So perhaps in the future you can go solo and bait an enemy army into an area you've set traps on, which kills quite a few of them and cuts off any method of retreat and then resurrect said dead to cause panic
Up to this point, you're bang on the money!
Also, is there "NPC Development" anywhere? Such as unaligned NPC leaders which lead an army of mercenaries/rebels that can be hired by you or fight against you as rivals, a group of far-flung and forgotten villages/towns of random alignments form an alliance and break away from their inept rulers, or a legendary creature that grows powerful and "famous" enough to develop a cult of worshipers; all of which can eventually become kingdoms/countires if given enough time.
I definitely want to get NPCs rising/falling in factions and making the same kind of large-scale decisions the player makes. The player won't be the only 'adventurer', as it were. Legendary creatures will definitely have a chance of developing a cult or following, and the longer this is left, the larger it'll probably grow. The further away from any empire villages are, the more likely they will be to end up worshiping/being ruled by strange things...
Looks interesting...
But how will the combat be, like: If you skewer an opponent will he die instantly, will he be knocked out and bleed to death, or will the fight continue?
Will skewering or decapacitation happen by luck or by taking advantage of openings?
Thanks!
Depends on where. Someone skewered in the arm can fight on; someone skewered through the heart can't. Regardless, all creatures (that have blood) bleed, so bleeding to death is a definite possibility.
Almost entirely from taking advantage; if you aim for the head and have a strong enough weapon/arm, you might decapitate; you can only skewer if you have a weapon that can skewer and aim it well; etc. There's a whole bunch of things like that that can happen in combat, but almost all of them are dependent on player (/AI) decisions.
How common are openings and do they happen when: Getting hit, missing, stumbling, outside involvement (stray arrows, pushes, distractions), getting parried, terrible martial arts, pain, lack of caution, or something else?
Will combat be different depending on class/personality, Will a berserker fight differently and take more chances than a royal guard.?
Stumbling is an excellent chance for getting a good hit in; otherwise, it just depends on your skills, your weapons, and where on your foe you choose to target. Pain will also reduce your foes' movement, and therefore increase your chance of landing the kind of hit you want. Interesting you mention pushing - I think I'm going to allow huge creatures to shoulder smaller ones out of the way, but I haven't yet put that in. If I do, though, being pushed out of the way will likely distract other creatures for one turn.
For AI, combat choices depends on things like their rank, how much they like the person they follow, how well-fed/well-paid they are, how injured they/their friends are, what experience they have, what weapon they're wielding, what foe they're facing, etc. To use your example, definitely; a berserker will charge in and be difficult to break the morale of, while royal guards (which, no doubt, you can acquire) will hang back and protect the important people.
How much harder will it be to fight an opponent with a shield, will there be different sizes, will different sizes and weights affect ranged and melee protection?
Will fights be (normally) decided by criticals (skewering, decapacitation) or slug fests (hitting each other until one of them falls dead)
Quite a bit; shields are the only way to parry attacks, and that reduces the damage to almost 0. Of course, having a shield means you can't be wielding a second weapon, so it's an offense/defense thing. But yes, sizes, weights, materials etc all play a role, along with Dexterity and shield-related skills. There are also factors which determine how many attacks a creature can parry per turn; it starts at 1, and goes from there.
Well, slug fests would have to cause death by bleeding, passing out, etc, and those haven't been fully programmed yet! Hopefully, a mix of the two.
How will team work, work: Can soldiers team up to fight one enemy (obvious but still...), how will it effect the opponent, can they attack simultaniously (soldier 1 attacks kobold. Kobold parries. Soldier 2 skewers kobold ), and how will teaming up affect morale for the soldiers and the victims?
Can a general join the battle and shout orders to commanders directly, and can he lead his own regiment of bodyguards?
Being in a team will normally make morale higher simply by default. Every creature gets a turn in sequence of spawning; HOWEVER, since I realise that will give a slight advantage to 'old' armies, I'm working on a way to equalise the turns all monsters get, regardless of their 'order' in the list of creatures. Also, yeah, one creature fighting a lot will already have its morale at a low level.
Yes, and almost certainly yes! If the battle is huge and your commanders distant, send a runner
What happens when commanders get killed: Will the soldiers rout, will the soldiers spread out and fight more disorganized, will there be a vice commander, will they join other regiments, and what happens if all commanders in the battle get killed?
Will there be a morale system?
The death of the commander both causes huge morale loss, and huge confusion in the army. Those next in command will all attempt to rally, but if the battle is going badly anyway (likely, if the commander has been reached & killed) it's unlikely the soldiers are going to stay around that much longer. Die-hard soldiers who believe in the cause might stay; the rest'll likely scatter.
Yep. It has nearly a dozen factors, and it's being worked on now.
Will there ever be mouse control?
Is my list of questions long enough
Unlikely!
And I think so
, but do shoot with any more.
Oh, I forgot the obvious questions:
1. What's the expected number of soldiers in a "medium" battle?
2. What kind of CPU load are we looking at here?
If it's going to have to track multiple variables for each individual soldier for both armies - not including environmental effects such as weather, temperature, and magic, among others - we're going to eat up a lot of CPU per turn. I don't want this to turn into a second Academagia.
1) If you're serving in a detachment of an army, and trying to work your way up to leading, you'll probably be alongside maybe 30/40 others, and (unless mad) you'll probably fight around the same number.
2) Currently, at the
most, around 4-500 MB of RAM. As you say, it's tracking a lot; however, I've found that in turns where a lot happens, i.e. there is a lot to be calculated, it's going to be in the heat of the battle where you need to make a lot of decisions, so the load becomes less noticeable, if you get what I mean. Now that the map is chunked, that helps too; only your current location and surrounding areas are loaded at any one point.
If you allow me to mount the heads of my enemies on pikes like the cowards they are and charge in to battle like the crazy bastard I am you can have my babies forever.
Didn't mean any offense by the "dude=dude" comment. I know it'll be more complex than that.
Also, what about riding animals? I suppose there will be horses and stuff, but I'm curious as how you plan on handling that. And perhaps, we could tame and ride other creatures, like the aforementioned dragons? It might take a little bit away from their imposing image, though, if you just view them as potential epic mounts.
It's a deal! None taken whatsoever
Yes, intelligent creatures will be able to ride. Not sure what yet, not sure how it'll work, and not sure how it'll go in. Will probably be limited to horses for starters, anyway.
Will there be sandwyrms? I mean like shai halud form dune and the like?
There are large, unique creatures. There is also a worm class of non-intelligent monsters. So... it's possible. Only time will tell!