Toadkiller_Dog

Toadkiller_Dog

Joined Member # 4471906
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[quote who="tanafres" reply="88" id="2962567"] Just because it was done before doesn't automatically make it any easier now. I'm pretty sure that Stardock started from square 1. Also, while it may be fun to make fun of Basic, it was... adequate enough. C++ isn't going to magically make it easy or quick to code. That said, they still need to get it done; the tactical AI really needs to be at least decent for FE to ever be considered a good g

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[quote who="Derek Paxton" reply="58" id="2945102"] But the question is, are you playing as your sovereign, or your empire (as in Civ)? Warning: I'm about to jump into some gaming philosophy stuff, which is a world without strict rules, please bear with me. If you are playing as your sovereign then continuing to play after your sovereigns death is jarring. It also breaks the emotional tie between the player and his sovereign if the sovereign is

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On the other hand, the AI not having to devote Tech points towards the Adventure sector gives them a slight advantage over Humans who do devote tech points towards it. From what I've seen the AI gives those techs very low priority.

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[quote who="Derek Paxton" reply="47" id="2960091"] Quoting Derek Paxton, reply 47 We looked at partial/smaller scope implementations, but the big thing is blocking tiles (ie: tiles that you cant ranged attack through, or tiles that can only be moved through from one direction). How much time it takes to implement line of site? Or more importantly, how much time it takes to teach the AI to use it effectively (although it doesn't see

105 Replies 506,268 Views