I would imagine many mods will need revision as there are major changes in 1.1. Still I'm sure their proud authors will do so as soon as they have the time.
econundrum1
As RikazeMA has said it's trivial from a programing point of view to treat champions experience gain in accordance with their skills. You need a couple of extra variables per skill one as a weighting factor and one as an experience tracker. Then the only issue to address is how you relate skill/attribute gain to level gain. Obli
Actually it's normally Thursdays, it's just here in the UK it's normally late Thursday night.
Yes that's just what I had in mind, myself if I developed an AI that was good enough for them to use in the game, I'd be happy for them to use it. Because I'd do it for fun not money. I'm a bit of a hobby programmer anyway.
[quote who="Tridus" reply="229" id="2824780"] Quoting Sythion, reply 228 Like Oblivion. The only problem is it's not trivial to determine what causes what to level up. Do I gain levels in merchant by doing nothing? By sitting in town? Does that mean that all champions will become merchants? What determines how many hps you have? How high your stats are, etc. And for a newer player, such a system is much more complex and confusing. Not something I think needs
[quote who="Tydorius" reply="34" id="2824743"]Speaking of cheese, I like pepper jack. Especially on some johnsonville bratwurst burgers (Cooked in beer, if possible). Most delicious thing I've ever had. How about you guys? Anyway, I played an online game a while back and was beating the tar out of the AI (Yes, I played my first online game against an AI, mainly because my machine is still getting OOM's) and before it crashed, I had searched the entire map and found t
[quote who="Alstein" reply="30" id="2824637"]What I meant with my earlier post is it could learn build orders, sneaky tactics, and other stuff, from humans. Not that it would try to do everything from the ground up. [/quote] Certainly easier than trying to teach it to really learn how to play. But still not really viable, the issue with this is the number of possible moves each turn in a game of elemental, the variability of terain and resources and all the possible a
Some may remember Core Wars an old game where you wrote computer programs that competed for memory and CPU on a virtual computer. Well if Stardock do make it possible in the future to python script AI; I suggest an Elemental AI war tournament. Not only will it be fun for would be AI programmers to submit an AI to the contest it would also allow stardock to publish the most effective AI winners for the single player game. The rules would
[quote who=" Gazz _" reply="157" id="2822744"] Good, maybe, but I don't think it's a very logical point. =P I understand "non-combat build" as a farmer or miner. Getting XP from quests is completely against staying at home farming or mining. Rescueing princesses or sorting through bones on old battlefields does not make you a better farmer. However, getting "real XP" from the st
Yes truly a USB drive will not break the bank you can get one for £10, bige enough for your needs. As for implementing this I wouldn't hold me breath they where going to request it be added to an enhancement list, but there doesn't seem to be heavy demand and they probably have more important things to work on at the moment.
[quote] I think the interface is wonky, I think with all it's customization it's pretty clear that there's a way to min/max most of it. So it probably doesn't make for much variety, yet. The art style is quirky, I think most the game is actually. I think I LOVE it. Oddly enough, just because of where I see it's going. I am definitely going the route of optimism for Elemental, it is definitely a dice roll purchase, but I'm crossing my fingers. There is NO recent game like this, that has got me
[quote who="Trojasmic" reply="9" id="2824342"]Doesn't this just prove that we're not going to have any better AI in 1.1? Or is too early to tell? Should I wait for Post #3 on AI? [/quote] I have to say I find you avatar very appropriate; you always seem to be down beat on everything you post. Cheer up [e digicons]:grin:[/e]
[quote who="Heavenfall" reply="13" id="2824365"]I think you're extrapolating the learning measure too far. For an AI in Elemental, learning would simply mean that it adapted at what combat ratings it attacks, and at what combat ratings it does not attack. This would be similar to if the AI should declare war or not, after power rating. The AI "learns" in the sense that it comes closer to making accurate assessments ("I need X to defeat an enemy of Y. if X is not enough, next time I will try X
[quote who="Alstein" reply="8" id="2824312"]Sorry to ask this again- but why is it not feasible for the AI to learn from the players, and maybe if people play MP or connect to Impulse, other players. You mentioned not doing this in part 1, why is it impractical? An adaptive from game to game AI does seem like it would be the best way to reduce errors, or quickly find gameplay flaws (such as a one optimal solution) [/quote] A true AI
I think development of AI personalities will come later. I would think he needs to get the basics working and insure he has the functions in place to hook personalities onto first. I've only done a little multi-threaded programing so I'm very interested in how a multi-threaded AI for a game like this works, so please keep it coming Frogboy .
