Questions tagged [turn-based-strategy]
The turn-based-strategy tag has no usage guidance.
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How to create a basic strategic AI?
I started creating a Vue3 version of the classic Sid Meier game Colonization. I have the basic player mechanics in place and even created a map editor. So I have 3 of the 4X in place: Explore, Expand ...
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AI in turn-based strategy
Which artificial intelligence architecture will work best in a turn-based strategy game. It is similar to the games from the Europe Universalis series.
In the game it is possible to:
create trade ...
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TRPG data structure
I have this question since a while now. In a TRPG game like Fire Emblem or Advanced Wars (or even in something simpler like a chess game) with tiles and units, you need to store where each unit is in ...
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Turn-based Pencil/paper game; phases [closed]
I'm not entirely sure this is the right place since all I see is coding questions, but I'll ask anyway in the hopes that someone can answer or point me in the right direction.
I've been developing a ...
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Turn-based combat AI with multi turn planning
My current AI system uses the now very common utility AI. I generate a list of possible actions, I then calculate fitness score for each action and generate a list of possible chains of actions (Move >...
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Balance advantage of having the first turn
I'm developing a game in which two players compete for area domination. Each player can play four moves per turn, ideally conquering four tiles.
Edit: Here a little more detail on the mechanics: Each ...
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3
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Are delayed abilities bad in turn-based strategy games? [closed]
In my PvP turn-based strategy, one of the balancing mechanisms for separating stronger from weaker abilities is their "delay", which is the number of turns it will take to actually execute that ...
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How do i make turn based combat with 10+ players work?
I am currently developing a game with a turn based combat as focus.
The games battles will need to be able to handle 1 to 20 players (Multiplayer).
Each unit (Player and AI) each has an initiative (...
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Distributing damage across units in an army
I'm working on a game similar to the web game Utopia, insofar as players have a number of units with different values for attack and defense.
Question: how do I distribute damage across units when a ...
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How might I eliminate asymmetrical gameplay caused by turn order?
I'm designing a turn based game in which players profit from buying, transporting, and selling resources. Each turn, the map has to produce a certain number of resources and different locations, and ...
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Tips on a Turn Based Strategy AI [closed]
I have been working on a game for a while now, and it is going to be a TBS(Turn based strategy) in space.
And now I have come to the point where I am creating an AI for the game. I have no experience ...
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What are the advantages and disadvantages of different grids in a turn-based strategy-game?
The two most common types are using hexagons and squares. My question is rather concerned with game design. Why are specifically those two found so often? What are disadvantages that speak against ...
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Fire Emblem/Advance Wars/Turn Based Strategy like Artificial Intelligence
I have made a Fire Emblem/Advance Wars like game, and I was wondering if there are any particular techniques in the AI's in those games.
I was wondering how to let the AI make the best decisions. I ...
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POST & push for turn-based network?
Can you create a viable two player turn-based networking implementation using only REST API for outbound and push for inbound data? If a game is comprised of, on average, 30 moves, is it a bad idea to ...
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Optimize algorithm: finding all possible moves for a turn based game
I am working on the ai for a turn based game. To illustrate my problem this are the simplified rules of the game:
The game takes place on a tiled map with obstacles (black quads) like this:
The ...
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Tip on turn based game AI
I'm quite new in video game AI, and I'm trying to design an AI for a turn based game.
The rules are simple:
The battle field is represented by an NxM board.
The game is between two team, each team ...
2
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1
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How to make the inside of a cube accessible
I have a cube, it is made up of smaller cubes each making the big cube 8x8x8. The cube is the map. The player of the game needs to be able to appraise the entire map and understand it without having ...
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Multiplayer turn based Android/iOS [closed]
We're developing a mobile endless runner game, on Unity3d where you can challenge your Facebook friends. The only interaction between the players is the challenge - one player challenges the other, ...
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Need some general direction for turn-based planning AI
I'm planning to make a turn-based fleet battle game. While I think I can figure out most of the things I need, I have no idea about the AI handling this sort of game. I need some general direction ...
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Creating chess like game AI [closed]
I want to create a AI for chess like game.
Could anyone point me to sources of information what should I know before implementing anything like that.
Some details about the game. There are 5 figures ...
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1
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MVC How To Handle Animations?
I am working on a turn based game that utilizes the model, view, controller design pattern to separate logic from input from rendering. I am still a little new to the pattern, but from my ...
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Implementing The Command Pattern - Undo And Entity References
I am trying to implement a replay/undo system for a turn based strategy game I am currently working on. A sample move could go as follows:
...
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Strategy game tile and unit storage
I've recently started working on a turn based strategy game much like games from the Fire Emblem or Final Fantasy Tactics series. However, I'm running into a few problems concerning the storage of the ...
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How are win conditions handled in a turn based game?
Turn based games sometimes have different win conditions for different maps and mission.
For example, control some structure for X turns, last X turns without losing a single soldier.
They usually ...
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Organising data of a turn-based strategy
I'm intermediate in Java but novice in everything which is on the server-side.
I've set myself a task to rewrite an old game, so learning Java is more fun.
It is a space turn-based strategy. The ...
