Tactical Combat Question
Does this game use any sort of Line of Sight rules in Tactical Combat?
Beakie
Does this game use any sort of Line of Sight rules in Tactical Combat?
Beakie
Not yet.
As I understand, SD is looking at it for an upcoming patch/expansion.
Not at this time.
I hadn't heard that, but that would be awesome. Would be good if archers could get some sort of bonus from firing from elevation.
I agree elevation and Line of Sight in tactical combat would make this game perfect.... Of course, if done right but i'm sure Stardock could make it happen...
Beakie
Im going to go out on a limb here and say...
we'll never get line of sight tactical unless/until they put out a human v.s. human version of the game.
Way to many ways to exploit the AI when you can hide, but the AI haven't figured out how to. Cover is a huge issue even for monster budget games.
Either way, arrows can be lobbed, and magic,... well its magic. Im sure if it can turn you into a toad, it can go around the log your hiding behind.
Everyone always wanted tactical combat in GalCiv. Just picture all your soldiers as space ships and you now have GalCiv + Tactical Battles.
OHHHhhhhh Now! I want someone to mod in all those ships as troops!!!!! SEAN!!!!?
SEAN!!!?
You know you want to.
I wouldn't say 'perfect.' Better still would be using hexagonal tiles, at least in tactical combat ... one diagonal tile move = one vertical/horizontal tile move violates Pythagoras. The sum of the squares of the two sides attached to the right angle of a right triangle are equal to the square of the hypotenuse; the length of the hypotenuse is thus significantly longer than the length of either side; thus, diagonal moves in a square grid are unequal to horizontal/vertical moves. A hexagonal tile grid would fix this, as the distance between the centers of adjacent hexagonal tiles are all equal, regardless of which direction.
Your use of "everyone," intentionally or not, is arrogant and demeaning to each and every player who does not want what you state everyone wants. Please refrain from using the word "everyone." While I did, yes, enjoy tactical combat in Master of Orion II, I did not miss it being missing in GalCiv II. While I agree it could have been improved (I especially don't like that every round is equal and everyone gets a shot every round, with no regard to relative speed, maneuverability, weapon ranges nor accuracy), the notion of ships fighting on their own without the player having direct control over every move made or shot taken does not detract from a space TBS to me. Your use of the word "everyone" in wanting 'tactical combat,' then, excludes me from the 'everyone' group. What, then, are you calling me if you exclude me from being a member of everyone? No one. :/
I am sure that was not your intention, but I wish more people -- and you are certainly not the only one to abuse the word "everyone" -- would take some thought and consideration before using such an extreme word.
Wow partner. You went through the Pythagorean thermometer and into the the color coded spectrum of everyone.
What was that all about? I'm arrogant, abusive to the word "everyone" and demeaning to each and every player that is not everyone. Ill just take your word for it.
Lighten up a bit.
You quoted me out of context. I'll say it more plainly this time.
You wont see line of sight combat in this game. Its more or less a given.
There is a greater than zero chance we will see line-of-sight rules in tactical combat at some point, as well as terrain based and other bonuses and penalties (maybe flanking?)
Frogboy has mentioned these things in other threads as being within the realm of possibility for future builds (I'm not going to find them a link them here, because I'm too lazy.)
The problem is, especially with line-of-sight, that to implement some of these changes the Kumquat engine would need to be modified, which SD wasn't willing to do prior to release.
sqrt(2) times larger to be precise which is 1.414 times.
I don't mind the square grid at all. I play a lot of D&D still and I've tried to pull out hexagon maps. I just doesn't feel right. So we went back to the square system. Sure, moving on the diagonal allows you to move 1.414 times further, but your opponents can do that too. Meh, I guess I just don't see it as a big deal. Square has been around for 20 years...why change what isn't broke.
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