But you still end up with a single board unit getting multiple hits at full strength. As soon as you start thinking of the stacks as single units (which is in reality what they are) the multi-hit approach means you can kiss goodbye to balance - it really is that simple. As I said, there should be 'some' benefits in battle but the real value is survivability. Imagine we never had parties in the first place. How much simpler would it have been to get Tactical Combat balanced. I
Das123
[quote who="Sethai" reply="24" id="2966775"] It is indeed very tricky to balance units with multiple attacks (ie parties/regiments/whatever) when everything else in the game only has one attack roll. But I'd argue a better solution would be to make the monsters and heroes MORE like the groups rather than less. Ie, reduce their Damage stats but give them multiple attack rolls at once, as if they were small but very well equipped groups. Reasons why? 1 - It keeps the fundame
[quote who="Sethai" reply="22" id="2966619"] ... I dispute this. It's certainly not as valuable as better weapons, but this is because of the problems with weapon damage values starting to low and finishing too high, which is the real problem here. I know you're trying to work within the sytem, but I really dislike it when people start throwing round these "+10% bonus" ideas. Why 10? Why not 11? or 12.519? An extra attack makes intuitive sense because you have one more gu
I was wrong in the specifics about attack/damage values in my opening post but in reality you still end up with multiple hits delivered by a single game unit. I would much rather each game unit (stacks or individuals) gets a single attack/damage roll and that the size of the unit helps more with survivability. As a guide I think the most powerful individual should still need about two hits to kill the weakest individual and equal individuals requiring about 6 hits to get a kill. If th
I just ignore them when they do that. Is a big problem if they decide to attack though.
The races are a massive problem but are not easy to fix. I'm currently playing a game where I'm at war against both Kraxis and Magmar (or what-ever they are called). My armies march through the fallen lands and I don't know which of the two I'm fighting because they are both exactly the same. None of the battles have been memorable. None of the interaction with them has had any flavour. The game is still currently more about 'process' than 'immersion' and that
[quote who="Teal_Blue" reply="6" id="2963826"]I play and enjoy Elemental War of Magic, and there is much improvement from where we were last year, however, if hit points and weapon damage numbers are out of line, can these not be corrected in a mod? I come from the Sins forums and have modded SoaSE for some time, though my expertise is only at a tweaking level. Swapping numbers high or low, speed or numbers of units and various ability durations or strengths or cooldowns can all be
[quote who="Gwenio1" reply="33" id="2963648"] On the other hand nothing is hurt if the people working on E:WoM are still waiting for other parts of E:FE to be finished before they can work on it (which is the case with AI).[/quote] In the Stardock studios there is the main studio area - but in the corner is a fort made out of cardboard boxes, office chairs, books and other stationery items. A flag (a piece of paper stuck on a broom handle) has the words emblazoned "War of Magic"
Here is the recipe to the best fantasy game experience there is: 1. Purchase Age of Wonders Shadow Magic (yeah, its nearly 10 years old) 2. Go to Age of Wonders II Heaven and download patches 1.3, 1.4, and the new 1.5 MP Evolution (makes the game perform better on high end systems) 3. Install these patches. Remove the official Shadow Magic icon from the desktop - you'll only be playing MP Evolution anyway.<
Same here. Its really making me cringe to see two large stacks get one hit in each and both die.
Thanks for the update Brad.:) If any of the reason you are working on WoM is because you feel you need to keep your word to us (delivering two great games) - then I for one absolve you of any such need or responsibility - at least from my perspective. At this stage if your involvement with WoM is going to mean the FE will be less than it could be then please shift your focus. As you say in your post, FE was anticipated to be much less than it currently is. Sounds like that is where th
Gildar and population are comfortable in the games I'm playing - but not rampant. But every few turns I run out of gildar (recruiting and purchasing in the shop etc). I'll have to try out your mini-mod and compare. :)
Can add a little more to this now. After attacking, the target of the attack will be killed and disappear from the screen. But the icon for the unit remains on the right hand border and the game still thinks you can attack the square - except it won't take any further actions other than auto-resolve.
Every so often I'll have a situation where none of my units can perform any actions. They can all be selected and movement allowance is shown on the ground. I can also click on any of the allowable actions in the unit toolbar. But no action (combat or movement) can be performed. The only way out that I can find is to end the turn. Next turn I have full actions again.
Sorry but I for one am really enjoying this limit to building for a number of reasons: 1. The rest of the game is proceeding at the same slower pace so you can still build armies etc and fight but at a lower scale. 2. Gold has now rightly become a major limiting factor. If you could build exponentially then very likely you would run yourself bankrupt. 3. World resources are now much more important because of these limits. The early game is now very different than what
I agree that this is easily the best version of War of Magic and many of the game elements are meshing nicely. Here are thoughts on Tactical combat (which I see as still a major problem with the game). I'm enjoying the pace of the game and other than keeping the housing levels up in cities, I'm no longer feeling like I need to spam building. This is particularly enjoyable because it makes you consider WHEN to place
The new build is much better than anything that has gone before. Cities, money, food and population all feel good now. You actually have to think if/why you're going to expand and what buildings you are going to build. The big glaring problem now is the numbers used in tactical combat. Basically it isn't fun because the balance is so far off. I'm not going to go into terrain, line-of-sight, etc. I'm not even going to go into weapon types (blunt vs sharp vs impact etc).
Unless the object model for the code is completely screwed, coding the AI is a completely different task (mainly maths) to showing the result on screen (the job of the engine). And we are dealing with a really simple grid with extremely limited parameters, and units with similarly really simple parameters. The math to work with these objects should not be as difficult now as it was before object oriented programming came in. It sounds more like the engine doesn't have a us
Still no sign of an updated file here on Impulse.
- Population bug hasn't been fixed. Merchant in second city costs 56 population. - Pathing still through trees. (Will this ever be fixed???) - Can still spam studies. Although $$$ cost is now a disincentive to go overboard. - Hate that tech is still what this game is ALL about. - Pioneer looks the same to me. + Like the money changes. Harder to expand. The following is a bit of a rant about the process... Can you pleas
Population is bugged at the moment.
Derek, your comment about Tactical Battles needing to be fast has me quite worried. I really believe that this focus led to the poor tactical battle application we currently have in War of Magic. Also, the problems you list don't really sound all that big as far as getting the AI to act effectively (or even half effectively). As has been highlighted in a previous post, the logic shouldn't be too difficult. Even the old Age of Wonders battle scenario shown on the previous page
There are a lot of things that would have been great to see in Elemental - and there are a lot of things in Elemental that shouldn't have been added at all. It seems to me that the engine was basically designed and built to suit the original 'Wouldn't it be cool if...' phase. So many 'Wouldn't it be cool if...' things were added it became unmanageable - which is why we're still stuck in basically early beta. It is disappointing that so many essentials h
I find that with a few games. :) Main one for me is MineCraft followed by Distant Worlds. Funny thing is they are the two best games I've played in the last 12 months. :D
[quote who="Sethai" reply="46" id="2956441"]I've definately witness "trait creep" in other games. For example, in the total war games it is a frequent ocurrence to have characters with ~20 traits that no one ever bothers reading.[/quote] I think a good example of traits done well are the old Kohan games. You had parties of base troops (cavalry, infantry, missile etc) and could only add up to 2 specialists per squad. The specialist gave extra bonuses such as movement, defence, etc.