gil wrote:i know its not only me since i've been asked by someone playing this game 4 years do castle units get castle bonus at ruins and to this day i do not know.
It's right there in the wiki.
http://www.warbarons.com/wiki/terrainchazar wrote:Hence, I again argue that newbies simply need a battle calculator!
It simply takes too much time to understand a unit's strengths and weaknesses otherwise: A newbie just gets frustrated by playing against veterans who have enough experience to judge battle outcomes. Especially the rare end-game battles with all kinds of negative and positive group bonuses and ambush/warding are incredibly difficult to predict for a new player, since a newbie sees such battles only in every other game. So how does a new player decide during mid-game whether to invest into dragons, devils, unicorns or archons? Requiring all new players to lose dozens of games before they even understand the game they are playing sound like a bad strategy to me.
So let players experiment by clicking together two battle stacks and let them see how such a battle plays out. So they can easily learn what difference an added ghost or an archon may makes to the entire battle. This is not "strategic-experience", this is just an innate understanding of the basic game rules.
The problem with this is that any player will then be able to scout his opponents stack/city and go to the calculator and play out battle calculations to know what stack they need to achieve a victory. So a free play calculator where you can manually set up both sides and fight it out is a bad idea.
On the other hand in solo games vs the AI, it would make sense to let players 'play battles' against the AI (click on enemy units and get a test run of the battle that shows the numbers and odds of winning) so they can see how it all works and then they can decide whether they want to attack. That should be enough to get players familiar with battles esp if the calculated numbers are explained more in these test battles.
At some point players have to play and learn from experience. It's the same as learning openings and end games in chess. You can pick up the basics quite easily but to become good at chess you have to study and learn. The same with Warbarons. Allowing learning vs the AI is going to be very helpful for new players since they can play as much as they want on their own time.
gil wrote:my other option is to make game easier to understand in the same way backgammon and chess is.
I think everyone is for this idea. If you can figure out a way to simply things. One thing that I still believe is overly complex is the bonus system with positive, negative and negate powers for each bonus. The hybrid system from War2/DLR makes it hard to figure things out especially as it relates to Negate. I still think the game would be better if it dropped the negate concept all together and just went with positive/negative values.
KGB