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Cool idea but balance would need to be taken into account. RTS's have a tendency to create a snowball effect when 2 players could do similar...
I completely agree though in the end, all that complexity doesn't amount to much that can be efficiently managed or it boils down to a couple core...
You're absolutely right which means all tactical decisions for a battle are made beforehand as one set's the stage and the AI auto-calculates it...
I'm a fan of RNG to an extent and it exists in the Paradox game examples, however while peeling back their layers reveals complexity and depth,...
As a fan of grand strategy games in general, what do you think are some of the ways this genre could add an additional layer of tactical depth to...
I've been struggling to find any tutorials or references for how best to implement a good grand strategy combat system not unlike one may see in...
Yeah it's Paradox's MO to have combat like that and I feel like they're a great source of inspiration for anyone wanting to do strategy/grand...
That is a fair point and I suppose in someways it's always that way just variations. Ie- light and heavy calv are good vs archers, but light is...
The aspect I always think about is "What is the range of the RNG variation?" By that I mean, it is basically a dice roll and how wide is that...
Nice, Extra Credits episodes are great. When I think RNG, I think like Swordsman does 20-30 damage. Dice roll stuff.
Awesome thoughts you two. That is correct to an extent. There is pleasure in the strategic picture when there are multiple unit types to choose...
I'm currently at a loss at how to implement simulated combat in Unity. The best example I have is from Stronghold Kingdoms. When an army...
I have been thinking about games that abstract the combat as myself and several friends have a tendency to hit the auto resolve button on games...