Frogboy, under what conditions would the AI generate a unit that abused regeneration by kiting, and how would it be solved? This could very well be an extremely over-simplified perspective of mine, but this appears to be an issue related directly to initiative, and movement (as all kiting is). As Tuidjy pointed out, dodge also has a high probability of being comboed to the point of abuse. Would the AI ever notice these combinations mathematically and attempt to take advant
cardinaldirection
Of the options above, 3: regeneration taking longer than the few minutes simulated by a turn in battle.
[quote who="Tuidjy" reply="13" id="3236373"]There are quite a few completely different kinds of kiting. I see at least three types: Mage kiting with spells - mana costs should take care of that. Archer kiting with a bow - have limited ammo. Fighter/assassin dashing in and out - have an automatic attack against anyone breaking out of melee. And for everyone, have regeneration unable to heal more than N times your health per combat. Once i
[quote who="Jon Shafer" reply="46" id="3235524"] In case anyone is still waiting with bated breath for this, I just posted my latest article on game UI. - Jon[/quote] Any budding UI designer can shave years off their learning curve by reading this article, and your graphical support of the text is wonderful. Solid writeup. Oh and hot key customization in FE please.
Good catch.
[quote who="Frogboy" reply="8" id="3236335"]One thing I'd also ask is how much kiting is being used with these champions in battles? Leveling up with just champions means taking out some pretty nasty monsters. We had talked about having a turn limit on tactical battles so that if you hadn't "won" by N turns, it would be a draw. But that would require code changes and we're at the code feature lock down point.[/quote] A couple solutions to re
[quote who="Frogboy" reply="33" id="3236337"]I love this thread.[/quote] Me too. It truly captures the internal dialogues of my gameplay experiences as well, and what I believe to be one of the most enchanting features of the Elemental series: enticing the creative spark out of players. Thanks again folks, a million. [e digicons]:')[/e]
[quote who="vesa2" reply="69" id="3236334"]Minimized UI design is annoying and actually obstrusive. It works on some games, say space RTS-games like Homeworld or The Jupiter Incident. In fantasy setting hiding and making the UI to "tell" as little as possible is just annoying. In this kind of a game seeing UI adds to the immersion, not take away from it.[/quote] Personally hoping that this^ is just being treated as polish and reserved for a future update. In a gam
[quote who="sratner" reply="3" id="3236285"]Design template is global, yes, but what about the build queue? I am pretty sure I was seeing only the base stats when selecting a unit to build, without any city-level or empire-level (guild grocer etc) bonuses applied. Once the unit was completed, it suddenly had more HP than I was expecting based on the build menu selection. It would be good to be able to see these bonuses added up for us when selecting a unit to train, so we don't
[quote who="parrottmath" reply="6" id="3236317"]cardinal direction your link is broken. Can't wait for the balance changes.[/quote] Thanks mate, fixed. Me too.
[quote who="NorsemanViking" reply="5" id="3236279"]Not to sound too negative, but I find the idea of water walking rather boring. I think people wants the naval aspect of the game to be something else then just being equal to the land stuff. Only difference being walking on the sea instead of on land, to say it a bit simplyfied. I'd rather see a naval feature where we have ships of different types, and with champions filling the role as admirals. With sea walking the best
Extremely well composed argument, thank you. Perhaps the title of this topic should read "Cities +PLUS Champions". Another idea has been proposed to solve this issue by better linking champions and troops, with the creation of additional "general type traits" and mass buffs that affect the army; at the same time that rewards
[quote who="Gorshmak" reply="14" id="3236197"]Best way to change it would be an area around lair, where no outpost/city could be settled imo.[/quote] All lairs treated as "mini-wildlands" to some degree: an interesting notion.
Hahaha =]
[quote who="Bellack" reply="27" id="3236171"] I actully like that myself. Both the loading troops and the Troops turning into weak ships to cross water. Bring in another element into the game which I personally like.[/quote] Much more elegant solutions for FE have been proposed. [quote who="GFireflyE" reply="26" id="3236168"] I'd rather see east-west and north-south wrapworld imbeddded into the map generator.[/quote] </
Edited the following post into the OP: I have spent many hours pondering this conundrum, and feel that the most elegant solution for FE is the introduction of four new traits, as well as the specifics outlined in the OP. The first two are Water-Walking and Transport, both available in three levels. The different levels of Water-Walking determine what types of water tiles the unit may travel on; and those of Transport indicate how many other units may be in t
[quote who="Kongdej" reply="37" id="3236096"]although I would wish there would be more of an incentive to full squares with buildings.[/quote] ^This is a great counter-mechanic to balance snaking, removal not required! There are certainly others.
Looks like WebOS to me. [e digicons]x_x[/e]
[quote who="Philly0381" reply="42" id="3236072"] You can also choose to just ignore it like myself and a lot of other folks. Gives us more time for the things that we really enjoy. [/quote] Well put. True freedom is indeed found by liberating ourselves from these influences regardless of circumstance. Learning to ignore everything and anything is one of life's goals. However this can require more energy than we are aware
[quote who="Derek Paxton" reply="9" id="3236069"] Ha, I'll take bug fixes however they happen. But yes she was working on something related and fixed it when she saw the logic was incorrect. That's the sign of an amazing developer. And in further defense of her I'm sure she detailed the change in her changelog email and I may not have read it as closely as I should have. [/quote] Sounds to me like you guys and gals have a p
[quote who="boredpeon" reply="23" id="3236054"] Kinda funny you hijack the thread and make it about sea travel.[/quote] Attempted to move the subject to another thread , I blame the frog.
[quote who="seanw3" reply="9" id="3236034"]In my mod Death Demons are ridiculously overpowered and you spawn five armies from each gate. Times 100 gates means everyone is about to be really dead. I linked it to 3rd book of the magi so you have to do some spell research to get it. I sometimes cast it and then hide on an island for 100 turns. [/quote] The spell of "un-making": sounds like a new victory condition [e digicons]}:)[/e]
[quote who="Philly0381" reply="35" id="3235944"]Really folks, all of this over how a logo looks. [/quote] Yep, there can be a lot of deep psychology behind correctly branding a company to best express it's intentions. However at the same time, a strong understanding of both psychology and design can also be used to manipulate people: black magic if you will. Large organized religions / governments / corporations often subscri
[quote who="Jafo" reply="7" id="3235971"]Ah....the number of times it's an IT Professional that has issues where a rank amateur doesn't. In the immortal words of Stairway to Heaven.... "It makes you wonder...." ...[/quote] Does doesn't it, I've even written custom forums; and you don't seem qualified to speak as a rank amateur. I am not the only one on your forums complaining of issues. Thanks for your help, if you d
[quote who="Bellack" reply="57" id="3235873"]Warlock does the same thing which I love (turning the world into one big tactical battle) And it is basically CIV V with a fantasy setting.[/quote] I feel this style is better suited for board games.