Hi ,** i have developed a turnbased game** in the ingame editor of panzer corps, a ww2 hex tbs. It became better then panzer corps, in every aspect:
Naturally i dont own the rights for that old engine, so** i want to recreate my game in the UE4**. (my native language is german, so sorry for my engl.)
Your toolkit looks very interesting, but can it handle air units on the same tile as ground units ? I really need that otherwise its not possible to bomb ground targets in the same hex.
Does it offer a functionality to implent “entrenchement” ? I mean every turn a unit, that is capable of entrenchement, doesnt move and holds the hex, it should get a bonus to defense, like in panzer corps. (different bonuses in wood, hills, town and for higher exp.)
How does the toolkit handle** battleexperience** for units and i want to implent my unit placing system that i invented. Its partially random but in an intelligent way, so every new try on an already known map, offers surprises.
Another point is the ai. I am generally very dissappointed of nowadays ais. (Especially Civilization VI suckz in that regard. On the one hand ai scientists talk, as if real ai will soon be created, and on the other hand ai´s in games are no challenge, if they dont cheat massively. I wonder when will we see those real ais in games like civ ?) Building a good defence is easy, but I would need an ai that is good in attacking also. Ideally with groups of units. (pincermanouvers with tanks for example) Another imp. point: The artillery should never go too close to the enemy for example.
Future Plans: As a big fan of Master of Orion 2 i want to create a REAL sequel, with tbs fights. Same to Jagged alliance 2. Would you say, that your toolkit is up for the challenge ?
Finally: Sorry if my questions might sound naive, but i am new with game devel. - just modded games and worked with ps, html, vba and sql. (years ago exc. ps and html) But i make progress in UE4, every day and i have lots of time.