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Instead of spells res (than only for Aos)godOfKings wrote: ↑Mon Sep 17, 2018 3:59 pm i like conversion based on will, with 100 will points that r damaged by convert, basic 20 dmg, with persuasion 50 and for priest max 70, subtracted by the current spell resist formula
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
sure i ment the new "Ultra Easy" ai logic to be "nerfed" compared to current (current AI levels would not be modified)I don't want to nerf current ai logic
actually i plan not to remove using upgrades from any AI level.My suggestion is not a nerf, just like how player can choose to play default or upgrade or spell included game, they can also choose that ai uses upgrade or not
it is possible, and only way, current AI levels are untouched.If making a new difficulty is not possible
i think the solution will not be a general solution as you ONLY restrict the unit types to train by AI. I think a difficulty of AI is not only based on what it can build, but other things like ones i have listed above, elements of AI IQ what can be applied or not depending on difficulty level.Endru1241 wrote: ↑Wed Nov 06, 2019 10:23 pm My suggestion is making json way to add new AI types - "difficulties".
For starters by using buildlist like structure with future possible additions, which primary role would be limiting AI usage of units.
Pros:
- After initial implementation, there is less need to write new code.
- Each game can have different AI without changing the core.
- There can be themed AI types added.
If You just add new type of AI, there will be questions for more, for reworking it etc.
This way seems to work around this kind of problems.