Search found 25 matches
- October 3rd, 2010, 9:22 am
- Forum: Game Development
- Topic: Balanced rule sets for a tactical TBS
- Replies: 10
- Views: 3168
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 ...
- September 29th, 2010, 5:19 am
- Forum: Game Development
- Topic: Balanced rule sets for a tactical TBS
- Replies: 10
- Views: 3168
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 ...
- September 20th, 2010, 1:48 pm
- Forum: Game Development
- Topic: Balanced rule sets for a tactical TBS
- Replies: 10
- Views: 3168
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.
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.
- September 19th, 2010, 1:03 pm
- Forum: Game Development
- Topic: Balanced rule sets for a tactical TBS
- Replies: 10
- Views: 3168
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...
- September 19th, 2010, 6:14 am
- Forum: Game Development
- Topic: Balanced rule sets for a tactical TBS
- Replies: 10
- Views: 3168
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...
- June 19th, 2010, 12:14 pm
- Forum: Game Development
- Topic: By text-based strategy game+source code. Please comment.
- Replies: 12
- Views: 7348
Re: By text-based strategy game+source code. Please comment.
I recommend you to familiarize yourself with the concept of two-dimensional arrays.JustasJ wrote:This contains the actual code of the game if there are any Pascal users out there:
http://www.mediafire.com/?inzjdmkt5zd
Using them instead of r12 .. r45 variables will cut the amount of code at least by half.
- August 5th, 2009, 5:05 pm
- Forum: Game Development
- Topic: Now releasing ECDL - Eli's Collision Detection Library
- Replies: 2
- Views: 1405
Re: Now releasing ECDL - Eli's Collision Detection Library
http://www.box2d.org/features.htmlI've looked around several times for 2D collision detection libraries, and haven't found anything usable.
- February 26th, 2006, 3:26 am
- Forum: Ideas
- Topic: Hero - coward
- Replies: 11
- Views: 2670
- February 1st, 2006, 5:44 pm
- Forum: Users’ Forum
- Topic: AMLA Brainstorming Thread
- Replies: 108
- Views: 25397
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 ...
- February 1st, 2006, 4:50 pm
- Forum: Ideas
- Topic: Fortune teller ability
- Replies: 24
- Views: 4220
- January 30th, 2006, 11:50 am
- Forum: Developers’ Discussions
- Topic: Multiplayer and RNG cheating
- Replies: 28
- Views: 12844
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...
- January 24th, 2006, 4:29 pm
- Forum: Ideas
- Topic: Fortune teller ability
- Replies: 24
- Views: 4220
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...
- January 24th, 2006, 10:56 am
- Forum: Users’ Forum
- Topic: AMLA Brainstorming Thread
- Replies: 108
- Views: 25397
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...
- January 24th, 2006, 9:26 am
- Forum: Ideas
- Topic: Fortune teller ability
- Replies: 24
- Views: 4220
- January 23rd, 2006, 2:36 am
- Forum: Ideas
- Topic: Fortune teller ability
- Replies: 24
- Views: 4220