Gandhialf

Gandhialf

Joined Member # 4272291
10 Posts 143 Replies 541 Reputation

[quote who="Frogboy" reply="3" id="3055904"]The AI currently sends all units to 0,0 each turn. But the animation is smooth. What more do you want?[/quote] There's gonna be the greatest battle in 0,0. We call it The Battle of 0,0 or just The Battle. (I'm from the future.)

18 Replies 77,424 Views

I agree. Those million-page-long posts ("Last person to post wins, unless they are a moderator or admin.", "You're Banned!: The Forum Game" and "forum 'ban game' two") have become a private chat rooms. There should be an option to filter them out! And I would really like to group all recent Elemental-related posts on one list. After FE-beta is released it could be handy.

12 Replies 17,959 Views

[quote who="Campaigner" reply="26" id="3054747"] Initiative is how often a unit gets to act Movement is how far they can move[/quote] You mean "how far they can move in one turn "? OK, I think I get it. So there is no dependence between move value and initiative value, isn't it? Is initiative a basic value, i.e. not dependent on any other attribute or stat?

42 Replies 45,019 Views

In Gmail you can create a filter that tells server not to send to Spam emails containing defined word (like "stardock"). I guess there are similar options in other email services (a white list?).

20 Replies 22,610 Views

One more thing: initiative . As far as I know more initiative means more frequent moves in tactical combat. What is real life (i.e. real time) equivalent of initiative? Speed (unit with high initiative can go further in the same time then units with low initiative) and reflex+awareness (unit with high initiative can attack more targets in the same time) I guess. So initiative stat should relate to dexterity attribute

42 Replies 45,019 Views

Could we see a few examples of the same scene with various palettes? [quote quoting="post"]It’ll be interesting to see what beta testers choose as their preferred palettes.[/quote] Will you have access to config files of beta players? [e digicons]:grin:[/e] EDIT: Two remarks about the second screenshot : 1. I like his face. (<a href="http://

42 Replies 45,019 Views

[quote who="unacomn" reply="34" id="3051706"]I was supposed to be working on a preview of this. Sadly, it hates my video card. But you should see articles popping up everywhere, there's a beta going on and Paradox distributed preview builds two weeks ago.[/quote] I will read the articles, but I'd like to hear an opinion of Age of Wonders and Elemental fans/supporters.

153 Replies 680,122 Views

[quote who="DsRaider" reply="33" id="3041692"]Except that FE is also part RPG. Without tactical combat there would be no point to over half the spells in the game, 90%of monsters, 80% of items, customizing troops, Elemental Lords, etc. Elemental is more based off HoMM or other TBS games that do have tactical combat then Civ. You can't just take out tactical combat, the entire game is based around it. Even auto-calc still has tactical combat you just don't see it. Besides having tactic

35 Replies 33,335 Views

[quote who="Magog_AoW" reply="31" id="3041463"]Adding different heights to units is not complicated at all, it's just about abilities and immunities. Flying units just need the "Flying" ability, which gives them immunity from strikes from units with the "Walking" ability. That's how it works in AoW. There's no need for different heights on the map for this to work.[/quote] You are right. Well, maybe it's a little more complicated in terms of graphics (3D engine).

35 Replies 33,335 Views

"It sounds like you want to play Pokemon." Nope. I've played some games with tactical battles based on pretty simple mechanics (Age of Wonders 1 for instance: flat land and air, obstacles, two kinds of weapons, magic, etc.). And these were fun and complex enough. Simple mechanics doesn't necessarily mean simple battles. You can have many interesting and hard choices within a simple framework. Even playing checkers can be hard and var

35 Replies 33,335 Views

Hi, I understand that on normal difficulty AI plays in the same conditions as a human player. What about AI's wits? Is changing difficulty level makes it dumber/smarter? PS Last time I said the world looked cluttered. Now it's not the case. It looks lovely in fact.

30 Replies 36,034 Views

1 Complexity.[quote who="Cruxador" reply="21" id="3040003"]Look at the post again. He wants some super basic stuff. It's not a new dimension, it's a small addition that, together with a lot more, could make tactical battles worth caring about. As far as reach weapons, well, we should have some concept of that already. That we don't just reveals how bland tactical battles really are.[/quote] For me ideal tactical game has fairly simple mechanics and a broad spectrum of

35 Replies 33,335 Views

[quote who="Cruxador" reply="17" id="3039742"]Adding height is hardly something you can look at and say "this is overcomplicated". It's more what you'd look at and say "some effort has been made to provide at least a baseline amount of tactical gameplay". Especially such a simplified implementation of it. As for how it looks, I dunno, like any other tactical game with height? Some tiles are higher than others, probably with a slope or cliff on the border. There's no reason it woul

35 Replies 33,335 Views

I love the cave. [quote who="Climber" reply="14" id="3039601"][...] At the most basic level, I want to see if 'height' is in. A very simplistic implementation will be nice already. 3 height levels: A, B, C (while A is the lowest). Normal non-reach weapon cannot hit A C, even if adjacent. And it is not possible to walk from A C, unless there is jumping/climbing/flight ability. Finally missile bon

35 Replies 33,335 Views