Re: Battle tips & tricks thread
Posted: Fri May 18, 2012 10:59 pm
You need to click on a character in the backrow (on a warriors turn of course), it should be on the left side.
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Duh - Pretty obvious once you find it... Thanks heapsAnima_ wrote:You need to click on a character in the backrow (on a warriors turn of course), it should be on the left side.
I think that if you reduce the speed impact in hard mode you will make it really difficult, unless you increase the mage power or do something else to balance. You will probably really regret changing the balancing as it works now but in earlier versions during testing it was really impossible. If you do change things please test, playing right from the beginning, as using a save game doesn't give the true picture.jack1974 wrote:So maybe I'll change the speed impact only in the Hard mode.
Correct me if I'm wrong (and I'm replying to Jim as well), if we reduce the impact of speed, if won't affect only players but also enemies, right? what I mean is: now each skill has a WAIT value, and to that amount the speed value is added to consider the real delay. With the new change, the speed would lose importance so let's say the skill wait value will have 80% importance vs 20% of the relative speed. Is that how it would work? in this case would be easier to balance since I would only need to focus on each skill WAIT value.Anima_ wrote:We can change the impact speed has on delay on a skill by skill basis. It would be pretty easy to make the effect greater on mage skills and reduce it on the speedy short delay skills.
Finding the correct amount would be a balancing nightmare of course.
Ah yes, that would be cool! I think that would solve the issue completelyAnima_ wrote: The problem with the red mage AI is that is has two modes, one for black magic and one for white magic. While using revive has a very high priority in the white magic branch, it does not exist in the black magic branch at all. The easiest fix would be to include the same check we perform in the revive node in the mode choosing node. It's not perfect, but should help.
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wait - (character_wait - 100)/10 Code: Select all
wait - (character_wait - wait_threshold)/speed_modifier Code: Select all
6 - (character_wait - 120)/20 Code: Select all
12 - (character_wait - 90)/7 It will be interesting to see how the speed impact change will alter the game. I never thought of putting a lot of energy into speed as a "trick" but as a valid strategy given the parameters of the game. The game is/was slightly different because the effect of weapons was based on two criteria 1. the power of the hit and 2. the number of times the character could hit in a turn. Multiply those two together and it came out to the total damage the character could cause per turn. Therefore you could increase either one to get a more powerful attack. For instance if Dora could cause 10 points damage per strike and because of her speed, could strike 6 times to each opponents one time, then her total attack factor is 60. Another character might hit for 75 points at a time but only hit once per Dora's 6 times. People who are faster have a natural advantage over those who are slower, that's why really heavy armour, such as what the mounted Knights wore, became obsolete and body armor basically went away except for the head (helmets) until the development of Kevlar which could stop bullets and was light enough that the wearer could remain somewhat mobile.jack1974 wrote:I've changed the Speed impact on movement order so that in the expansion will be different (but will also influence the rest of the game). I think will require some more testing, but in the end probably will be more balanced and you won't be able to use the "speed trick" anymore.
An user by email suggested also to put a "Delay" action. It wouldn't be a problem to add it, was wondering what other people think, if a delay would be useful in the battle ?