[quote who="Wizard1200" reply="43" id="2845308"] If the tactical battles would have tactical elements like flanking, reduced attack when wounded and attack of opportunities many small units would have an advantage. [/quote] you do - it will take 10 attacks to kill 10 units, by which time the last one will have had the chance to hit 9 times, plus 8 for the previous one etc.
RFHolloway
[quote who="redeye2433" reply="18" id="2832916"]If I were programming, I would create 5 to 10 caster personalities. Each personality (just like a human opponent) would have a list of spells that they would research (in order) as they become available. They would also have a combat personality (depending on how many and strength of opponent in a particular battle) that would weight one spell above another. On lower difficulty levels, the casting of available spells would
Why go for AI, what we actually want is AP - Artificial Personality. To do that you can have a more scripted AI that follows a particular strategy. e.g. beeline for a particular tech (e.g. Archery) and then exploit it (archer squad rush) Expand as fast as possible, to claim territory, build limited defense and then back fill once you encounter someone (or something) Build very mobile troups and have some scouts so that you can chase down ene
And for me its a crafting system Base materials could come from a variety of sources Quests - Go on this quest and I will give you some pixie dust/troll skulls/enchanted mistletoe Monster drops - wolf pelts, spider legs Regular economy - metal, materials, gold Bought from a traveling wizard - (limited supply, limited time window?) Bought from a market - (Limited and irregular supply, higher prices) These would then get transformed into other it
[quote who="John_Hughes" reply="15" id="2830852"] Another idea, on how to positively affect how the whole battle is perceived, might be to represent a Death blow the same as we see the "Miss" (now "blocked") attempt. If 2 opponents face off, say the Dragon vs peasant scenario as mentioned above, instead of putting up a 50 point hit when it is obvious the Peasant is toast, even if a 2 floats up, why not put up "Death" "Dead" or "He's Toast" for that matter. [/q
Depends what you mean by 5 times better. 5 times better to hit, 5 times better damage 5 times better defense and 5 times more HP should be 625 times better. My expectation/approxmation for a free fight would be calculate attack*defense*Damage*armour*speed*HP*number of units*number of units for each side subtract the smaller from the larger calculate the number of units from the winning side that produces this reduced total. t
[quote who="nikmesh" reply="10" id="2830221"] 3. Spell Level 7-10. They seem to be kind of vacant to me atm...? I'm not actually sure I saw any new spells after gaining level 9 access, lol. [/quote] I thought they reduced the levels from 10 to 5
[quote who="Wintersong" reply="50" id="2830154"] Dynasty system: children still could use some more "meat". Playing female with the abilities I want to later marry (if possible) a farmer so: my boys are farmers like the father (20% Food production each!) and girls have the same abilites as me (Green Thumb, Tactician or whatever). That's nice but not "cool enough". [/quote] how about a genetics system where each heros stats is generated off perhaps 6 gen
[quote who="James009D" reply="8" id="2830093"]I just hope they don't radically change the way things worked from Oblivion and simplify all the stuff. SOME COMPLEXITY IS GOOD. Quite frankly, I don't think stupid people should be able to or know how to cast magic spells and study runes. [/quote] was the system in oblivion better than the system in morrowind? I spent a good few days exploring the potion making system which looked really cool before I managed to break the econo
Here is probably best, as this is where people areposting the bugs, but should be stickied and called something like "current status" or "Known issues"
Lore wise - aren't the cybermen disabled by gold?
