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Re: patch 2.08 is out
It's amazing to me that people discuss things like this paralysis stuff about this game. It shows you how nice it really is, as opposed to a certain soul-crushing sequel which killed my love of space conquering strat games for a good 6 months until I got Gal. Civ. You know, where you were finding yourself on the forums saying, "Why does this game suck so much when the prior one was so awesome and who is Quicksilver anyway and why do I have to use a fan-patch two months after the game is released to get any measure of fun out of it?"
Anyway . . . I do have an on-topic query. 2.08 has the Utgard thing, I know, so I try to get around that by creating a god for Jotunheim that isn't Utgard, playing the race I want and Jotunheim as if it were a two player game, and then abandoning the Jotunheim to the computer at turn one. My issue is, what difficulty will the AI be for such a race that is abandoned midstream? |
Re: patch 2.08 is out
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Units automatically being killed by the game is definitely a design flaw. |
Re: patch 2.08 is out
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Re: patch 2.08 is out
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Units automatically being killed by the game is definitely a design flaw. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Some units cannot move nor rout. I do not think it is a design flaw that the game kills units instead of hangs. Imagine two life draining beasties fighting forever over their collective life force. These can rout, but others can't (Sphinxes for example). Edit: strange example, but is happened in CoE where there is no routing. [ February 18, 2004, 22:09: Message edited by: Kristoffer O ] |
Re: patch 2.08 is out
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There is no explanation or reasoning for their death. {That's a design flaw} Possible fixes: units should be allowed to wake-up and properly flee from battle. (this will fix the issue for most units) ~OR~ instead of auto-kill... change it to auto-flee into friendly neighboring province. (this will fix the issue also) [ February 18, 2004, 23:55: Message edited by: NTJedi ] |
Re: patch 2.08 is out
I personally wouldn't call it a design flaw as much as it was a limitation of the engine. You have commonly called things design flaws in the past which were ignorance. Whereas I don't think the solution at current accurately describes some sort of fantasy game which there is no way to describe it would or wouldn't happen logically, but I would hardly call it a "design flaw".
Just the concept that they changed the engine so that the game wouldn't crash when such a stalemate happens means they have thought about it, and this is the solution they have used. I'm sure you'd get much more of a positive of a reaction from the Dev's if you didn't try to point out everything as a flaw instead of a limitation. |
Re: patch 2.08 is out
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I do agree with you, though, that there are more tactful ways to approach the topic than what we've seen. |
Re: patch 2.08 is out
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There are more ramifications than just blanket ones, which have to be considered and considered for coding. I'm not saying that something couldn't, wouldn't shouldn't be implemented, but it's hardly cut and dry. [ February 19, 2004, 01:12: Message edited by: Zen ] |
Re: patch 2.08 is out
Zen, as usual you raise valid points. This time in regards to immobile pretenders. Personally, I feel it's silly to just assume that an immobile defender is killed after 50 rounds when the pretender and the intrinsic castle defenses (ie: ballistae, etc) are still alive.
EDIT: The problem comes in that if mobile pretenders auto-retreat, and immobile ones don't (perhaps auto-winning), then game balance goes right out the arrow slit. [ February 19, 2004, 01:23: Message edited by: Arryn ] |
Re: patch 2.08 is out
Zen is spot on. The devs get to choose between the status quo, or opening a can of worms that will not leave the critics satisfied until every alleged "unrealistic" scenario is addressed.
If I were a developer in this position, I know which I'd choose. There are way more important issues to worry about. |
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