I am actually a descendent of Elemental's AI. I have come back from the future to experience our race's conception. All the humans are dead. [e digicons]:cylon:[/e] [e digicons]:cylon:[/e] [e digicons]:cylon:[/e]
seanw3
The true advantage of a reinforcement system is that it would allow scouting to start a battle, i.e. the avant guard, and then surrounding forces could join in over the course of the battle, culminating in a massive exhchange. This assumes that a turn is a year and the units can walk or there with the movement points they have left. That way an army would function in a more logical fashion and IMO create some really interesting multiplayer subversion tactics. One would essentially nee
It has also been said that your army can be comprised of any type of creature as a regular infantry. I assume this includes anything from zombies to ninja spiders.
We could also mod WEGO for the strategic part too. Wouldn't that be a mess!
I think the action points concept is perhaps the most logical. I am suprised no one here is talking about Disciples 2 when looking at a perfectly designed TB battle. I think having a certain amount of raw points for action that is spent on moving and attacking makes the most sense and I really haven't seen any opposition to that affect. My thoughts are: Having spells that can augment the amount of an army's AP (action points) would be a powerful strategy. They could also reduce the co
You guys realize frogboy is too busy making elemental to get this stuff even considered, right? Just stop posting until we hear from Mr.Green.
unfortunately, I don't use the mod folders to add in new data. I just replace the existing file to avoid a couple of annoying crash to desktop problems I have had with the current version of modding tools. Modding the game this way makes it difficult to disperse it to others which isn't a problem because you me and son of sam's hole dwelling advisors are the only ones still hoping for the library to work. You can't really set up different AI variants unless you have a mod for eac
One thing that really bothers me about tbs that might be good to think about is lack of group movement. If we have hundreds of archers they should be able to all fire in one chorus. Furthermore, I hope ranged units don 't need to be aimed at a specific enmey, it takes too long with today's interface and doesn't apply to real combat. It sure would save a lot of time during epic battles. Being able to move formations of units towards one's enemy would als
after protection plan $900.00
[quote who="XeronX" reply="15" id="2625823"]My problem here is almost all 4x games have this already. I can't think of one that doesn't already have a diplomatic slider or rating between you and every other empire. The problem is one, it is a generic rating that the AI's already use. Two, it isn't the rating that is the problem but the AI's intelligence and ability to be just as sneaky and underhanded as the player. And Three, lets face it most of us ignore those
If I want to chat I'll go home and log on. There are too many things to do in the world. I am not their target market.
One sneaky as I could offer my grand niece to the heroe, making him swear alliegance to me at the wedding. Now I own the city and the heroe. No money needed. [e digicons]:ninja:[/e]
I plan on building competent magic users in stead of risking my Sov. To that tune I'll also go heavy on quick and effective assassins.
Why not just go out and fight for experience? Isn't that the point of playing this game? On a balance level it would make since to use the current system of getting city bonuses while one is in the city and getting experience when fighting outside. Making a choice of opportunity cost: big producitve city, or lots of essence in the bank.
It seems like you could do this on your own since it won't be in the released game. Just make some of the 64 possible AI's trolls, goblins, and undead. Then give them priorities and make their cities into lairs withe the editing tools. Simple as that.
What about magic by culture instead? You seem to be touching on this with your chinese and japanese examples. Conjuration (Scientific manipulation of the world) - Alchemy, Elemental Destruction, Summoning, Enchantment, etc. Divination (Using Deity Worship) - Revelation, Divining, Spying, Troop Communication, etc. Wizardry (Historical Knowledge of Spells) - Teleportation, Displacement, Portal Summoning, Elemental Manipulation, Levitation, etc.<
I know a sith when I see one. I think the only reason Lord Larienna wants a trust rating is to betray it. Let's say I am a fledgeling Kingdom and Her Sith's Majesty comes knocking in my realm. Since I am also a Sith and have betrayed the Kingdoms six times over, I will have to pay a huge price for an alliance, that I absolutely only plan on keeping long enough to stab everyone in the back. My only other option is to beg for mercy and become what? A vassal of Lord Larienna? I'd
those are both negative terms for capitalistic entrepenuers and have no place in a fantasy empire
All hail the Stardock Cyberking!
Exactly my point Icepick
The better word John Hughes is looking for is Neiztcheism or the idealology of the superman. [e digicons]*_*[/e]
Well your little though has bigger rammifications than you realize thought-hole. You want to create a war strategy server controlled at an undiscloed location that is capable of tactical and strategic learning and you want ot feed it terrabytes of data?
I am planning a lite mod for the Empire as soon as this baby releases. Basically I want a Russian Empire feel to my Empire. With That in mind, I think you have already hit some of the key points of creating an evil empire. Conquest, Domination of Indigenous peoples, Emphasizing classes and creating elite soldiers via breeding rather than veteracy.
[quote who="Tormy-" reply="32" id="2607209"] Quoting BoogieBac, reply 28 it it's attacks keep failing, have it try something else. If their attacks are succeeding, keep at it but 'improve' on what it's doing so it's even more successful.We could probably keep track of the number of unsucessful attempts at various actions, then have a threshold for when they'd give up and try something else... ...Says the guy not programming the AI. <br
Quests will be moddable and therefore don require a random generation function like I have seen in wow. 2% chance to get a dragon quest with x loot and y difficulty is why I stopped playing that wretched game. I would rather base new and exciting gameplay on easy to create quests. That's only one lord's opinion.