[quote who="Peace Phoenix" reply="70" id="2686053"] i don t get how that could happen Maybe some unit designed with full armor plate and heavy weapon [/quote] i imagine that stats on items are very temporary and will change following the development of combat system :P
ddd888
[quote who="Peace Phoenix" reply="59" id="2686007"] There is a problem if your CS is lower than 1: you won't be able to have any action points for attacking. [/quote] i don t get how that could happen
[quote who="LDiCesare" reply="46" id="2685968"] This is a fine system, but how do you show the points to the player? To a12 year old who is bad at dividing numbers?[/quote] i dont get the question it will be displayed like every other stat [quote] I think the math is good, but it can't be presented this way. Even for us good at math, you don't want to have to do a lot of multiplications/divisions in order
[quote who="Gorstagg" reply="43" id="2685955"] The reason why I think these should have different values, and thus be different is. That strategic level movement is an abstraction of actual distance travelled. While tactical combat is a smaller arena, and has different mechanics.[/quote] yes on a general principle you are right but in a fantasy world a horse is faster than a footman both on a strategic and a tactical pov
[quote who="Gorstagg" reply="10" id="2685893"] Quoting Icepick, reply 5 On a side note: I would prefer to have my entire tactical spellbook available in battle, not just the spells I add to favorites. Hope this helps... To me it should be a no brainer, once a tactical spell is learned it should automatically go into the battle spell book tab. With the option of removing it being in the big version, instead of vice versa.[/quote]</p
[quote who="sjwt" reply="19" id="2685624"]I always liked the idea that conter attack was an option you had to select, and it used one point from *that* turn , not the next.[/quote] you cant really have a xcom like combat cause xcom was all based on guns and hidden enemies etc etc
[quote who="NullAshton" reply="17" id="2685605"]Here's one idea I had that would give more flexibility. Action points = Move Number of action points it takes to move one tactical tile = 1 Number of action points it takes to attack once/cast a spell once = Action Points/Combat Speed[/quote] this is also good with this cavalry move fast on both maps but cant attacck too much cause of combat speed hug
[quote who="SuperTimo" reply="34" id="2685908"]Um, why not just use the amount of moves units have on strategic map also in tactical combat, and combat speed as a number of attacks? That way you could get that heavy cavalry with lots of moves and few attacks, or a berserker with less moves but no armor and many attacks. [/quote] yeah after i thought a bit this basically solves most of problems the only problem with this system is that attack speed then bec
[quote who="Gorstagg" reply="35" id="2685927"] The key thing is to differentiate Overland Movement on the big map. And Tactical Movement, on the battle map. And should also be indicated that way, on the character stats page. And then the heart of tactical combat comes into play.[/quote] but there is no good reason to do that mounted units move fast on tactical map AND strategic map footman move slow on both
[quote who="Icepick" reply="10" id="2685527"]Retaliating more than once per turn (or enemy, maybe) should be a buff and/or special ability. A unit surrounded by enemies should not be able to strike back at everyone who swings at it unless they have a high level of skill, magic, or appendages.[/quote] well its not bad, giving the ability "always retaliate" to huge fierce beasts and double retaliate to some minor monster and specialized warrior could be an alternative
[quote who="Dalamor" reply="8" id="2685514"]I like the idea of researching different formations and/or special abbilities that your troops can have in tatical battles. E.G. Charge skills: bonus on the first attach.. mounts give you a charge bonus... that sort of thing. [/quote] yes thats a good idea, also to fill combat research there could be even a research to set troops at start of combat (within a few tiles ofc, not just all over the map) and some re
[quote who="TCores" reply="3" id="2685447"]How do these six things play out in large groups of units? If I have five units with 3 AP each and they're all right next to their foes, does that mean I click Attack a total of 15 times? (5 * 3) Or that I can cast fifteen spells? What about fifteen units? What are the thoughts behind having movement take 2 AP and attacking take 1 AP? While that's realistic, what is the intent of doing things that way? Would conflatin
[quote quoting="post"] When a unit attacks another unit, that units gets to retaliate (if it can) against the unit that attacked it. [/quote] perfect, that s how it work in almost any other game and its working till now [quote] Action Points = 1 + Your Combat Speed. Moving a tile uses 2 action points. Attacking and casting a spell uses 1 action point.[/quote] so with 1 speed you have enough to
[quote who="porternielsen" reply="25" id="2685330"] First off, there is a fix that wouldn't need to let every unit counterattack, yet still be fair. It is tacking combat speed away from actions. You give every unit 2 actions (maybe more as a special ability) 1 action can be used to move, the other action can be used to attack or cast spells. That way if you have a unit with the speed of one, then they can move next to you and attack you. Also if you use the tactic of
[quote who="smakemupagus" reply="5" id="2685301"] * Age of Wonders: The whole system was pretty good -- in particular, I liked the way that the turn was broken up so that you could either attack 3 times, move a lot and not attack, or move a little and attack once or twice * Heroes 3/5; King's Bounty: the strike & counterstrike system is pretty solid, and magic has a nice variety buffs & debuffs, direct damage, aoe's, and traps. In
[quote quoting="post"] By default, the tactical battle is set for 4 units. Sadly, at the beginning of the game, if your sovereign has at least a combat speed of 2, you must fight all battles, especially against spiders which have 25 HP but only a combat speed of 1. You let them come near you. During your turn, you spend 1 action to attack and 1 to move back. That way, you can hurt the spider each turn, without being hit by the spider. So you end the game withou
[quote who="Gorstagg" reply="17" id="2685155"] Were still using a beta tool. Were still probably generations behind where they are for the game overall development.[/quote] i hope not what would be the point for us of testing some broken beta if they have a better beta available? i can understand like in the bast with no tactical they ofc had battles going on but i dont want to believe they make us test
3 4 more tiles at start but speed NEED to be way faster should be like in kings bounty where 90% units goes 2 tiles/turn MIN with a good % having also more than 2 or some occasional speed boost 1 tile moving just kills the fun and gameplay also what would be the point of slowing spells if they already are so slow
but where can i read about the requirement for each spell to reasearch? also i found out i can add spells into favorites but what about other champions? are mages other than sovereign supposed to cast spells? can you add them to their spellbook too?
[quote who="Peace Phoenix" reply="7" id="2684986"]When fighing the bandit campment from a quest, the wolf appears to retaliate when you strike it.[/quote] yup happened to me too but sounded like some sort of special skil while should be automatic for every unit
[quote who="tesb" reply="4" id="2684961"]the should disconnect combat speed from the movement speed on the battle field and instead use the normal movement speed instead. for example so a unit with high movement speed but low combat speed can move several tiles per turn but only attack once, and a unit with slow movement speed, bit high combat speed can attack many times per turn but only walk on tile a turn etc.[/quote] dunno what to say the whole id
[quote quoting="post"] 2) HP Bars and numbers. Even with a sequence bar of hp portraits, it would be nice to see each unit's health around the actual unit model.[/quote] agree [quote] 3) The creatures and units really need to be able to move and attack on the same turn. If they end up in an adjacent tile to your unit at the end of their move, they should be able to attack. All the spiders I've fought would walk up
no i did farms no problem
i also have to add that speed 1 is not possible ai always goes for weakest unit but moving so slow they never catch it so tactical combat right now is just like world of warcraft "run away little girl" the unit who is targeted kites the enemies while all the rest attack undisturbed and kill everything a lot of work is needed
i see they are fighting with each others instead of banding like they should there is a troll leader near troll "home" and i watched many turns, every now and then a troll "baby" comes out and troll leader just attack him to death and so on