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Viewing 15 posts - 76 through 90 (of 143 total)
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  • in reply to: Adventure Mode no way easy #4772
    Keeperman
    Participant

    Hunteil,

    I wrote you an adventurer strategy guide this week on the wiki.

    I posted a new thread for it in the news forum with a link you can follow.

    Thanks

    Keeperman

    in reply to: How to win as an adventurer #4769
    Keeperman
    Participant

    https://keeperrl.com/wiki/index.php?title=How_to_win_as_an_adventurer

    • This reply was modified 8 years, 10 months ago by Keeperman. Reason: Clarify link
    in reply to: Adventure Mode no way easy #4764
    Keeperman
    Participant

    I’d like to thank Michal for the improved performance in Alpha17. I really noticed this playing as adventurer on other people’s maps.

    Adventurer mode is now very playable on most maps.

    Boulder/web combo is still harsh and you must eliminate the imps first or they will keep rebuilding them. Beating those traps really needs more spells to be available. However you can usually chase enemy/neutral tribe members into the traps to clear them. Do this during daylight hours when you can see what is going on.

    Other than that, huge improvement.

    in reply to: Development continues #4753
    Keeperman
    Participant

    At some point the human player might have to be treated differently from the AIs. eg. What if I leave one enemy unit alive to lock out all invaders from other sources. hmm.

    in reply to: Development continues #4751
    Keeperman
    Participant

    It might not hurt to limit hostile tribes to launching 1 invasion per 24 hours, as well as the human player and other keepers. The down-side is that day/night impacts game-play and freezing the game clock isn’t great.

    in reply to: Development continues #4749
    Keeperman
    Participant

    You might be able to freeze the day/night game clock during invasions. And limit all players to one invasion per 24hrs=3000 ticks.

    in reply to: Development continues #4747
    Keeperman
    Participant

    Sending reinforcements is interesting but complex. Easiest to disallow it for alpha18.

    in reply to: Development continues #4745
    Keeperman
    Participant

    I’m not sure it would be fair to exit an invasion without physically retreating your survivors first.

    in reply to: Development continues #4743
    Keeperman
    Participant

    If you want to start an invasion when there is already one going on, could be hard cheese. It’s not your turn.

    in reply to: Development continues #4741
    Keeperman
    Participant

    Maybe the game clock should just keep running?

    in reply to: Development continues #4739
    Keeperman
    Participant

    Ah. I see your point. Each invasion would have to wind back the game clock to the start of the round. A round starts when someone invades someone else.

    in reply to: Development continues #4737
    Keeperman
    Participant

    Games like civilisation, chess and risk use turned based strategy.

    You have 1 battle and choose the troops you wish to attack with. The battle must then be resolved win/lose and casualties. Then your turn ends and the next player has a turn at attacking.

    While the battle takes place all other players and units are idle.

    A more complex model for later releases?

    in reply to: Development continues #4733
    Keeperman
    Participant

    Combat tactics.

    Yes, the AI of my team could be a problem. They may have a tendency to go running off into traps. Traps need to be taken out using magic (or recruiting bandits;)

    in reply to: Development continues #4731
    Keeperman
    Participant

    Unlocking minions.

    Maybe in Alpha19 campaigns?

    in reply to: Development continues #4729
    Keeperman
    Participant

    Unlocking potions, weapons and traps.

    Would need a technology for each recipe and design.

    Also would need to block research in the library until you actually find the books that exist on the map/campaign.

Viewing 15 posts - 76 through 90 (of 143 total)