If only one type of combat AI can be made, I'd say it should be faction AI for all. However, I would welcome various combat AIs.
Tasunke
[quote who="Bellack" reply="29" id="3082570"] That is the problem they are making it too small and too fast. For some of us the Tactical battles are the best part of a game like this. And to just make it an after thought or like ... you see in Hero's Might and Magic 5 or Kings Bounty would not be what many of us want who want a challanging TC system.[/quote] I would agree with this portion, as I have felt this way about Fantasy 4X TCs for some years now.
By how much do farmers affect this then?
An excellent point Xadie
[quote who="seanw3" reply="25" id="3081925"]And then there are those annoying modders that sit up at night thinking of new way to ruin the game. They don't even look for bugs, they are only interested in ripping the game apart piece by piece and then rebuilding it into the long awaited Space Marines turn based tactical. [/quote] Hey! I never said I like space marines ... (I prefer the Imperial Guard) [e digicons]:bebi:[/e]
[quote who="seanw3" reply="19" id="3082108"]If you are taking the Fire path without access to a Fireshard[/quote] But thats the point. You don't know what shards you will have access to. I guess magical Sov builds are simply a lot riskier than other builds? (although you could have a trait which gives you a bonus to all shards/shard-mana production. Vs a lesser trait which gives a small bonus to non shard-based mana production. -&
Hmm. So 'food' from farmers multiplies base food in the same way that 'production' from citizens multiplies base materials?
Yes, I agree with "attacks of opportunity" if units try to simply move past melee units (while being adjacent to them). That plus zone of control allowing them to only move 1 tile per turn when adjacent ... would give the defender at least 1 attack of opportunity, and many times 2 (if having a line of defenders) per enemy unit attempting to move past the melee. Of course, this system would work even if melee units could only move 1 tile per turn. It woul
Hmm. Still, from a game perspective ... they want there to be some penalty for high taxation (as they want higher taxes to always produce more gold, albeit with increasingly less returns, as opposed to bleeding the taxbase dry). The Magna Carta was signed in part because the nobles were really upset about the excessive taxes of King John, and it is possible that they were threatening Civil War. below is an
K. So food and materials is from city location .... and then Gold, Food, and Production is from the Citizens and Farmers. What is the fundamental difference between Materials and Production?
Yes the western monarchies were more free than other nations AFTER the 1500s, albeit based on ideas (and laws) from the 1200s and earlier. After the Black Plague, the worked-to-death peasants demanded better conditions. In most countires they got property ownership etc. In england however, the peasants actually 'lost rights' as opposed to gaining them after the Black Plague. The thing with England is that the nobility as a whole had far more power in relation t
Good points. ZoC would still be important for Mounted Units and certain creatures though. (even if most non-mounteds were capped at 1 tile) Lower movement, Initiative based motion, and ZoC all seek to implement a simultaneous nature inside of a turn based atmosphere. There is nothing wrong, imho, for ZoC to have limited usage. I suppose instead we could start out with maps being at least 50% 'longer', and having 2 move melee/ranged and 3-4 move m
For an Empire-> the normal status is a few citizens (the strong, the masters) and many drudges For a Kingdom -> the normal status is all citizens(merchants and craftsmen, etc). With wealthy cities being able to support nobles (usually late-game) and farmers = peasants/serfs
A simpler form of the above could be ... Empire -> Farmer, Citizen, Drudge Kingdom -> Farmer, Noble, Citizen, Drudge, Dissident Noble For a Kingdom, a drudge is purely a waste of space. Gives nothing ... might as well be a street bum (and likely is) For an Empire, a Drudge is only slightly worse than a Citizen (slight being maybe 50% effectiveness). For a Kingdom, there is the added bonus
More random thoughts along emulation of a more realistic model Empire -> Farmer, Citizen, Drudge Kingdom -> Farmer, Noble, Peasant, Dissident Noble AND emigration. Empire -> Unhappy citizens become drudges. Kingdom -> Unhappy nobles become Dissidents, Unhappy Peasants just leave (not all at once, but slowly until equilibrium is achieved, or taxes lowered again). Empire can hold onto their citizens
In any case ... The current system of Farmer/Citizen/Rebel is simple to understand and very intuitive from a gameplay perspective. You want higher production or higher taxes? simple and straightforward. We could try and model reality a bit more closely, but I think this discussion is more for academic purposes.
Then perhaps while Empires have Farmers and Citizen-Drudges ... Kingoms could have Farmers, Noble-Citizens, and Peasants. (and Dissident Nobles) Farmers: Medium Taxes Citizen-Nobles: High Taxes Drudges and Peasants: Low Taxes Dissident Nobles: No Taxes (negative Taxes/corruption?) Cities with stronger economies can support more Noble-Citizens, yet Nobles also require happiness. When you have too many
Given Frogboy's comments, I am hopeful that even if the map size does not change (which isn't necessarily the only possible fix), that at least tactical movement is reduced to something more manageable. If movement was a bit slower (melee 1, mounted 2) with faster units having higher initiative only ... Then we could have something cool even without larger maps :) -> it wouldn't be identical to Checkers, Chess, Go, or Stratego per se ... but I thi
The philosophy of WOM was turn based ... and stayed this way for the entire game (regardless of what beta testers said) The philosophy of FE is, among other things, Initiative based. Im not really making a criticism or suggesting something here, I just want to remind lurkers that the game doesn't change drastically within any given installment (over the course of a beta) -> If I was going to make a suggestion from dreamland however, I would
[quote who="Frogboy" reply="9" id="3082318"] I'm currently lobbying to have them let me place the units on the map rather than the current system (where the map itself determines where units go). That way, the AI can intelligently put unit distances in a way that makes things more interesting.[/quote] Yea, MoM's tactical battles had a similar aesthetic format to FE :) ... must admit I'm a bit more of a Total War fan myself [e digicons]:bebi:[/e] (we
From past experiences with WoM ... the general 'feel' of a tactical battle doesn't change. (within a given game) Tactical battles will be MORE BALANCED and LESS BUGGY upon release, but they will use the same philosophies that they have today.
[quote who="pslblog" reply="22" id="3082070"] If that floats your boat, you might also look at: http://www.amazon.com/genius-war-German-general-1807-1945/dp/0133511146/ref=tmm_hrd_title_0?ie=UTF8&qid=1329163033&sr=8-2 This will change your view about the importance of integrity and freedom. [/quote] Could you extrapolate on this please? Also, just to play devil's advocate for a Moment ... the flip side we are talking about is a Kingdom. Not Free
It'd be nice if you could pick your spell books after you find a shard ... instead of customizing a fire sov and never finding any fire shards ...
Hmm. From what I heard, a farmer produces food and taxes, while a citizen produces production and taxes. If this is not in the form of materials .. is it just production speed?
Yea that last one ... it started out nice, but imho I think that Champion was just a bit too afraid of engaging in melee. He could have at least debuffed the ogres while the Archers wore em down. Then engaged in melee once the ogres were "at the gates" so to speak. Archers 'running away' is nice, as it did eventually keep 1 unit of archers alive, but it seems like they chose 'not' to attack on multiple turns, which doesn't make much sense imho.