Search found 25 matches

by Ask_
October 3rd, 2010, 9:22 am
Forum: Game Development
Topic: Balanced rule sets for a tactical TBS
Replies: 10
Views: 2274

Re: Balanced rule sets for a tactical TBS

You can see theme description in the my first post. The basic design is already finished, although not formally specified and not pushed out to the repository yet. Of particular note is that we decided to use simultaneous turns, so first-mover advantage problem is radically solved. Of course, it is ...
by Ask_
September 29th, 2010, 5:19 am
Forum: Game Development
Topic: Balanced rule sets for a tactical TBS
Replies: 10
Views: 2274

Re: Balanced rule sets for a tactical TBS

BrikWars rules Thanks for the amusing reference. LEGO popularity is practically zero in my country, but it was still a fun reading. While basing your game on an existing system will initially give it better balance, and lower the amount of work you have to do, this advantage will not last. It does ...
by Ask_
September 20th, 2010, 1:48 pm
Forum: Game Development
Topic: Balanced rule sets for a tactical TBS
Replies: 10
Views: 2274

Re: Balanced rule sets for a tactical TBS

I am even prepared to just admit first-mover advantage and declare
that for truly fair match, an equal number of games should be played
with either player moving first and second, like in chess or bridge.
by Ask_
September 19th, 2010, 1:03 pm
Forum: Game Development
Topic: Balanced rule sets for a tactical TBS
Replies: 10
Views: 2274

Re: Balanced rule sets for a tactical TBS

Note that there is no need to help with the programming, only the design. So... you want to make a game, but you want someone else to make it for you? It doesn't work like that. Actually, sometimes it does, depending on what motivation I can offer. But, note that I do not want someone to make it, j...
by Ask_
September 19th, 2010, 6:14 am
Forum: Game Development
Topic: Balanced rule sets for a tactical TBS
Replies: 10
Views: 2274

Balanced rule sets for a tactical TBS

I am interested in finding a rule set to be implemented in a simple browser-based strategy game under GPL license. The requirements are: 1) General similarity with existing games, including tactical battles in HoMM, AoW, default Wesnoth era, etc. 2) GPL-compatible license (ripping the rules from a c...
by Ask_
June 19th, 2010, 12:14 pm
Forum: Game Development
Topic: By text-based strategy game+source code. Please comment.
Replies: 12
Views: 5657

Re: By text-based strategy game+source code. Please comment.

JustasJ wrote:This contains the actual code of the game if there are any Pascal users out there:
http://www.mediafire.com/?inzjdmkt5zd
I recommend you to familiarize yourself with the concept of two-dimensional arrays.
Using them instead of r12 .. r45 variables will cut the amount of code at least by half.
by Ask_
August 5th, 2009, 5:05 pm
Forum: Game Development
Topic: Now releasing ECDL - Eli's Collision Detection Library
Replies: 2
Views: 1095

Re: Now releasing ECDL - Eli's Collision Detection Library

I've looked around several times for 2D collision detection libraries, and haven't found anything usable.
http://www.box2d.org/features.html
by Ask_
February 26th, 2006, 3:26 am
Forum: Ideas
Topic: Hero - coward
Replies: 11
Views: 1834

On a slightly off-topic note, what about making it WML-settable AI option? Or is there already such a setting?
by Ask_
February 1st, 2006, 5:44 pm
Forum: Users’ Forum
Topic: AMLA Brainstorming Thread
Replies: 108
Views: 19216

A couple of AMLA ideas inspired by this thread . For any lawful/chaotic unit: Total cleansing/Total corruption : all lawful/chaotic effects for this unit are increased twofold (with default day and night it will mean 50% instead of 25% damage bonus/malus). Champion of Law/Champion of Chaos : ignore ...
by Ask_
February 1st, 2006, 4:50 pm
Forum: Ideas
Topic: Fortune teller ability
Replies: 24
Views: 2866

A few questions would need to be answered before this ability could even be considered:
The idea was already rejected, so I do not think it is worthwile to repeat the answers to these questions. If you want, you can read them in my previous posts in this thread ;-)
by Ask_
January 30th, 2006, 11:50 am
Forum: Developers’ Discussions
Topic: Multiplayer and RNG cheating
Replies: 28
Views: 10522

example of non reversible function : f(x) = x*x yup, two answers, +x and -x This function is not bijection, true, but is reversible quite easily. It is just the that the reverse function is multi-valued. Cryptography is chiefly concerned with functions which are easy to compute, while their reversi...
by Ask_
January 24th, 2006, 4:29 pm
Forum: Ideas
Topic: Fortune teller ability
Replies: 24
Views: 2866

1) it still would require the breaking of our UI principles. How so? There will be no new 'actions', just a change in the 'Damage Calculation' dialog. In otherwords, if i foretell that attacking A with my B would go badly, and have the option not to attack at all, the future is not fixed. If i then...
by Ask_
January 24th, 2006, 10:56 am
Forum: Users’ Forum
Topic: AMLA Brainstorming Thread
Replies: 108
Views: 19216

Many of these AMLA listed implement new ideas such as the robbing ability of the outlaws. I think that these suggestions should be limited to abilities and bonuses that already exist in the game. OTOH, perhaps some abilities/traits which are not suitable for normal units due to balance consideratio...
by Ask_
January 24th, 2006, 9:26 am
Forum: Ideas
Topic: Fortune teller ability
Replies: 24
Views: 2866

Rename it procognition and make it effect only that unit. Then it would be an interesting ability, but not too powerful. I agree that "precognition" or "foresight" might be a better name, but disagree with affect-only-self, because the logical unit with this ability would be some mage-type with wea...
by Ask_
January 23rd, 2006, 2:36 am
Forum: Ideas
Topic: Fortune teller ability
Replies: 24
Views: 2866

Instead of learning the strategy of the game we offer the players an easy but incredibly tedious way of winning almost any battle. "Shuffle" the probablility until you get extremely lucky in every conflict. Of course the "future" (the random seed value, actually ;-)) should be fixed and not change ...