The_Biz

The_Biz

Joined Member # 3906631
2 Posts 66 Replies 2,424 Reputation

biggest problem is that level 5 is the end there needs to be level 6 & 7 and a cap on how much other cities can affect a single city's growth... spamming cities mindlessly shouldn't be so optimal

15 Replies 13,452 Views

the 4X games are usually fine in terms of design the problem is AI developers are absolutely clueless about how to play games, let alone write AI for them you cannot have a rewarding symmetrical game where your choices matter in the beginning and in the end unless you play on crazy difficulties (which make the game asymmetrical) if you made the right decision, you should be rewarded for it with a huge advantage... taking that away

101 Replies 556,569 Views

relying on your own production to win is impossible sometimes... it kind of forces you into the overpowered tactics that would be banned in a hypothetical multiplayer environment instead of being able to use all the strategies as they were designed the AI can get attack/defense that you cannot possibly have by that time period even with amazing land

15 Replies 14,753 Views

I think FE will be more fun with an AI that is unpredictable rather than optimal it isn't a great symmetrical strategy game, so I'd prefer the rogue-like approach where luck matters more and excitement is created by not being able to predict the outcome of battles

101 Replies 556,569 Views

maybe I should have said no leveling up and only auto-resolve instead of no quests/monsters it's been so long since I've played single-player civ (AI sucks)... in multiplayer we turn off almost everything when I play FE I just feel that the skill selection and tactical battles are such a huge focus and these are more common with tactics/role-playing games than with 4X it's just semantics though. I agree that civ

9 Replies 6,382 Views

if they were useful, that trait would be too strong for 1 cost game might be more fun if they bumped the power on these and made it cost 2 or 3

22 Replies 22,977 Views

Ive been playing on insane/insane as of now I'm just starting with pioneer and making a new game if I'm trapped :( even if you can expand, that city has a chance of being destroyed as some uber unit you can't possibly kill decides to wander into your lands im still new to the game so don't take this as strategy advice lol

10 Replies 13,247 Views

it might depend on what level you are... I got the "young" version of units sometimes I wish the game had actual documentation grepping through XML is too much work and it doesn't even have the relevant info for something like binding

22 Replies 22,977 Views

better UI EVERYTHING needs to be quantified instead of "build a mine to get gold" how hard is it to quantify that? instead of "increases swarm bonus" how hard is it to quantify that? instead of just having colored text to indicate change (i.e. toggling tax rates) there should be parentheses that quantifies the compared value and why isn't there spillover? the document

42 Replies 121,292 Views

is it a bug? I don't understand just trying to right click anywhere with the unit see video: http://www.twitch.tv/biz2/c/2321986

0 Replies 2,159 Views

is the game in a sort of "finished" state with the release? or is it like Fallen Enchantress where there'll be an expansion / refinement in a few months which I should probably wait for instead? I already bought the game. Just trying to figure out the best time to dive in

5 Replies 10,729 Views

[quote who="Cruxador" reply="19" id="3361152"]Ahh... ohh yes.... the almighty cloud... the only possible future for 10.... or has it been 15 years already? Besides, AI is usually limited by man hours, not calculation power.[/quote] calculation power saves man hours or do you think optimized C code that runs on a wide variety of client-side configurations writes and maintains itself? single player

53 Replies 159,531 Views

I hope gamers get used to DRM, especially for strategy games the whole idea of releasing games that must run on personal computers is too last millenium there are so many advantages to doing things like AI in the cloud, but gamers cry about DRM too much :( I'm dealing with a similar question, but it isn't about digital rights management - I just can't afford to buy machines so that pirates can utilize cloud AI

53 Replies 159,531 Views

execution isn't fundamental to RTS though it's just a major part of the games in the marketplace, all of which are real-time mass micromanagement games "macro" just means micromanaging production instead of units the core concept of strategy in real-time has nothing to do with micro/speed the only reason to play RTS games (in terms of strategy) is the resource-management decisions (and the tactical ones to a certain degree)

23 Replies 56,794 Views

people often focus on why AIs will never be perfect and how how hard a lot of problems are. it's not about solving NP-hard problems and finding the best solution - it's about finding a competent course of action that can present a challenge to the player, and making sure that challenge fits within the design parameters of the game. In a symmetrical game, how well the player is challenged is what determines "good" versus "bad" playability. For AI purposes, "good" and "bad" are

40 Replies 127,695 Views

Yes, in general, RTS AIs can get an edge with APM, but I'm really just talking about the decision-making at a high level - the part that actually relates to strategy SC AI is easy to write because the game is extremely simple. The AI I wrote that beat the Overmind was less than 50 hours of work. Now that's nowhere near enough time for a good AI, but it barely scratches the surface of what's possible. It's just sad that professional developers do so little when they hav

40 Replies 127,695 Views

[quote who="pomalley" reply="22" id="3319942"] Quoting The_Biz, reply 20there is no reason an AI shouldn't win a civ-like game with 25% cheaper everything. I don't think it's realistically possible to play on a level playing field atm, but 5% advantage should be enough. Anything below 25% is just bad AI imo, with varying degrees of badness, and that's where every 4X game is at right now I was impressed with Gal Civ II's AI, but it was still bad -

40 Replies 127,695 Views

there is no reason an AI shouldn't win a civ-like game with 25% cheaper everything. I don't think it's realistically possible to play on a level playing field atm, but 5% advantage should be enough. Anything below 25% is just bad AI imo, with varying degrees of badness, and that's where every 4X game is at right now I was impressed with Gal Civ II's AI, but it was still bad - just less bad than the rest :)

40 Replies 127,695 Views

Strategy has nothing to do with scale or graphics. The old developers understood that... The reason RTS is dead is because the games simply lack strategy That's why better RTS games came out 10 years ago than today (SC2 is basically a game from 15 years ago in design). resource management works well, and it doesn't get better with stronger PCs Better PCs will probably hinder progress when the reality is that they'll be used for graphics or millions of units while e

105 Replies 416,097 Views

[quote who="Mmrnmhrm" reply="14" id="3263402"]What he wants in his games seems to be every trend I am disliking in modern gaming. The shift towards tight, focused pieces of entertainment consumption. [/quote] if I was a professional game reviewer and was forced to play new games instead of whatever I'm finding fun, I'd want the same thing But honestly, that's exactly what RPS and its readers value the most. If you can't see why they view Half Life 2 as the

40 Replies 46,554 Views

the game has too much stuff in it and there's a massive learning curve. to review it properly would mean spending 50-100 hours with the game. otherwise you can only answer whether it was fun initially, not whether it has lasting value (which is why people even bother learning how to play 4X games) anyways, most reviewers don't actually play strategy games properly before reviewing them (it would just take too long, and they would actually have to be strateg

12 Replies 14,472 Views

honestly, for strategy gaming, it'll probably be FTL. That game's weaknesses are pretty minor. The AI issues with all these empire management games are much bigger issues. They have lots of other neat stuff, but in terms of pure strategy they always fall short.

59 Replies 55,558 Views