[quote who="db0" reply="85" id="2822175"]This is very exciting stuff. I can't wait for 1.1 now. Something I'd like to mention: One of the issues in games like this where you want to allow heroes to have a non-combat build (in this case: charisma), is that a build, implies experience points, and at this point, the only way we have for XP gain is via combat. To truly allow non-combat builds, we need to have a way to gain levels outside of combat. The obvious candida
I don't remember them promising this have you got a qoute, not that I doubt you. Anyway it would be nice, but my guess is it's got deprioritised while they fix more fundemental issues with the game.
[quote who="Lord Xia " reply="5" id="2820550"]1.1 isn't out yet, we don't know shit yet. And neither do the Devs , so repeating what they said as facts, doesn't mean anything. If it did, they wouldn't have been shocked about the release of the game. Simply, until 1.1 comes out, we won't know if it fixes anything. [/quote] I think the Dev's, probably know what changes they have checked in for 1.1, so I think we certainly
None of us have played 1.1 so we can't really answer the rather subjective question however 1.1 does sound like it will encourage fewer and larger settlements rather than spaming lots of small one e.g. Population is a resource used to man most building as well as build armies and most buildings are no longer 1 per city so getting a large population is key and that's much easier through a large city than lots of outposts. Outposts now cost food to build as they sh
While I find it amusing that the AI outmaneuvered you and took your badly protected town, I have to agree that settlements should not vanish when the soverign is killed. Rather they should all go into a state of anarchy and then a random number of turns later one of their children should take over or if none are left a random leader should gain the throne.
[quote who="Wizard1200" reply="69" id="2822103"] I think it is a mistake that Accuracy scales with the level and Dodge scales not with the level, because with every level Dexterity will be more useless. The following formulae would be better: Accuracy = 15 + (Level * 3) and Dodge = Dexterity / 2 + (Level * 1) Does Spell Resistance work in the same way as Dodge? If yes it should have the same formulae as Dodge: Spell Resistance = Intelligence /
[quote who="Gwenio1" reply="43" id="2822013"] Currently there is a max level of 10 for spells as there are none above that. Yes they could go above that, but what is bigger than the Spell of Making that makes you all powerful and win the game? Thus after level 10 (if you are going all INT) there will be no reason to invest in INT, the only magic stat in the game. [/quote] You make more than a few assumptions here; 1 - That Intelligence above 10 scales
[quote who="Gwenio1" reply="35" id="2821988"] It is more the fact that it will not matter who casts a spell, the only diffrence between one hero and the next (when it comes to spell) will be what spell they will have access to. [/quote] What spells they can cast seems like a very big difference to me. e.g. If I have a champion who can only cast level 1 spells and his up against one who can cast level 5 spells who is more powerful and has more options.
[quote who="Trojasmic" reply="28" id="2821964"]Was there any mention of 20-30 new quests in 1.1? [/quote] No that's your private obsession, they never suggested at any point there would be new quests in 1.1, so know they haven't added what you asked for last week, shocking.[e digicons]:')[/e]
[quote who="Gwenio1" reply="25" id="2821955"] Quoting RikazeMA, reply 23 In hindsight, it does make sense though... Perfect, logical, rational sense, and I really don't know why I didn't see it coming... Hence the surprise. How does it make sense? Other games with global mana that I am familiar with have a limit for how much a hero can use per turn, which is what essense could still do. [/quote] Why is that limit needed? Ju