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Old April 15th, 2006, 09:38 AM
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Twan Twan is offline
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Default Re: Any improvements in the tactical part of the game?

I've listed several possible improvements but of course in some cases it's one of the other.

If there is a "cast summoning spells" combat option after the 5 scripted orders, it's up to the player to use or not this order. If he's storming a fortress with a sufficient number of troops his last order should be "cast dammage spells" or "cast buff spells".

If the AI is improved, it's one the hundred situations formulaes should be made for. Don't know how the tactical AI works in dom2, but I think the choice of a spell should be based some kind of situationnal value, and of course a storm fort situation is not the same as a normal fight in open lands.


Something like :

value of a summoning spell = [(value of ennemy troops + value of summonable unit - value of your already engaged troops) with a minimum, for example value of ennemy troops /10] x situationnal number for the summonable unit type

("value of troops" = (hp + medium stat) x number of units for example or other quality and quantity based formula)

And the situationnal value of melee troops when storming fortress should be something like (size of the gates/number of already engaged melee troop) + (0,1 x number of losses last turn), when the situationnal value of flyers is for example 1.

In this example if you have already 3 x more melee troops than the number the size of the gates allow to fight and not lost any in the last round, the value of a spell summoning melee troops will be only 1/3 of the value of a spell summoning flyers, and probably far inferior to the value of a dammage spell based on another formula (taking in account for example the number of ennemies at spell range, their vulnerability to this spell, etc).
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