Tridus

Tridus

Joined Member # 3116830
18 Posts 3,050 Replies 25,212 Reputation

Are there going to be any further changes to combat speed? That system is pretty unpopular with the community.

76 Replies 237,809 Views

[quote who="SD_Zebrafox" reply="37" id="2689418"]I know right!? We're so amazing. So glorious! Not enough can be said about us, really [/quote] You need one of those shiny developer icons!

55 Replies 299,362 Views

"Variable costs" and such really feel like just a more complicated solution then the one we had on page 1.

274 Replies 393,806 Views
Reply to DarkSpore in PC Gaming

Sigh. Why oh why can't they just do Simcity 5 instead? The world doesn't deserve this kind of shabby treatment.

27 Replies 897,429 Views

[quote who="brandon_varn" reply="4" id="2689106"]I don't get this game. At all. The End.[/quote] Ever played MMOs? This is the Reductio ad absurdum version. The core gameplay in your typical MMO is to go do stuff that gets you loot. Then do the same stuff against harder mobs to get better loot. Rinse and repeat infinitely. I'm a WoW player, and I've always found Progress Quest amusing. It really applies to some people there for whom GearScore

8 Replies 41,949 Views

[quote who="John_Hughes" reply="75" id="2688940"]Quoting Annatar11, reply 68 Why should I get penalized moves after I spent Level points getting them? When I attack and kill a unit on the first blow and have 4 moves/attacks left, they get totally wasted right now. I can't even use those moves to try and support my other units. Not good. Just because the AI is to stupid to take some additional move points when leveling, we suffer this 1 attack and done nonsense? Bad Bad Bad

108 Replies 334,652 Views

[quote who="calmon" reply="78" id="2689045"]Just a short maybe stupid question: I want to play on hardest difficult but i'm not sure what the hardest is. Between "extreme" and "novice" there is "ridiculous" difficulty. But what does ridiculous mean here? "The game is so ridiculous easy" (ultra easy) OR "its so ridiculous that you even try on this level" (ultra hard) &

108 Replies 334,652 Views

You can make a case for medium type armors if the costs are good, that is you can crank out more guys with it for the same cost. But with how powerful combat speed is right now, I'd tend to avoid anything with a CS penalty either unless I'm deliberately trying to make "heavy" units, in which case I'd go for the strongest defense I can get. You could do more here if movement and attacks are split into different things, because then medium armor could carry a movement speed penalty but

22 Replies 13,427 Views

[quote who="ddd888" reply="22" id="2688993"] Quoting mpiersant, reply 17Sounds like this dude is judging what the game is going to be like but what it is now. Patches coming everyday, fixes upon fixes. Wait until August 20 at the least before posting delay requests. yeah sure, 20th aug he tells "ehy stardock dont release the game, its not ready!" and they will listen to him lol [/quote] Since the plan originally after beta 4 was to close the public beta and

30 Replies 18,688 Views

[quote who="Raven X" reply="192" id="2688706"] Actually, I think that would be a Valid Tactic as it's been used in real life battle situations. What's important is that it can't be Abused, not that it's not "possible". The AI simply has to be smart enough not to be kited All The Time. It does make sense though for a weaker unit to use "hit and run" tactics against a more powerful foe. As you point out though, kiting can be abused, which in a game like Elemental it needs to be kept from b

274 Replies 393,806 Views

[quote who="Twohawks" reply="11" id="2688120"] Quoting TCores, reply 10TCores hands out karma stickers to everyone with a dev tag. Hell with that we should be ordering them Little Caesars pizza LOL..[/quote] See, now that's a plan I could get behind. Pizza for the devs, courtesy of the forums!

