Shogun 2 how does auto resolve work




















Afterwards, they made a normal success give out wounds, and only the rarer critical would dispense death. I do like the romantic Sengoku war setting more than the Boshin war. The period of history is uncomfortably close to Japanese imperialism. Artillery is quite overpowered in the game. Yeah, my last game was rush to get the a critical mass of artillery and then I was undefeatable.

Maybe I should try some of these other factions, I played Shimazu and they seemed quite vanilla. Which Total War game is suitable for a series beginner? The answer is definitely Shogun 2! I suspect that it is due to the algorithm the AI uses to assess casualties.

I haven't seenany cheats to cause a wipeout of opponents, although there is one to force a win in effect fprce the AI to chose between close, clear, and heroic. So you could autoresolve and then when the forces retreat into a city you can then force capture of the city or autoresolve the attack in your favour. That should have the same effect. PS - never autoresolve if you are facing chariots or have highly prized mercenaries.

It can be fun, of course but it stops being more of an RTS and become more of a risk type of game. You still have to manage your economy and armies, which is fun on it's own but the best experience is playing the battles yourself. Okay, thanks, that's good to know. I mean, the battle system IS pretty cool in its own right, so I guess I'll definitely fight important battles myself.

I'm more looking forward to the management aspect. I tried grand strategy games, but they're definitely too complex for me at the moment. If you're at a disadvantage you'll want to fight the battle and at least try to kill as many men as possible or win. There will be one point when you can just run through two provinces in one turn and just auto resolve because they aren't defended.

You can play without fighting the battles, but then you're losing half the game. You can auto resolve if you play on easy or medium difficulty.

Pretty good chance of victory. Also using auto resolve during siege will always give you a damaged castle. Playing it yourself you can take it without destroying it. YBtheS , Sep 18, Well if you are an aspiring designer, the principle don't change very much, and a lot has been written about the fundamental, aside from tips and trick you evaluate against these fundamental, there is not a lot that will blew your design mind, just the clever use of the principle.

Mechanics aren't isolated. Once you get the fundamental, you can go to the GDC or follow casual connect which are were industry insider share their last wisdom, and the site gamasutra is also a good resources, especially if you look for the archive but be careful about the blog not featured, they can be made by anyone and tells anything. I would recommend you to hunt scott kims presentation on puzzle design, despite it focus on puzzle, it explain rather greatly all the basic principles in a straightforward way.

Out of bound create tension, of course, it create a delimitation, depending on the game there is consequence for going out of bound, like reseting the momentum, collision, redirection etc In fact it's a push mechanics, it make the player focus on the IN bound, and there is many way to feedback the out of bound status.

In fact even a title screen is a tension mechanics, - a simple title screen is a the lowest tension - add flashy color or ominous music and you increase the tension - add a call to action like press start to play and you have increased the tension again - make the call to action glint and you increase action - even having a b-roll start after some time is a way to add tension, as a subtle timer you will have to press twice, to stop the b-roll, then to start the game, it increase frustration and make the player act quicker.

Then when the player press start, you get a satisfying sound as a release on top of the released of starting the game. People put a lot of thought on these details, that's part of being a professional designer, just look at the interface of persona 5 as a great design, still follow the same design principle. Not all tension are positif, you have also negative tension, ie things that decrease tension, your role as a designer is to control the pace of the game, that's why you put rules.

But everybody thinks he is a designer. Anyway if you are an aspiring game designer, don't aim at it being your job, see it as an education, and learn programming asap before it's too late. There is a big IF, that's not assumption, that's great if you already have programming. YBtheS , Sep 19, Joined: Dec 5, Posts: 16, Kiwasi , Sep 19,



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