"Fire" Developer Diary

Hmm, hadn't thought of that. If you can change the appearance of hills in hell, since they depend on the base terrain, can the same be done for the hellish floodplains? That'd look odd where it bordered non-hellish floodplains, but hell's borders look a bit odd anyway.

Large floodplains become nearly useless if you sanctify them, too - you get a bunch of deserts, which you can then vitalize or spring, but it's quite a heavy investment and you won't get back to where it started.
 
How about a few new ‘ward’ spells tied to the damage types? Relevant in this case would be an elemental ward spell, that gives all units in the stack fire, ice, cold & lightning resistance of +20% until their next battle. Then there is an alternate way to deal with flames as barriers, other than springing them.

Then we should make a few improvements not be destroyed by flames. Mines and Quarrries, maybe. Can’t be worked, but the resources there can be accessed.
 
Saverous speaking politely in Spanish is really funny, but could his voice swapped with something more beastly like that of the Drown?


P.S.: Actually everytime my little sister enter my room and make a racket i use Drown voice to scare her so she leaves my room . Really useful, i would advise other people which are in my same condition :)
 
It would be the first case.

I tried to keep it simple, here is the process:
<code piece snipped>
In your paladin example we would pull 1000 iCombat (10 * 100) from here.

Code:
    if (pAttacker != NULL)
    {
        if (getCombatCold() != 0)
        {
            iCombat += getCombatCold() * (100 - pAttacker->getResistCold());
        }
        if (getCombatDeath() != 0)
        {
            iCombat += getCombatDeath() * (100 - pAttacker->getResistDeath());
        }
        if (getCombatFire() != 0)
        {
            iCombat += getCombatFire() * (100 - pAttacker->getResistFire());
        }
        if (getCombatHoly() != 0)
        {
            iCombat += getCombatHoly() * (100 - pAttacker->getResistHoly());
        }
        if (getCombatLightning() != 0)
        {
            iCombat += getCombatLightning() * (100 - pAttacker->getResistLightning());
        }
        if (getCombatPoison() != 0)
        {
            iCombat += getCombatPoison() * (100 - pAttacker->getResistPoison());
        }
        if (getCombatUnholy() != 0)
        {
            iCombat += getCombatUnholy() * (100 - pAttacker->getResistUnholy());
        }
    }

Then we start adding the damage type strengths, all modified by the opponents resistance. <snip>

It really looks to my (quite unfamiliar with this source and structure so very likely to be wrong) eyes as if you're pulling the Paladin's various resistances to go up against his attack.

If this has been dealt with elsewhere in the thread, my further apologies.
 
It really looks to my (quite unfamiliar with this source and structure so very likely to be wrong) eyes as if you're pulling the Paladin's various resistances to go up against his attack.

If this has been dealt with elsewhere in the thread, my further apologies.

pAttacker is the other guy and doesnt symbolize who initiated the attack.
 
Sorta thought so, but I trust you can see my the cause for my confusion, since the other guy isn't "attacking" but "defending". Thanks for the quick reply.
 
I must ask it here. Who can build the Planar Gate? What is needed to build it, any resources, techs?
Cause I think there is something wrong with my game.
 
Yep, the horsemen weren't much of a threat. I guess units that are triggered by the Armageddon counter are hard to balance since they might both appear very soon or very late, depending on how fast the counter rises.
 
Could always set parameters to give them upgrades depending on the average level of the players technology?
 
A slight niggle which has been driving me crazy now that I noticed it - several of the tooltips on the PLE buttons have some irritating apostrophes in them for no reason - "Select unit's available for upgrade" or something like that. Any chance of fixing them for anal people like me? If I'm not mistaken, the Sailors' Dirge has either lost its apostrophe or it's belonging to one sailor, which doesn't make a lot of sense either.
 
What was the reason for not adding hell as a separate world? I loved the idea of having a new world opening in the middle of a game to explore... also, currently hunters are of very limited use. Was it a programming issue of some kind?

And a second question, woud it be possible to teach the AI to use sea units effectively?

Please excuse my ignorance with respect to the difficulty of these issues.
 
What was the reason for not adding hell as a separate world? I loved the idea of having a new world opening in the middle of a game to explore... also, currently hunters are of very limited use. Was it a programming issue of some kind?

And a second question, woud it be possible to teach the AI to use sea units effectively?

Please excuse my ignorance with respect to the difficulty of these issues.

Yeah, two maps was to big a hurdle to jump so went with the way we have now. Even if we could do it (which we cant) and could get the AI to understand moving in a 3rd plane (still having problems with 2 dimensions) we are still left with the processor cost of doubling the board size, which is also an insurmountable barrier.

For the sea units, they should really react similarrly to vanilla naval units. Not much has changed. Does the Ai seem to be less apt with naval units in FfH than it is in vanilla?
 
I understand the real problems are the two first, since doubling the initial size would be problematic only for slow computers -which could still play selecting a smaller initial map. I hope the idea needs not to be definitely abandoned, though. The other two reasons should be possible to overcome, I actually remember an old game -Masters of Might and Magic?- that had two worlds (the normal and the "Myrror" world) and gates that linked them. The AI was probably very simple, but if they could do it, why couldn't we? :)

With respect to sea units, I don't think it plays worse than in vanilla... but that just means it sucks. If you own an island you are pretty much safe, which shouldn't be. I wonder if it could be possible to teach the AI to prepare and launch invasions. The script, if implementable, could be simple and yet make the difference. The algorithm would need to determine:

For every coastal enemy city:
a) Amount and mix of land troops appopriate to take it
b) Number of transports required to send those troops
c) Number of defense vessels for the transports
d) Tile or tiles to disembark (close to the target city and easy to defend)
e) Path the transports and escorts should follow
f) Intrinsic value of the city (from size to wonders and defense bonus)

Once done for every city one should be selected and the construction of the appropriate land and sea units should begin (unless the AI determines it is suicidal, in which it should focus on defense). That can be recalculated every turn so that if conditions change the invasion might be done with fewer units or to a different city. Now I understand it can be difficult to weight a shorter path versus a more defended city, for instance, but I feel that this addition, if implemented, would have a huge impact on the game (and it can always be tuned and perfected later).

Again I don't know if this is doable or even accesible from the sdk or python, so please excuse my excess of optimism if it is imposible.
 
:eek: Hopefully that kind of depth will only be implemented on the highest difficulty levels.
 
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