55 Replies 299,362 Views

Here's some examples of Ashton's proposal. For these purposes, "moves" means "tactical movement speed", and isn't necessarily the same as overland movement speed. CS is combat speed. Peasant: moves = 2, CS = 1. Can move 2 tiles, or move 1 tile and attack. Attack costs 2 moves. Footman: moves = 2 CS = 2. Can move 2 tiles, move 1 tile and attack, or stand still and attack twice. Attack costs 1 move. (Would also have 2 counterattacks.) Archer: moves = 2 CS = 1. Same as th

274 Replies 393,806 Views

[quote who="LikeTheWhirlwind" reply="170" id="2687844"] Quoting Tridus, reply 168 Well, that sounds better. It still seems like mounted units will get an attacks (and thus effective damage) boost if they don't move though. I know we're sucking up your time here, but can you explain why NullAshton's idea was rejected? I think Brad responded to it pretty well. The connection between movement speed on the main map and movement speed in tactical battles implied by

274 Replies 393,806 Views

[quote who="LikeTheWhirlwind" reply="163" id="2687814"] We've increased the cost of moving to 2AP per tile (attacking and casting still costs 1). All units now start with (combat speed + 1) action points. Minimum AP is thus 1. Fractions of an AP will still allow you to act. Best way to explain this is by example. EXAMPLE: Say I am a sovereign with 1.2 combat speed. I go into a tactical battle. I get 2.2 AP to spend per turn. The followi

274 Replies 393,806 Views

[quote who="ddd888" reply="161" id="2687794"] Quoting Tridus, reply 149 Quoting ddd888, reply 148 just a plain sucking of AP cant work, there is a non opinable flaw in this system Since it has in fact worked in other games. it didnt work it WAS in other games there are 123424124 flaws in civ4 even if it was one of the best games ever [/quote] Not that it really matters now... but Civ 4

274 Replies 393,806 Views

[quote who="LikeTheWhirlwind" reply="154" id="2687766"]Counter attacks are going into the 3C build. Units are now refunded their action points every time initiative switches (defender to attacker, attacker to defender), rather than after each round. Units use these action points to counter attack. 1 AP per counter attack. When you're out of AP, you're done counter attacking. Please note that this doesn't affect what you can actually do during the unit's turn. They'll have al

274 Replies 393,806 Views

[quote who="Austinvn" reply="150" id="2687752"] Here I'm afraid I have to disagree; you make it sound like lockdown is a problem, you just don't expect it to be a big problem. And it probably won't be, in most situations - but there will be extreme examples where it can be exploited (by exploit I mean a legal but unintended use of the game mechanics). Let's assume the "counterattacks subtract from next turn's movement" suggestion where counterattacks take half a normal attack's movement.

274 Replies 393,806 Views

[quote who="ddd888" reply="148" id="2687742"] just a plain sucking of AP cant work, there is a non opinable flaw in this system[/quote] Since it has in fact worked in other games, the idea that it's a flaw is very much an opinion (especially when the alternatives being proposed are so much worse).

274 Replies 393,806 Views

[quote who="Annatar11" reply="146" id="2687718"] This just makes me think that everyone assumes counter-attacking will work differently. What you describe looks at a unit's left-over action points from the previous turn to decide how many counter-attacks it can do. I don't mind this system because it leaves the choice to you.[/quote] That was what someone else said and I was replying to it. [quote]Other people talk about swarming to "lock down" a unit and deplete its n

274 Replies 393,806 Views

Pacing wise the tech tree needs some work. There's a stretch in early game where it can be agonizing, but it can speed up quite a lot later. It also seems like more techs are needed. But they've got time to fix those things.

2 Replies 4,775 Views

[quote who="Austinvn" reply="140" id="2687689"]First, a note on counterattacks: free counterattacks are obviously a bad idea, if a knight is getting ganged up on by 8 peasants at once, he just doesn't have time to simultaneously hit all 8 back. Subtracting movement from your next turn per counterattack is also a bad idea; what if my dragon wants to just ignore all those stupid peasants poking his toes for minimal damage, charging past them to crush your sovereign? You shouldn't be able to den

274 Replies 393,806 Views