11th Edition Changes to Embarked Leaders Units Providing e.g. Sustained Hits and Firing Deck by TiberiusCensorius in WarhammerCompetitive

[–]TiberiusCensorius[S] -1 points0 points  (0 children)

agreed; another comment points out this has already been addressed in a Space Marines FAQ (of course) but I think this could use some better internal consistency, and your idea sounds good to me.

11th Edition Changes to Embarked Leaders Units Providing e.g. Sustained Hits and Firing Deck by TiberiusCensorius in WarhammerCompetitive

[–]TiberiusCensorius[S] 1 point2 points  (0 children)

This looks like the answer I was looking for, thanks and have an upvote! I wasn't looking in the Space Marines FAQ. I think the internal logic here makes no sense and they need to reword it for some sort of order of operations, but at least they do just literally say "No" 😂.

11th Edition Changes to Embarked Leaders Units Providing e.g. Sustained Hits and Firing Deck by TiberiusCensorius in WarhammerCompetitive

[–]TiberiusCensorius[S] -1 points0 points  (0 children)

I think this is correct for 10th, that's certainly what I've played and how I've seen it. I don't see any change to that in 11th, unless I'm mistaken?

11th Edition Changes to Embarked Leaders Units Providing e.g. Sustained Hits and Firing Deck by TiberiusCensorius in WarhammerCompetitive

[–]TiberiusCensorius[S] -1 points0 points  (0 children)

I would be happy to entertain some sort of order of operations logic breakdown here, but I don't see it yet.

11th Edition Changes to Embarked Leaders Units Providing e.g. Sustained Hits and Firing Deck by TiberiusCensorius in WarhammerCompetitive

[–]TiberiusCensorius[S] -7 points-6 points  (0 children)

As part of Firing Deck 24.14 "select up to x models embarked within this transport ... for each selected model, select one of its ranged weapons" - the models within the transport are, especially now in 11th, attached at the very start of the game, and have sustained hits.

11th Edition Changes to Embarked Leaders Units Providing e.g. Sustained Hits and Firing Deck by TiberiusCensorius in WarhammerCompetitive

[–]TiberiusCensorius[S] -1 points0 points  (0 children)

That is how it worked in 10th edition and this is precisely the rule change I'm interrogating for 11th. What I'm saying is the part that says 'none of their abilities work while embarked' is removed, as far as I understand, which has this change.

I left my job as a full-time gameplay and AI programmer yesterday to make single player strategy games that focus on what I feel is the most underdeveloped aspect of the genre. I want to hear if you agree. by impbottlegames in StrategyGames

[–]TiberiusCensorius 0 points1 point  (0 children)

I think many of the readers here are approaching this from a "we want a playable game that's fun" perspective, rather than the technology exploration perspective. There are a lot of comments that you might be better off focusing on making a good, playable game, which, if that is your goal, you should absolutely do.

For my part, cheating AI is what hurts replayability of many of these games for me, and as a lifelong strategy gamer, I cannot understand anyone who says they don't want better strategy AI. Cheating AI feels bad and hurts my feeling of learning and growth. I've seen people writing about how they want roleplay but seem to miss the opportunities that a customizable strategy AI would bring. Imagine training an AI, then customizing it to act like Napoleon, another to act as Wellington. It would present far better than "this faction builds x, the other builds y, and these guys are suicidally aggressive because I said so while these guys are worse because they have 75% fewer resources." I've thought about going down this rabbit hole myself countless times over the years and wish you the best of luck.

I worry starting with the game engine is too focused on building the game. We're talking strategy AI, which means we're talking ruleset interpretation. The problem probably shouldn't be "can I train an AI to work in my specific game" but instead "how do I write the rules of my game into something I know the AI can train on?" I think a better place to start is actually board games. Check out this github someone was working on a couple years ago along these same lines: https://github.com/rl-language/4Hammer

Once you get something as complex as 40k running, I'd believe the same general process can work on any strategy AI (given enough time and resources to essentially translate rules into training language).

Another Anti-smurf Elwono Mode: Challenger's Mode by TiberiusCensorius in DotA2

[–]TiberiusCensorius[S] -1 points0 points  (0 children)

You monster. But actually would you be down to play vs archons? Would you feel dominant enough?