MumbaCraft

MumbaCraft

Joined Member # 3875641
1 Posts 26 Replies 177 Reputation

I can confirm. I just watched how AI scout run through monster horde. And monsters just moved to his old place. while scout was already in another place. So simultaneous turns does play a role. Still I almost have not seen monsters attacking for example AI outpost.

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[quote who="Norhg" reply="32" id="2748092"] Quoting MumbaCraft, reply 31But I like the first approach more, since second one complicates the combat. Not only you have additional stat (which is strictly speaking a bit artificial) but this will complicate interface and combat itself a bit more. You have to know the order in which units move, add wait mechanics etc. Still both solutions are much better then current state Well, I actually think that tactical combat shoul

45 Replies 36,992 Views

Either simultaneous attack/defense resolution or per unit initiative should be added. Currently either AI is easily cheated to make it come and then get first hit or I suppose you'll get a standoff against human, when nobody wants to come and get the first strike. That's simplistic to the extreme. If you have simultaneous attack/defense it doesn't matter who strikes first, unless you have units with first strike ability (ala MoM). Then fast (mounted) units with first stri

45 Replies 36,992 Views

[quote who="Lord Cobol" reply="20" id="2739732"]Just for reference, in Master of Magic, if you had 10 "attack" and 3 "to-hit", then it would roll 10 times, each with a 30% chance of hitting (before the defender's armor had its chance to absorb some hits). Much more predictable, but still random enough. And no noticeable delay even the machines of 15 years ago. Works for me. [/quote] Well if you had +3 to Hit that it would make 60% to hit, since 30% was bas

130 Replies 3,365,417 Views

[quote who="Wizard1200" reply="56" id="2737850"] Blunt: The targets AP are reduced by 50 % for 1 turn. [/quote] Well that's quite unbalanced :) But in general yes, that's how it should be done.

83 Replies 312,466 Views

This will also mean you can bring more troops to fight and hit single enemy. Right now yes, squads are overpowered. If it was squad of peasant with pitchforks... well ok that could be fine, but as soon as it's squad of dudes with some super hammer then it does break balance immediately.

101 Replies 859,361 Views

Ideally it should be bell curve http://classes.kumc.edu/sah/resources/sensory_processing/images/bell_curve.gif And as I said in the first post the method from MoM actually gets it. There are could be various implementation, like you may roll check times and get median or mean value. But in any case the current method is bad.

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Yes KB battles are fun but they are more in Heroes of Might and Magic vein. What is sad Master of Magic and Age of Wonders battles are better and those are fairly old games.

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[quote who="Slainangel52" reply="6" id="2737658"]Cari said in the chat last night that they'd scrapped the damage resistance system because it would've been too complicated to convey to the user. When I asked about the possibility of modding the combat system via XML Kryo basically said that it wasn't likely as the combat system was hardcoded in. So currently it's not something we can fix ourselves. The remnants of the old system are still there in the XML according to a few people so maybe w

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[quote who="luketan" reply="12" id="2730604"]Agree with everything also. Then again as mentioned before this thread is just stating the obvious that every one has being saying...since the beta. But fanboys will say.. SD knows better.. they have 30 years of experience etc etc etc.. So no, I'm sure they won't change it. GalCiv 1 and 2 did not have weighted probabilities, so I highly doubt EWOM will be changed either. For whatever re

101 Replies 859,361 Views

[quote who="rossanderson48" reply="47" id="2737215"] Quoting brainiac74, reply 44I strongly agree with most of the posts in this thread. I really think tactical combat and units need to be far more varied. Compared to MoM, AoW, King's Bounty, MoO2 etc., I find the the tactical combat and units relatively bland. Perhaps this is a bad analogy, but comparing the tactical combat in Elemental to MoM is like comparing the card game 'War' (split playing card deck between two players

83 Replies 312,466 Views

Here is repost of my thoughts https://forums.elementalgame.com/393270 Basically why not to try to do what MoM did once, it actually worked - By MumbaCraft Posted August 27, 2010 2:21:34 AM I think it's clear the combat is quite volatile. Let's suppose we have 4 def 4 attack gu

130 Replies 3,365,417 Views

[quote who="rwemack" reply="4" id="2737447"]There seems to be a thread like this over in the ideas section: https://forums.elementalgame.com/392880 Maybe if we combine the threads, we can get some more momentum on this subject.[/quote] Yep, I'll repost my ideas here. It's clearly a big issue

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[quote who="bobeltomate" reply="20" id="2737310"]Agreed with Ichirou989. Mod it in (ias much as you can) or request it as an option/expansion if you want more complex rules, I like it as it is now. As the OP said, for folks like us we enjoy it as is. I'm tired of people saying "make it like this game" or "game x has this awesome feature so you should put it in elemental". I personally own and love most of the games people here keep referring to, and if I want

73 Replies 147,877 Views

[quote who="whiteskull86" reply="16" id="2737239"]mind showing me that statement?[/quote] Sure https://forums.elementalgame.com/387333

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[quote who="whiteskull86" reply="13" id="2737201"]any of you stop to think that MP will add complexe tactics to Tbs? i mean after all a player is not gonna do the same thing a AI does and each player can have defrent tactics he employs. [/quote] Not once it was stated the primary goal is SP.

73 Replies 147,877 Views

[quote who="rossanderson48" reply="3" id="2737162"]Don't believe everything you read by these ai beaters they just want the ai ramped up so they exaggerate. Notice they don't tell how many ai opponents they used or that they moved up to ridiculous level and won so easily. I just started one on a medium map with 9 ai opponents with map level at hard and 1 ai opponent on extreme and 1 ai opponent at ridiculous and it certainly wasn't easy. I actually got hit by bandits and a group of

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My main grip is combat is far too volatile. As I showed there are quite high chance to score very high damage and very low damage. It's not as critical when you have low attack values, but when you have high attack values it becomes unmanageble. You can create super cool champion/channeler itself then wack one poor roll and it's killed. And when there are several guys who attack you with high attack values you are almost guaranteed to get poor roll. This devaluates c

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Lets aply Ocamm's razor to tactical combat in its current state - what it adds to the game? The answer is nothing, it's just slow autocombat since no tactics involved here (pun intended). BTW autocombat is strange why enemies are able to rin to my army in 1 turn while in tactical it takes them few turns. Once it's fixed there will be no need to use tactical at all. So why it's here in the first place??? Now once once you have some divers

73 Replies 147,877 Views

I think it's clear the combat is quite volatile. Let's suppose we have 4 def 4 attack guy fighting the same guy. I suppose each attack or defence roll will get 0-4 result, (if it's 1-4 result will be simmilar but with lower damage potential) Next will go some statistics: chance to hit for 5 - 4%, 4 - 8%, 3-12%, 2-16%, 1-20%, 0 - the rest(40%), As you can see it's almost a linear increase Let's look at another guy, 7 att / 2 def 7-4%(1/24), 6-8%(2/24

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If spells will work as INT vs defence, then it's time to have a separate stat for magic defence. BTW I can understand why Fireball may be resisted by a piece of armor, But let's suppose you have not only elemental based direct damage, for example something like mind burn or drain life?

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[quote who="Soulfire777" reply="29" id="2733671"]I admit I am somewhat "disappointed" in the game's current state, but I have faith in Stardock that in 30-90 days this game will be SPECTACULAR. I have enough faith in Stardock that I would not accept a refund even if they offered me one - I'm content to wait for the game I know Elemental will become. I pre-ordered becaue I wanted to support Stardock while they developed the game, so I really don't mind w

125 Replies 401,403 Views