It would result in much more interesting shapes of territories.īig maps are generating only as slim or having one slim connection between two parts. Trying to connect your shattered territories into one is sometimes very interesting part of game.Ĭonsider generating on random territories obstickles (huts, towers) so you can't instantly take whatever you want and sometimes must direct expansion to undefended fields. 100% would result in starting situation like in Slay with no neutral land. It would be very nice if there was starting option which allows you to choice % of claimed territories at the beginning.The lowest value would result in one small territory for every player no matter how big is map. I like your idea with neutral territories at the beginning but setting one or two territories per player at the beginning is to strict. Replay with pause would be nice to see after game is finished.įlipping screen horizontal would be also nice. ![]() When i have choice between paying 15 for tower which can't move and 18 for 3rd level unit which is mobile, capable to both defending and attacking (not mention that it is cheaper to buy) i find it nearly useless to buy upgraded towers. Upgraded towers are too costly in upkeep. Instead fighting one another they should try to weaken strongest one. Especially when one player (usually human player )) became much stronger than others. What does it mean? AI should focus it's attacks on strongest opponent to keep balance of powers. ![]() It's poorly in both defending his territory and in preventing units being cut off.īut there is something even more important - AI should think global. Unfortunately it's not very good in defence. What is so special in 'balancer' difficulty, because it is called different way than other difficulties?Ībout AI. I especially love unit movement range and villages. Nevertheless, I have few thoughts, suggestions and questions. ![]() I love Slay and I love Antiyoy even more! It's great.
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