xienwolf
Deity
So, FfH has 8 different Damage Types (if you include non-typed Physical). We also have some promotions to provide resistances.
How many of you can list all 8?
How many of you who can list all 8 can recognize the graphics for each of them?
I've thought about how to make the Damage Types more integrated, and if I stick to the current mechanics, it becomes rather unwieldy. You have to assign more promotions with resistances, but then risk having too much resistance altogether. Or you can assign more races with resistances and weaknesses, but then it is predictable and SOMEONE winds up being stuck with a bad weakness that is exploited...
So I want to get people's thoughts on a new approach.
Right now, your combat Strength is determined by 2 values, <iCombat> for attack, and <iCombatDefense> for defense. You can augment that with
This will raise both your offense and defense, and supposedly just this portion will be resisted by people with the appropriate resistance, or augmented against the appropriate weakness.
Meanwhile, off in the land of defining the Damage Types, the only tag we have is for the graphics which nobody has seen unless they went digging for it, because they aren't in the game, ever.
This is decent... but it leads to the impass above... how precisely are we going to make it more noticed?
I propose a change to this:
Remove the basic <iCombat> & <iCombatDefense>. This will understandably be a ton of code, but that forces one to get it completely rooted out of the AI, which is important. Replace it with...
Now you can list all of the damage types that you want, and have both an attack and defense value for them.
Also add to the Damage Type Definitions:
This way you can have it so that each Damage type is in itself a strength or weakness against another one (and no, you would not then make Unholy have a 50% bonus against Holy as well, or they would just cancel out).
With these changes, you would also set it so that the strength of a unit is the Physical Damage + only the highest of the Type Damages. And the ENTIRE DAMAGE counts as that type. While you are at it, change the
symbol to the symbol of the damage type if they are no longer Physical.
Doing it this way, you can have that Unholy > Holy > Death > Fire > Cold > Lightning > Poison. Or some other setup. Personally I would like to add in even more types in this case, with each one having a bonus against a few of the others (and thus having more than 1 with a bonus against itself). It would be quite simple to add other effects to the Damage Types as well. Like allow Poison Damage to inflict Poisoned Status. Undead Damage allows a strong chance to gain a Skeleton or Spectre from the battle if you win. Unholy can convert the unit to your control if you do NOT win. Lightning grants first strikes (or Blitz). Cold causes the other unit to become immobile. Fire causes collateral....
I really think that this sounds like a worthwhile change. But I tend to love making things overly complicated, and I am pretty busy with other projects, so realistically couldn't devote myself to this for a fair whlie. So I ask what your opinions are. Would this seem fun?
How many of you can list all 8?
How many of you who can list all 8 can recognize the graphics for each of them?
I've thought about how to make the Damage Types more integrated, and if I stick to the current mechanics, it becomes rather unwieldy. You have to assign more promotions with resistances, but then risk having too much resistance altogether. Or you can assign more races with resistances and weaknesses, but then it is predictable and SOMEONE winds up being stuck with a bad weakness that is exploited...
So I want to get people's thoughts on a new approach.
Right now, your combat Strength is determined by 2 values, <iCombat> for attack, and <iCombatDefense> for defense. You can augment that with
Code:
<DamageTypeCombats>
<DamageTypeCombat>
<DamageType>
<iCombat>
Meanwhile, off in the land of defining the Damage Types, the only tag we have is for the graphics which nobody has seen unless they went digging for it, because they aren't in the game, ever.
This is decent... but it leads to the impass above... how precisely are we going to make it more noticed?
I propose a change to this:
Remove the basic <iCombat> & <iCombatDefense>. This will understandably be a ton of code, but that forces one to get it completely rooted out of the AI, which is important. Replace it with...
Code:
<Combats>
<Combat>
<Type>DAMAGE_PHYSICAL
<iAttack>3
<iDefend>3
Now you can list all of the damage types that you want, and have both an attack and defense value for them.
Also add to the Damage Type Definitions:
Code:
<DamageInfos>
<DamageInfo>
<Type>DAMAGE_HOLY
<Descroption>TXT_KEY_DAMAGE_HOLY
<Button>Art/Interface/Buttons/Holy.dds
<CombatModifiers>
<CombatModifier>
<Type>DAMAGE_UNHOLY
<iModifier>50
This way you can have it so that each Damage type is in itself a strength or weakness against another one (and no, you would not then make Unholy have a 50% bonus against Holy as well, or they would just cancel out).
With these changes, you would also set it so that the strength of a unit is the Physical Damage + only the highest of the Type Damages. And the ENTIRE DAMAGE counts as that type. While you are at it, change the

Doing it this way, you can have that Unholy > Holy > Death > Fire > Cold > Lightning > Poison. Or some other setup. Personally I would like to add in even more types in this case, with each one having a bonus against a few of the others (and thus having more than 1 with a bonus against itself). It would be quite simple to add other effects to the Damage Types as well. Like allow Poison Damage to inflict Poisoned Status. Undead Damage allows a strong chance to gain a Skeleton or Spectre from the battle if you win. Unholy can convert the unit to your control if you do NOT win. Lightning grants first strikes (or Blitz). Cold causes the other unit to become immobile. Fire causes collateral....
I really think that this sounds like a worthwhile change. But I tend to love making things overly complicated, and I am pretty busy with other projects, so realistically couldn't devote myself to this for a fair whlie. So I ask what your opinions are. Would this seem fun?