@Vakky751, I realize that the number of available moves is still quite large, but I was actually talking about the tactical map, not the strategic map.
TheProgress
Programming question for you Brad regarding the tactical AI: Given the turn based nature of FE, would it be a possibility (in theory, I know you can't rework everything at this point) to adopt a more brutish, chess-like approach for the AI? Where the AI literally builds a tree of all possible outcomes for (let's say) 3 turns in advance and then selects the best move based off difficulty mode and perhaps some randomization?
I don't see how tactical AI and strategic AI differ conceptually if you simplify the two to their basics. Like you said, you must counter the moves of your opponents. You must position yourself to take advantage of mistakes / openings the opponent makes. Divide and conquer. Make use of the terrain. Etc etc. Both AIs operate under different conditions to be sure, but they both need the same hard logic and reasoning. While the tactical AI is doing this with soldiers the strategic AI is simp
[quote who="Frogboy" reply="18" id="3019976"]I suck at tactical battles.[/quote] Brad, you're good at the TBS aspect of AI right? Then why not apply the same logic to the tactical battles? Instead of thinking of the tactical battle as something different, approach it the same way you'd normally approach the TBS portion of a strategy game.
Is that 26% measurement of the AI including the Tactical AI? I hope the love is being equally distributed between the tactical side and the strategic side.
Wow. So are you saying that those are entirely in-game, renderings of characters and not actual paintings? They look quite a bit better that's for sure.
THE SIMPLE SOLUTION! Give players an option when creating a new game to set how aggressive they want monsters to be, overall.
[quote who="Frogboy" reply="7" id="3005911"] We are. That's going away.[/quote] Oh glorious day! [e digicons]:beer:[/e] [e digicons]:yes:[/e]
[quote who="AlLanMandragoran" reply="1" id="3005692"]Cool. The new UI looks great.[/quote] While we're on the topic. Please implement a more elegant solution to this madness:
I'd prefer if Brad moved to FE as well. I understand that he cannot begin work on the higher-level logic needed by the AI, but there should be plenty of helper functions that need writing or improving.
[quote who="Frogboy" reply="8" id="2997987"]I could write a book on all the mistakes/things that went wrong on WOM during its development -- any one of them would have caused a lot of problems and we had a dozen of them.[/quote] I would purchase said book in an instant if it was written honestly and didn't avoid all the gritty technical and industry details.
A relatively simple concept that would quite easily further the distinction between empires and kingdoms: while "beast dens" such as wolf lairs would create obstacles for Kingdom players as you might imagine, give Empires the option (perhaps with the necessary research) to use these landmarks as resources instead, allowing for the opportunity to create trained war beasts. Benefits of such a change would include: greatly improved distinction between empire and kingdom ar
[quote who="ZehDon" reply="13" id="2994779"]What I'd like to see is a Random Event replicating a 'crash to desktop'. The game doesn't really crash, you just think its crashed. And then when you're all "ARRRGGG!!!" the game just pops back up. "u Mad, Bro?" It only happens once per game, after turn 500.[/quote] And only with auto saves off and with the player not having saved for at least 12 turns :D
[quote who="Kestral2040" reply="7" id="2994548"] Fair enough, here is some real info: https://forums.elementalgame.com/411840 tl;dnr[/quote] Poor Derek, he can't win either way :(
Dev Journal? More like, Dev Tease . Nice artwork though :P
...who are you? What have you done with Mr Frog?
Thanks for the updates. I am looking forward to 1.4 and the FE beta.
Looks good, but one urgent issue remains: Please, please display stacked and occupying units in a LIST FORMAT which can be ordered by name, type, or health. Lists are far cleaner and more efficient at displaying data than by using awkward circles.
Woo, new dev journal. Thanks for the PDF! Haven't read all the details of each spell yet but 90 unique spells is a very nice upgrade from WoM! One question I have is if casters will have the option of investing extra mana when casting spells to make them harder to resist / dispel / etc?
[quote who="BoogieBac" reply="12" id="2970155"]Sorry everyone, there's a lot of internal testing going on that is pulling our focus inwards (towards an acceptable public beta build). I'm hoping to do a intro-cutscene related journal soon, but I know a gameplay journal is what you guys are looking for...so I'll try to slip some details in that [/quote] Awesome as always boogie.
As the title says. Who's feeling the same? [e digicons]:beer:[/e]
I solemnly swear to deliver a PC game with siege combat, fortifications and in-depth unit customization / progression within the next 24 months. [e digicons]:cylon:[/e]
[quote who="Mandelik" reply="51" id="2959713"] [e digicons]x_x[/e] [/quote] [e digicons]XO[/e] [e digicons]
If not, the devs will have to live knowing that they're still being out-played by a 15 year old game (MoM).