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How to draw the contour of a hexagon area, like in Civ 5
I am trying to achieve the hexagon contour look you find in Civilization V:
I want to outline the area a unit can move to on a hexagon grid, so far I can get a list of all the tiles a unit can move ...
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How do I maintain game balance while promoting interaction between dead and alive players? [closed]
How do you motivate players to be content with randomly selected roles that are often complex to play and differ drastically in playstyle (AND to stick around till the end of game)?
Some background: ...
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Map scrolling around the world
I am developing an TBS (turn based strategy) game. I have created a simple canvas renderer to render hexagonial map. I already implemented scrolling on the map. My current problem is that I want to ...
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How would I go about making a movement system like Mario Party?
Main question
How would I go about getting a movement system similar to the one they have in Mario Party only minus the dice roll?
Things I have researched
I have been studying the uses for ****...
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How can the lategame in a 4X game be made more exciting?
I played a lot of different 4X games lately (eXplore, eXpand, eXploit, eXterminate, like the Civilization series, for example), and noticed that most of them suffer from the same problem: As soon as ...
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techniques for an AI for a highly cramped turn-based tactics game
I'm trying to write an AI for a tactics game in the vein of Final Fantasy Tactics or Vandal Hearts. I can't change the game rules in any way, only upgrade the AI. I have experience programming AI for ...
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How to handle animations for a turn based deterministic game?
I have a turn based combat system where all monsters act one turn, then all players, etc. The combat mechanics are completely deterministic - I can pre-calculate the outcome of a turn.
I'm interested ...
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How can I implement a game locator or proxy server?
I have a turn-based strategy game which already has a multiplayer server/client layer that works fine on local network (where one server is set up and players connect to it).
I would like to extend ...
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1
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Pathfinding in hex grid based game
I'm making a TBS using a hex grid. Player can move units from one hex to another using bridges, which will be randomly generated. I'm using cubic and axial coordinate system for my grid, it's well ...
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Finding possible moves for an entity in a 2d tiled game
I'm having issues coming up with a specific search term for this, but how would one go about finding the possible moves in a 2D turn-based strategy game (i.e. FF:Tactics, Fire Emblem, Advance Wars).
...
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Can you suggest ways to store and track lots of objects in a turn based strategy game?
I know just enough about programming to be dangerous, so please be gentle. I've created and released few simple apps for android and do some powershell scripting at work, but that's about the extent ...
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How to define a proper protocol for a turn-based combat system?
I'm working on the server side of a turn-based strategy game. The game has a really complex combat system, like:
When you are hit, you summon a phoenix to attack the enemy that deals X damage, and ...
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Strategic AI in turnbased games?
I'm interested in how strategic AI engines work, e.g. how to evaluate where to place troops in a turnbased strategy game etc.
I do get how goal based AI works, and I guess that is a good approach to ...
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Database & Physics in hand. How do render through web?
I'm developing a football management game.
It is to be browser based.
For the moment a turn based strategy that in the future I'd like to develop with more javascript interactivity.
I am competent ...
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2
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Serverside memory efficiency and threading for a turn based game
Im programming on a turn based war-game for some years now (along with the engine) and Im having quite a hard time at figuring out what the games server architecture should look like, since most game ...
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Moving Unit Parallel to Mouse in TBS Game
I'm writing a basic Turn-Based Strategy game using Unity3D. It's not grid-based. I've come to the point where I'm coding unit movement, and I'm having trouble figuring out how far to move the units ...
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How should I structure my turn based engine to allow flexibility for players/AI and observation?
I've just started making a Turn Based Strategy engine in GameMaker's GML language... And I was cruising along nicely until it came time to handle the turn cycle, and determining who is controlling ...
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Complex Game AI for Turn-based Strategy Games
I'm doing some research for a turn-based Strategy game project and looking for good resources on this topic. The game is a typical war game where countries can fight each other, deploy units and have ...
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Stuck on development of turn-based-strategy game
I am developing a turn based political/military strategy game similar to the DOS game Conflict. I have my game design document completed, but I'm having trouble actually putting together the logic of ...
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How to design and implement turn-based system? [duplicate]
Possible Duplicate:
How to implement turn-based game engine?
I am considering making a game like Master of Orion but I don't know how to start with turn-based systems. If any of you played this ...
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AI to move custom-shaped spaceships (shape affecting movement behaviour)
I'm designing a networked turn based 3D-6DOF space fleet combat strategy game which relies heavily on ship customization. Let me explain the game a bit, since you need to know a bit about it to set ...
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What algorithm to use for path mapping?
I am making a turn based game with tiles, much like Final Fantasy Tactics.
I am trying to develop an algorithm for mapping out a list of available tiles to walk on.
So for example, I am at (0,0) and ...
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Determining the probability of a successful attack based on the equipped weapon?
Take this example, a player has a sword composed of the handle and a blade. Together, they generate a strength of X and that combination adds qualitative attributes (induce more damage to fire ...
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Designing rules to fight smallpox in Civ-style TBS games
TL;DR: How do you design a ruleset for a Civ-style TBS game that prevents city smallpox from being a profitable or viable strategy?
Long version: Civ-style games are pretty great. Bringing a ...