Lavitage

Lavitage

Joined Member # 3201772
0 Posts 18 Replies 5,976 Reputation

By the way FfH2's AI is pretty decent for a TBS game, and certainly better than Elemental's. It doesn't match up to base Civ4's, no, but base Civ4's AI is pretty much god tier for the genre at this point, after 2 expansions and a series of huge patches to work on it.

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[quote who="Soralin" reply="88" id="2739313"]I'm not sure that they do, a stack of units which hasn't lost any of their number, against a unit with higher defense than an individual unit of that stack seems like it still does quite a bit of missing and low damage. If it just summed the attack against someone's defense, then stacks would just tear through units if their combined attack was greater than a single unit's defense. And I can successfully poke away at a stack of units wi

101 Replies 860,900 Views

Elemental has better empire building/management mechanics. FfH has better combat, both on the grunt troops and the magic ends of things, and more differentiation between civs and such. I think Elemental is good, FfH is better.

57 Replies 29,091 Views

[quote who="vieuxchat" reply="77" id="2737222"] Quoting Lavitage, reply 76For the record, I really like how this current system doesn't use to-hit rolls except in very special cases where something can rig up a dodge modifier, since that fantasy game trope can add just as much frustrating randomness as the huge rolls we have right now. Problem is you can't roughly estimate how much damage you will do, or damage you will avoid. The variance is too huge, you can't say "I'll do about 4

101 Replies 860,900 Views

Problems: Direct damage magic is underpowered, but other kinds of magic are actually good. Spell schools are too similar in most ways, and too unbalanced in others (only fire/earth/death have badass summons for instance, and no drawbacks to compensate) It's too easy to get all the spell schools Mana comes back too slowly Solutions: Reduce or completely remove the random roll range on all attack spells, and stop making defense stack (a problem th

36 Replies 107,346 Views

For the record, I really like how this current system doesn't use to-hit rolls except in very special cases where something can rig up a dodge modifier, since that fantasy game trope can add just as much frustrating randomness as the huge rolls we have right now.

101 Replies 860,900 Views

Sample calculations: A troll has 60 attack, a group of observers has 10 HP each and are wearing armor that grants 9 defense Troll rolls 50 attack, observers have 10 HP and roll 8 defense 10+8=18 50/18 rounded up = 3 50/18 rounded down = 2 3*8 = 24 50-24 = 26 2*10 = 20 Highest number is 26, that's your damage Let's look at this battle intuitively. Guy gets 8 defense and he has 10 HP, so troll spends 18 out of 50 damage

101 Replies 860,900 Views

(Last edit to this, I swear. I tried to do it at first with no conditional crap but I think it's impossible.) Here's how I imagine the "make each killed guy's armor count" method flowing in terms of calculations, in such a way that you don't have to reroll for each individual combatant. I tried to write it out with programming in mind, so it's "define 3 variables with constants, perform 1-operation arithmetic with variables a few times, then have a simple if/else comparison thing at t

101 Replies 860,900 Views

I have a new champion with the royalty ability. Apparently it should be granting extra prestige to my cities, but it doesn't seem to do anything. I have her parked in a city, but all my cities, even the one she's in, only have their base prestige + monument bonus when I click the prestige value. Bug, or something I'm doing wrong?

13 Replies 50,714 Views

[quote who="LikeTheWhirlwind" reply="10" id="2732312"]Thank you for the feedback Shryke. We definitely understand where you're coming from, and normalizing magic damage across the board is high on our list of things to do. In the coming weeks we're going to be looking at separating the hit roll (enemy has a chance to resist) and the damage roll for spells and giving spells a damage range instead of simply a 0 - max damage roll. We realize it can be especially

22 Replies 6,472 Views

[quote who="arstal" reply="6" id="2731694"]One other thing- there needs to be a TOUGH difficulty level that has no AI bonuses or penalties. Right now normal has gimped AI, and challenging has *2 starting gold. [/quote] Is a piddly stack of starting gold the only bonus the Challenging AI gets? [quote who="HJFudge" reply="5" id="2731689"]Another issue Ive had with the AI is that they dont use there sovereign wisely. For example, I declared war on one of the AI t

18 Replies 27,537 Views

[quote who="klno" reply="11" id="2729956"] Quoting Lavitage, reply 9So what happens if I've got both a helmet and a suit of plate? Okay, so a helmet is good against crushing damage and a suit of plate isn't. So... pretend the helmet has a rating of 8 and the plate has a rating of 5. What's my defense roll? 13 (the sum)? 8 (just the helmet)? 8+1d5 (the sum of what they'd do individually)? Quoting klno, reply 6 I had a bunch of fights today and got t

24 Replies 15,553 Views

[quote]Have you updated to the latest version? The cost is more balanced now.[/quote] I started my first game a couple hours ago, and I updated the game immediately beforehand, so I think I am. I'm playing as risoln, and boar spears cost roughly 80 in the sovereign store. That sound about right? (They're an 8 atk weapon with no other perks)

13 Replies 50,714 Views

So what happens if I've got both a helmet and a suit of plate? Okay, so a helmet is good against crushing damage and a suit of plate isn't. So... pretend the helmet has a rating of 8 and the plate has a rating of 5. What's my defense roll? 13 (the sum)? 8 (just the helmet)? 8+1d5 (the sum of what they'd do individually)? [quote who="klno" reply="6" id="2729848"]I had a bunch of fights today and got the feeling it was soming like this. I had my king with a bow an attack of 9 and defend

24 Replies 15,553 Views

[quote]1. Is there keyboard movement?[/quote] Numpad keys 8, 6, 4, 2 [quote]2. How do I rotate the camera?[/quote] >rotating the camera >4x game >laughingsharkman.wav Yeah I'm pretty sure you can't.

10 Replies 6,567 Views

I'll keep asking more as I find them. Weapons in the store sovereigns can access cost like 10x more than the same weapon when used to outfit a generic troop. What gives? Is there a way to get a weapon on your sovereign for the same low cost a troop can get them for? Mounts in the unit design screen seem to require an actual mount resource. Where can I get these resources? And why can I buy them in the sovereign store as soon as it shows up? Is there any drawback to cit

13 Replies 50,714 Views

If difficulty levels only modify what the AI does rather than the player, one option you could consider is allowing each AI in the game to have its own difficulty level. The standard method of "pick one difficulty, every AI gets its bonuses or handicaps" would still be the default, but there'd be somewhere on the AI players screen where you could pick on an individual basis. We could play games like setting one AI to the very highest level with all the accompanying cheats, and the rest to be

68 Replies 241,664 Views

I got the MoO series from there, it was released a few days before MoM. It's not that great. Worth 5 bucks sure, but... meh. Is MoM significantly better? There are just as many old-time strategy gamers who cream their drawers over orion as there are for magic, so it's certainly not ahead in terms of hype.

11 Replies 88,801 Views

Well, I think this idea is better than how you handled races in GC2... I'd do it differently though. Scrap default SOVEREIGNS, but keep the stock races and really cut down on the changes you can make for them. Maybe get rid of em completely. In GC2, every race had the same pool of strengths and weaknesses to choose from, with similar point totals, a few starting stat differences that were outweighed by the custom points, and only one real form of differentiation: super abilities. Even

151 Replies 391,638 Views