I think "I want this," then I think "but this relates to the rpg portion, and the level progression is sooooooo bad." I will get this if the character classes ever get an overhaul. At this point they are actually a detractor.
Sythion
[quote who="Brewskin" reply="1" id="3376331"] I only use the Threat rating as a very general guideline, and almost always check out individual units before engaging. I'm guessing that the varied attack forms, defenses, resistances and plethora of other special abilities tend to make what we have about as good as we're going to get.[/quote] That's not too big of an issue. A larger issue is that I believe the AI uses these threat leve
Should be 200/400/600 imo
Dark wizard > Ascian+ steam achievement
[quote who="Bellack" reply="16" id="3375361"] Quoting Sythion, reply 1Assassin doesn't work as anything. They should only be picked when someone wants to minimize their fun and chances of winning. (there are rare exceptions where perfect assassin equipment can be found and dodge can be made high enough) I have fun with my assassins. They are good at killing but I noticed that you have to build them up a little at first. I've ran both melee and missile assa
[quote who="Rath3130" reply="65" id="3374822"] Frogboy, I.. Don't really have much to add to your OP, other than.. Keep up the good work. Also if you are working on the Elemental RPG (Baulder's Gate style) and Galciv 3, or for the love of all things holy, a campaign for Sins (yeah, yeah I know, sandbox.. but I want to know so badly.. who are they running from!?), feel free to pm me some details, you'd have my full and undivi ded attention.
[quote who="merlinme" reply="53" id="3373702"] Quoting Sythion, reply 50 No 4x game should ever require conquering the entire world. Er, Legendary Heroes doesn't require conquering the entire world. You can win by quest and you can win by building the towers. AI players will surrender if you're overwhelmingly more powerful than them. I agree it can be a bit a slog at the end, but I actually think Legendary Heroes does reasonably well at reducing
i've never played a 4x computer game that did not turn into a slog end game. That means that the design is not fine.
[quote who="sweatyboatman" reply="49" id="3373437"] Quoting Voqar, reply 45 But it's kind of silly to bag on Civ 5 for having mid/late game tedium when it's something you can almost always find in the genre, and when LH is surely not lacking for it either. Not to get too far afield, but I am not bagging on Civ 5 for having mid/late game tedium (mopping up is a plague to the 4x genre). My issue is that Civ V is tedium from the word go. IMO, they
...? That has absolutely nothing to do with weapon or armor differentiation. The only thing you have actually suggested is the ability to specialize, which warriors can already do (albeit lamely, just like all champions but mages do things lamely), and which is completely pointless with the current trait system. Why would the development team waste hundreds of hours redesigning this system and possibly destabilizing others just to allow you to make bette
[quote who="sweatyboatman" reply="4" id="3373016"] If you have a fully upgraded 4 essence fortress, you've already won.[/quote] Which is perhaps the biggest let down of the games. I win after about 2 hours of playing in an 8 hour game.
Defenders are an entirely different category. They are completely dependent on units to support them with damage, or which to support with defensive army-wide buffs. Hard to compare except to say this: early game warriors are the only relevant champion in the game. Late game, defenders are better than warriors as long as the warrior doesn't find a perfect set of equipment.
The strategic AI can benefit from some aspects of the tactical. For instance, if it were to build more effective troops then the tactical AI would struggle less. Even better, if the strategic AI could analyze whether or not its troops would be effective. Could you have players opt in to upload troop effectiveness stats for some en mass machine learning?
You forgot three things: The probability of accidentally slipping on a banana due to awkward weapon size. A suggestion of how to implement such damage calculations An explanation of what this would add to the game, aside from a nearly invisible layer of unneeded realism.
Heavenfall, any plans on making storm specific traits/classes? Would be awesome to see the general tree supplanted by racial trees.
Assassin doesn't work as anything. They should only be picked when someone wants to minimize their fun and chances of winning. (there are rare exceptions where perfect assassin equipment can be found and dodge can be made high enough)
So glad AI is getting much needed attention again! :) With more interesting heroes, more differentiated factions (StormWorld mod has accomplished this imo), and more engaging and challenging AI this will be the ideal fantasy 4x game. I really think the engaging part of AI is going to be more important than the challenge for the silent majority of players, and that diplomatic AI is the key to making the players think of the AI as sovereigns instead of opportunist
Awesome! I hope to see some changes to diplomatic AI decisions and players impressions. Not every faction needs to play like a vulture.
Horrible late game, but that's only because regular units are so good. Game is over by mid game anyway. Warriors can give you an early game advantage in resources, clearing areas, etc. By late game they are better going in towns reducing unrest unless they have something special to them.
[quote who="Burress" reply="22" id="3366847"] I don't think I ever explained the psychology part very well in the original post. Here is the kind of thing I am basing it off of. In "Thinking, Fast and Slow", Daniel Kahneman explains an experiment about pain perception. Subjects had their hands held in painfully cold water, and then were given a warm towel at the end of it. They did this twice, once where they had it in the cold water for 30 seconds and once where they had it in the
Which strategy?
Oh, and anyone who reads the above article should note that the meyers-briggs personality aspects are incredibly off. The author likely meant feeling/thinking instead of sensing/intuitive. the latter is more or less an indicator of how "down to earth" you are. Not many gamers here are likely to be sensing Type.
[quote who="parrottmath" reply="16" id="3366177"] I've read through the article and sadly... I was not represented as one of the archetypes that played the game regularly, or I did not recognize my archetype in the descriptions. I played magic quite a bit, but I only played decks that had a lot of little creatures, nothing big, I'm talking 1 / 1 or 1 / 2 creatures. That was all I allowed in my deck. I centered around white magic mostly and had the most fun playin
[quote who="wieebenholz" reply="5" id="3366126"] i aggree with everything written sofar besides of this: Quoting Sythion, reply 2 Heroes are worse than units end game. Their sole purpose is to get an early game advantage, get resources and be a thorn in the AI's side mid game. Late game use them for unrest bonuses. that is not true, good leveled mages can kill whole enemy armies in 1or two turns, they can oneshot world bosses, and i