One of the better things about Elemental is it feels like a RPG/4X crossover. There have been relativly few of these in the past - Lords of Midnight (on the Sinclair spectrum), MoM, HoM&M. My view is that the game should capitalise on these strengths. Making the resources significantly more complex may not produce the right results I think it would push it too far to a 4X basis - perhaps a bit more complexity basic materials (wood/stone/metal/crystal/food) pl
http://en.wikipedia.org/wiki/The_Long_Tail This discusses the phenomenon a bit - it is more efficient to distribute something via a single searchable point rather than distributing to retail stores where most wouldn't actually sell a copy of a fantasy turn based RPG/4X crossover customised for a particular series of fantasy books (which wasn't the original) as the demand in that town was too small. However on the web all t
[quote who="Gazz_" reply="56" id="2825905"] While I'm not fanatically opposed to anything that has to do with teleporting, I think that this is way off scale unless it also gathers all AI unstationed troops to the same location, resulting in one well... titanic battle. Then it would be a great "mop up" spell because it sucks chasing down the very last enemy unit. It's no challenge to do so "manually", it's not interesting. It's just annoying. [/quote]
[quote quoting="post"] Implemented Faction Power Wnd, which is a little dockable window that displays the Power Rating of each player in a game. It is always shown at the start of a game. You can toggle it on/off via a button in the upper right of the main game window. List is sorted by power rating, in descending order. Only shows players that the local player has met. When they meet a new faction, the list is refilled and re-sorted by faction power,
[quote who="kenata" reply="21" id="2825525"] I completely agree, but the fact is that they are doing a lot of the exact same things with 1.1 that they did with the beta. They are saying some stuff but ultimately keeping the community in the dark through the entire dev process. I mean I am not saying that this is necessarily a bad thing, but it is ultimately unnecessary. Since release, they have put out both full release updates and pre-release updates. Honestly, I think if they put
[quote who="konjad" reply="18" id="2825813"]I'm running Win 7 64 bit which I paid money for and I think I paid too much. It is miles ahead of XP, on the other hand it's still Windows with all it's cons. Perhaps I'll move permanently to linux next year, for now I need damned Windows to do stuff for school because they don't accept docs made in Open Office, I have to do everything in M$ Office. Support linux please, don't focus on Windows only. [/quote] <p
[quote who="Redwind85" reply="8" id="2825852"]except of course for all the commertial popups impulse gives you [/quote] which you can turn off (right click and untick any options that offend you.)
[quote who="RikazeMA" reply="40" id="2825182"] Hastings... It's at your local Hastings Book and Music store... I'm not kidding. There really is a Starcraft board game, and it's been around for about a decade. Might be able to find it at Borders, though I doubt they carry it anymore... Honestly, you'd probably have to dig super deep to find it these days... It's been years since I've seen it anywhere. I always thought about picking it
Spacial awareness is always something that is harder to programme that you think. That is why Go is harder to programme than chess. What you are trying to do is get the AI to maximise the cumulative influence on it territory. One possible algorithm would be something like this. Step 1 project influence give each city a weight based on its current strength (measured somehow -e.g. current army strength plus k*production capability) Let
Talking about reviews and perhaps how to manage it a bit better - try looking at www.Boardgamegeek.com that seems to manage things quite well, I wonder what a computer game version of that might look like.
o rather - if you capture a unit which uses technology that you do not yet have you can gain a few points of research towards that technology. if you capture a bow armed unit, but do not have the bow technology you would be able to make some guesses towards what you needed, and perhaps gain 1%-2% of the technology per bow captured, up to 25% to 50%. Or perhaps 10% for the first, 5% for the second and 1% for any more up to some limit.
[quote who="tjashen" reply="247" id="2820534"] Another idea would be to make Alchemists more interesting. You would provide an Alchemist with Crystals and Metal, and he makes you a supply of Elementium. You use said Elementium to make Elite Guardians that wear Elementium armor. Alchemists Shops might be a city improvement, or appear randomly on the map, perhaps as a resource or as free agents. He's the guy to talk to about Dark Destroyer Blades! <
[quote who="Gwenio1" reply="77" id="2820217"] It would have two cases for accessing the adjacent hexes. In AoWSM, the hexes line up into colums, and the X value offset for a hex in a given colum is the same as a square grid. Accessing the hexes above and below it are the same as a square grid (+/- 1 in the Y offset). Depending on if the colum is even or odd (which one it is depends on how the hexes are placed) will determine how to get the adjacent left/right
[quote who="random_target" reply="44" id="2819896"]Just to clarify, does that mean that the way you build your cities matter now? For example, if I have a resource north of my city outside the ZOC (or whatever name you use), building houses and other improvements toward the resource will also help expending the ZOC to that area? Also, besides catching resources and preventing random enemies from spawning, what advantages does the ZOC give? An