[quote who="vieuxchat" reply="49" id="3083760"] Quoting Vallu751, reply 42Zone of Control is already in.. You mean that if you enter a zone of control of your enemy your are stopped ? Or that if you start in a Zoc Then you can't enter another ZoC right away ? I'm sorry but Zone of "control" need to get "control" gameplay attached.[/quote] Units are stopped upon entering a square next to an enemy. So that would be yes to your first question. <
Vallu751
Zone of Control is already in..
If you really got someone from the inside to tell you something that's not public knowledge, why do you repay the favor by blabbering it out on the game's forum? You do realize the source of the leak is probably obvious and this probably isn't a merit for him? For his sake I hope this was intended to go public anyway..
This. Very important for me too. I haven't got the foggiest idea what the accuracy and dodge stats are doing. Are they being compared or are they independent of each other? Will a unit with high accuracy be more likely to hit a high dodge unit or it doesn't matter? How much is +3 accuracy? Etc.
For Gary Grixby, check Matrix Games. I'd rank War in the East as my personal favorite. For FE, I'm really happy to hear what the team is aiming at, and those three points of Frogboy seem to me to be spot on. Keep up the good work, please.
I think ddd888 example demonstrates a valid stalemate situation. 2 units with equal movement and both able to kill the other one with a single melee strike. First to move in will lose. If this seems too far fetched then a situation where the units are not able to outright kill, but will cause enough casualties to win in the end is also a situation where a stalemate is the best result you can expect.
Regarding the request for different AIs for animals and intelligent opponents, it sounds like a neat feature, but would people even notice it? Is it worth putting effort into such a minor feature if nobody notices it?
I think Lonemessiah is correct here. Infinite stalemates between AI players would not be a good thing. If the units with the proposed stats always just stay put for N rounds then they'll attack again next turn, wait N rounds, attack, wait, attack, wait, you get the picture. Attacker should probably have to press the attack for some reason or another. That said, This probably isn't a huge issue for Frogboy.
Agree with Heavenfall. That's pretty much how I decide to fight my battles, by killing off the units that fall fast and provide most benefit to the adversary. Since there's no terrain and the battlefield is so fast to traverse, that's just about the only consideration in the battles.
Agreed, this would look a lot better.
[quote who="Frogboy" reply="31" id="3078773"]Well a big thing is listening to people play the game. Can you imagine how cool it would be to write the Starcraft AI to deal with the Korean champions?[/quote] Interestingly enough, there's been a lot of work done for Starcraft AIs. Here's an excellent article on the subject: <a href="http://arstechnica.com/gaming/news/2011/01/skynet-meets-the-swarm-how-the-berkeley-overmind-won-the-2010-starcraft-ai-competition.
jmccrea, there are two X-Com reboots coming up this year. One is an FPS from Take Two Interactive, the other a more traditional tactical combat version: realtime world and turn based tactical combat. Here's an article I googled up quickly: http://www.gameinformer.com/b/features/archive/2012/01/09/first-screens-and-details-of-xcom-enemy-unknown.aspx
Agree with the suggestion. Last game I played, an enemy champion was covered all over with different wounds after I had beat him time and time again. It felt somewhat anti-climactic. Or maybe just increase the chance of dying for each wound previously suffered? No prior wounds, 5% chance to die if falls. One prior wound, 10% chance. Two prior wounds, 20% chance. Etc.
Ahh, MoM... good times. I really liked the way mana cap was handled, both on tactical and strategic level.
I think this was a good call by Xia. And like Heavenfall said, it's a matter of deciding how the game unlocks stuff. MoM unlocked units through buildings and it worked really well. No research was necessary. FE won't ditch research, but it's nice to think of what's essential and what's not.
Edge scrolling is an option in 0.77. Check that you have it enabled. I also set the scrolling delay to zero. Works better for me.
Sometimes when I click to build an improvement on a natural resource, it gets added to the build queue of a city, overriding whatever I was building at the time. At other times the improvement gets built without taking space in the build queue. This might be related to the distance of the improvement to the city. In outpost far from cities, I can build every nearby improvement simultaneously. Please use either of the following: 1) Make the logic consistent, either always in th
I have to agree with Lord Xia on this one. We all saw what 'Design by comittee' did to WoM. The caravan system for example. It sounded like such a great idea before we got to see it in practise.
I'm all for renaming things for clarity, but I don't think 'damage' is any clearer. Damage is usually a fixed number that gets compared versus a fixed number called armor. If you change attack to damage, them please rename defense to armor as well.
[quote who="Vaul_Darkhour" reply="104" id="3065741"]Well I think A good start would be to give us access to an uncrippled AI to start with and then work out balance and difficulty bonuses/handicaps later as the beta testers 'test' out the actual AI![/quote] Did you read Brad's reply? He said that the Challenging difficulty level has the AI use all the means at it's proposal, just without any bonuses. That's what Challenging has always been in Stardock games
This is probably the same as here: https://forums.elementalgame.com/415853 You don't even need to load a game, I think. Just move the stack into a city, end turn, and then out again. 2 it is.
1. AI 2. Something to avoid a single Killer Stack.. I'd really like to have several independent armies, not just one stack running around and killing everything. 3. More quests, especially at lower levels as they get done the most
Yay for edge scrolling! The update is looking good :-)
Very nice! I really like how your cities look. I've just been dropping improvements wherever they fit. Looks like I should keep an eye on aesthetics too :-)
I haven't actually used spells that have casting time yet. Do I understand correctly that the time it takes to cast the spell is dependent on caster's initiative? If so, then that sounds like a bad deal. The whole 'mages cast faster if they are holding a dagger' thing should go. Maybe use some set number for initiative if you go casting spells?