Yay for unique factions! Lot of yaying going on today [e digicons]:thumbsup:[/e]
Vallu751
I've been worried about this stuff too, but that was before the AI posts. I don't think the AI can triumph over original thinking of us humans. I don't think it needs to. Putting up a good fight and a decent appearance of an intelligent foe would suit me just fine. If there's a strategy that triumphs every time too easily, then I'm sure that can be fixed through feedback. As an example, if raise land was really cheap and you could easily always block AI capitals from the rest of the world, that
Froggy, it's not so easy for us FE enthusiasts. FE posts are spread in elemental development and FE forums..
Yay for paths as well! That yay'd, I hope the icons on the left in the character screen are ordered in some intuitive way. Dunno what they all mean, but from what I recollect from WoM, the rune stuff is probably magical stuff, and they appear not to be together.
How fitting that the oldest post before the new necro was a necro post too :-)
Googled for a youtube video that demonstrates how Civ 5 handles the path showing. When right mouse button (if I recall correctly) is pressed down, path to target is shown. Check the video at about 1:50 for a demonstration http://www.youtube.com/watch?v=NuYutWRstI4 I don't think I've ever made a mis-click. If two clicks were required, I probably would have made tens of thousands of extra clicks by now...
Schnorkde, requiring two clicks for movement is not the way to go. Other approaches include showing movement path all the time when moving the cursor around. Or showing the path on mouse button pressed down. Letting go would move the unit, pressing esc or the other mouse button would cancel the move. I would imagine something along the lines of the latter option. I seem to recall Civ 5 doing this well, but can't remember how.
Yes Yes I'd probably buy the game anyway, but in the end I'd enjoy a 64-bit more
Very nice! Cancer with pretty colors :-)
Thumbs up for this request. It's effects would be felt all the time, so I consider it pretty big in importance.
Great to see the stat division request up there. Did you pick that up from our forum postings or was it suggested independently? If the former, then it warms my heart to know you listen and care! Feel free to lie to me if necessary, I like being happy ;-)
X3 is set in space too, but that's about the only common thing with SotS. The X series resembles old Elite, with added stuff for managing your own trade empire as you progress further: building and maintaining your own stations and trade ships. It's a beautiful and deep game, but sometimes feels a bit too dry to my tastes. There's not very much going on in the galaxy besides what the player is doing. The systems feel very similar, just different stations and factories in each one.
Sword of the Stars, the first one. Not the second that started on the road paved by E:WoM.
If you like Twilight Imperium, I'd suggest having a look at a new game called Eclipse. It's first print got sold out with preorders alone, so it will be a while before it's available again. My gaming group loves it. We don't have time for TI and personally I don't like the victory point system of TI 3 very much. But Eclipse is quite a wonderful game in the same genre.
For those thinking of the challenging at all costs AI vs a fun AI, here are links to a very good presentation on the topic by Soren Johnson. In case you haven't seen it yet. The presentation is an hour long, but the second link has just the slides, if you want to browse through it faster: http://www.youtube.com/watch?v=IJcuQQ1eWWI http://www.designer-notes.com
[quote who="TheProgress" reply="22" id="3047307"]@Vakky751, I realize that the number of available moves is still quite large, but I was actually talking about the tactical map, not the strategic map. [/quote] Ah, that makes a lot more sense. I would imagine there's a lot of "move crunching" going on in tac combat. Generally speaking, AI decision making for a given scenario relies on two principles, the raw number crunching and a thing called heuristics. Heuristics me
I can answer that one for you, TheProgress. Short answer: No, it would not be possible. Longer answer: A typical situation in chess sees a very limited amount of possible moves. For instance, in the beginning of the game, both sides have 20 possible moves. After both have moved, we have 400 outcomes. After second move, we move up to about 200 000. Counting three turns ahead would come somewhere around 100 million. That's quite possible to calculate with modern computers. J
[quote who="AlLanMandragoran" reply="31" id="3046057"]That's ok on the hardest difficulty level imo. I want FE to kick my ass! Agree on lower difficulty levels players would not want that... [/quote] Hi AlLan! Definitely want to get that ass-kicking from the AI too [e digicons]:cylon:[/e] I really appreciate seeing the time and effort Brad is able to commit to the game. Makes me feel warm inside.. probably the fever starting to rise already.. I still haven&#
[quote who="Grizzyloins" reply="7" id="3045680"] I would like to play on higher difficulties but want it to be that they have an extra node/gold mine/iron mine/ food resources/ lvl 2 techs starting off[/quote] There's a catch to that. If starting locations are very valuable, then it adds more emphasis on rushing. You'd need that extra bonus for yourself if you want to win. I'm all for giving extra sight distance or other invisible bonuses. I wouldn't give the A
[quote who="id_est" reply="11" id="3042973"]Frogboy, the stats window is awful! There is no logic in stats location, the numbers cant tell me nothing. Make groups of stats, hihglight strongest and weakest stats, divide important and unimportant stats.[/quote] Good call. There might be some logic. At least it seems like the topmost four stats are 'base' stats of a sort and others might be derived from them somehow. Although at least in WoM it wasn't quite like that. <p
Wow. Just wow. I've been patiently waiting for my cancer to start, and now I'm getting suspicious. Are you trying to hide a good game there behind you, Brad? Better not let me down again, I'm waiting for cancer, so you better deliver!
Is that really such a big problem in practise? Everyone is playing by the same rules so for game balance it's not an issue. Personally I'd rather see Frogboy spend his AI time on existing features than try to cough up new stuff for transporting a resource safely between places A and B. Which probably would be a rather demanding task and as such wouldn't even get implemented into the AI and provide gamey tricks for players.
My vote goes for what Heavenfall has been talking about with Magog coming second. The 'design by comittee' caravans were already tried in WoM. Let's not redo that..
Looks like I'm going to have to fire up an actual computer.. Tablets; so close to the real thing it always surprises when they fail to do something.
All I see is a 0 length video. Is there supposed to be more?