Search found 67 matches
- May 10th, 2010, 11:37 am
- Forum: Strategies & Tips
- Topic: How do you see enemy/friendly unit range minus other units?
- Replies: 9
- Views: 2448
Re: How do you see enemy/friendly unit range minus other units?
Rounding is only an issue if your enemies are slowed.
- October 26th, 2009, 8:55 am
- Forum: Scenario & Campaign Development
- Topic: alternatives for problematic advancement pathes
- Replies: 7
- Views: 1878
Re: alternatives for problematic advancement pathes
This has been noted elsewhere as one of the cases where RiPLIB is violated. It is felt that in mainline the fact that mage of light exists in a lawfull or neutral with lawfull supplement faction is sufficent that the drawback of illuminate is negilible. In a campaign, if you add a mage to a mainly c...
- October 15th, 2009, 11:31 am
- Forum: Strategies & Tips
- Topic: weapon autochoice oddity
- Replies: 11
- Views: 3656
Re: weapon autochoice oddity
Notice that if your crusader had been wounded, so that it only had 45 hp left the computer would preferr the melee attack. In short the ranged attack is preferred because it has a slighly higher expected damage yield due to the drain. How much damage you take on retaliation is irrelevant, since you ...
- October 15th, 2009, 11:22 am
- Forum: Ideas
- Topic: Possible to make a smarter 'next men'?
- Replies: 34
- Views: 5907
Re: Possible to make a smarter 'next men'?
How about implementing Christofides algorithm?
This should give a reasonable approximation of the traveling salesman.
The tour would have to be reevaluated each time a unit move though. (Or rather each time next is pressed after a unit have moved)
This should give a reasonable approximation of the traveling salesman.
The tour would have to be reevaluated each time a unit move though. (Or rather each time next is pressed after a unit have moved)
- September 21st, 2009, 8:58 am
- Forum: Ideas
- Topic: Body Count
- Replies: 4
- Views: 1211
Re: Body Count
For multi player there is an active ladder.
A general scoring system is probably a bad idea since it removes some flexibility from the campaign designers. At least one user made campaign used a system of tracking lesser goals to present a score on the end of the campaign.
A general scoring system is probably a bad idea since it removes some flexibility from the campaign designers. At least one user made campaign used a system of tracking lesser goals to present a score on the end of the campaign.
- September 13th, 2009, 12:52 pm
- Forum: Ideas
- Topic: UMC ability: Unit gives +1 XP to all surrounding lower units
- Replies: 7
- Views: 1980
Re: UMC ability: Unit gives +1 XP to all surrounding lower units
I'd like to hear your thoughts on the balance ramifications of this concept. On one hand, if the units have higher experience requirements than the norm, this could allow this unit to help out more in that area, as well as give extra incentive to commission officer units. It also makes the unit des...
- June 4th, 2009, 6:35 am
- Forum: Ideas
- Topic: UMC: Initiative rolls
- Replies: 23
- Views: 4444
Re: Initiative rolls + Critical hits
...when you go from being last to being first. This translates to a double turn, which has a very powerful effect on the battle. This means that it will be essentially impossible to keep units alive. It goes both ways though. You might get a double turn, as much as any other player. Chance is chanc...
- June 4th, 2009, 6:14 am
- Forum: Ideas
- Topic: Damage Calculation (always visible)
- Replies: 33
- Views: 7262
Re: Damage Calculation (always visible)
Isn't this calculation done anyway when the AI chooses attack option?Soliton wrote: You're right though the trivial case is of course not costly. What I meant is that it can be costly. Think about slow, drain, berserk and the like on higher HP combatants.
- June 4th, 2009, 6:10 am
- Forum: Ideas
- Topic: UMC: Initiative rolls
- Replies: 23
- Views: 4444
Re: Initiative rolls + Critical hits
I think this is a bad idea.
Reason; turnovers, when you go from being last to being first. This translates to a double turn, which has a very powerful effect on the battle. This means that it will be essentially impossible to keep units alive.
Reason; turnovers, when you go from being last to being first. This translates to a double turn, which has a very powerful effect on the battle. This means that it will be essentially impossible to keep units alive.
- June 3rd, 2009, 12:10 am
- Forum: Scenario & Campaign Development
- Topic: The War of the Dragon
- Replies: 176
- Views: 62296
Re: The War of the Dragon
In Lisaundras stand, when Valiant kills a drake I get;
Unknown unit type 'EOM_Fire Wisp'
Unknown unit type 'EOM_Fire Wisp'
- February 24th, 2009, 10:41 am
- Forum: Strategies & Tips
- Topic: Elvish Guide
- Replies: 28
- Views: 8212
Re: Elvish Guide
What? Fighters chop saurians into tiny pieces. Low Hp and vulnerability vs blade hurts.Kalenz wrote:yes, but fighters not very often can kill saurians.
fighter haven't chance vs. saurians.
(if fighters 6, saurian 1, the situationis under control)
- February 21st, 2009, 11:52 am
- Forum: Strategies & Tips
- Topic: Problems with LOW-Hostile Mountains
- Replies: 79
- Views: 16605
Re: Problems with LOW-Hostile Mountains
2 castles including some level 3 recruits?santi wrote:The key in this one is do notoverrecruit
I call that severe overrecruiting unless the scenario have been made way much harder between 1.5.9 and 1.5.10
- February 17th, 2009, 7:01 am
- Forum: Strategies & Tips
- Topic: Problems with LOW-Hostile Mountains
- Replies: 79
- Views: 16605
Re: Problems with LOW-Hostile Mountains
OK. I guess the question that remains is;
How do you get the troll to step on dwarf land? He never does that when I play.
How do you get the troll to step on dwarf land? He never does that when I play.
- February 17th, 2009, 3:54 am
- Forum: Strategies & Tips
- Topic: Problems with LOW-Hostile Mountains
- Replies: 79
- Views: 16605
Re: Problems with LOW-Hostile Mountains
Using Landar to draw the orcs of in scenario 1?AgentTBC wrote: this lets me start the second scenario with 230+ gold or so.
- February 16th, 2009, 7:55 am
- Forum: Strategies & Tips
- Topic: Problems with LOW-Hostile Mountains
- Replies: 79
- Views: 16605
Re: Problems with LOW-Hostile Mountains
Yes, I think it should, at least on hard; Then this replay isn't really that helpful since it is 60 gold off. Considering the losses you did take I think you would have been in trouble if you had 3 units less to play with. Edit: Also some generic questions; On scenario 1 you stop short of the river...