with night fighting, Magic makes like very easily. . . it's how you would devide battles into game turn able units. Art and justifications can be found after the fact. How you make it WORK, and work well, is key. One could have the last turn be a 'retreat or chase' turn where both players are given the option ot disengage, remain or Prosue. If one team chooses to disendage and the other procuse, the prosueing team would have preset
[quote who="GW Swicord" reply="15" id="2277115"]It seems to me that the relationships start 'down' on the centaur end where the paired units are a warlike analog to a figure skating duo[/quote] that is an exclent point troops could form fighting pairs, and although a centair is NOT a mount, the fighting pair just happen to fight with one onthe others back. . . . ya ok i'm streaching it, but nice quotable quote, figure skating
Goodmorning all, and Goodmorning Frogboy. I know that AI is VERY important to Stardock games, and I've been giving a lot of thought to AI in 4X(4E) TBS games so i wanted to share my brainstorming if I'm lucky spark a forest fire. It is my understanding from playing GC and reading the AI forum that you intend the AI to be modable, and dynamic. It is my understanding that AIs are programmed by exploiting state machines, and ofte
Goodmorning all; [quote who="Tridus" reply="6" id="2276352"]It'd be more realistic to have a MM option where some things are simply hidden from you if you want it on simple. The AI governor can take over and automate stuff like town development, tax rates, combining resources, etc. You'd then not see that stuff, but it's actually going on still. Making multiple systems the way you described it is as others have mentioned a development nightmare, and not practical if the
Goodmorning all, My bad, I didn't mean you Needed to be able to cast the spell to dispell it, I ment you need to be able to IDENTIFY the spell to dispell it. In MOM you see spells be cast against you, and you can go into the town and SEE the name of the spell and it's effects. you can go to the diplomacy screen (i think it's diplomacy) and SEE what global enchantments various wizards have cast. I think in elemental Many of those elements should
[quote who="pigeonpigeon" reply="22" id="2275553"] Cool idea! I would love to see a spell like this make it into the game! And if you want to make it even more powerful, units could be able to leave the area, but not reenter. So, for example, if your ally is getting beaten to a pulp you could send forth your armies to help him (but they wouldn't be able to return to your land until you dispel it). [/quote] That would probably be a higher level version of the sp