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    Game of Thrones & A Song of Ice and Fire - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
    96 Posts 8 Posters 48.0k Views 8 Watching
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    • Greg AndersonG Offline
      Greg Anderson @Frostion
      last edited by

      @Frostion I currently think the shadows fit their purpose, but they could certainly be improved eventually.

      However, I currently want to work more on the unit stats and get support and unit targetting added. I am eager to get this map playable, so I am leaving some nonessential details for the end.

      But again, thanks for the suggestion.

      1 Reply Last reply Reply Quote 1
      • Greg AndersonG Offline
        Greg Anderson
        last edited by

        I'll repost all the art in 60x60 form later. I also plan on getting the new stats done.

        So stay tuned.:beaming_face_with_smiling_eyes:

        C 1 Reply Last reply Reply Quote 0
        • C Offline
          Cernel Moderators @Greg Anderson
          last edited by

          @Greg-Anderson You don't need units being 100% their dimensions on the map, either. So, instead of having 60x60 px units, you can have up to 120x120 px units, and setting a 50% unit zoom in map properties. However, TripleA is devised for 48x48 px units. Therefore, while bigger sizes are supported, they are not so hoptimized. Even if you can zoom an image better than TripleA, if you have images that are 72x72 pixels and you want to have them as 60x60 pixels on the board, I would still suggest leaving the images at 72x72 pixels and using the units.scale setting in map properties, to shrink them on the board.

          Greg AndersonG 1 Reply Last reply Reply Quote 1
          • Greg AndersonG Offline
            Greg Anderson @Cernel
            last edited by

            @Cernel Ah okay, I will try that. Thanks for explaining, as I am still new to map modifying.

            1 Reply Last reply Reply Quote 0
            • Greg AndersonG Offline
              Greg Anderson
              last edited by

              Alright, I have the unit stats finished. Any feedback would be appreciated.

              I have not done the targeting or support yet.TripleA.pdf

              redrumR C 2 Replies Last reply Reply Quote 0
              • redrumR Offline
                redrum Admin @Greg Anderson
                last edited by

                @Greg-Anderson Seems like a decent start. A few thoughts:

                1. Not sure you want build limits on that many units as it'll be hard to keep track of for players.
                2. I think you are probably under valuing multi-move units.
                3. That's a lot of multi-HP units so you'll need to think about repair rules.

                TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                Greg AndersonG 1 Reply Last reply Reply Quote 0
                • C Offline
                  Cernel Moderators @Greg Anderson
                  last edited by Cernel

                  @Greg-Anderson Not sure if you are planning something special, but , just looking at the first 3 units in the list, the combination of Swordsman and Bowman would make Spearman worthless.

                  You could have 1 Swordsman and 1 Bowman at total cost 7, that is off/def 2/3 per hitpoint like the Spearman, but at 0.5 less cost and also more efficient since you can take out what you need the least. Nobody (good) would buy any Spearman, with those stats.

                  EDIT: Of course, if you are planning some supports, like Bowman being able to support either Swordsman or Spearman, that might get the Spearman back. And, of course, I realize there will be territory effects, and other things.

                  Greg AndersonG 1 Reply Last reply Reply Quote 0
                  • Greg AndersonG Offline
                    Greg Anderson @Cernel
                    last edited by

                    @Cernel The thing is that not all powers will have access to swordsmen and bowmen. I separated the units into 4 groups, with each power having access to two units in the first three groups and one in the fourth group.

                    Basically, the first group contains fodder units. Each power will have access to only two fodder units, which means that a power will not have a spearman, bowman, and swordsman.

                    Group 2 has mid-range units while group 3 has elite units that have a maximum build limit.

                    Each power will also have a leader type unit, which has a build limit of 3.

                    I assume that not all units will be used to the same extent, but I believe that they will force players to decide on a different strategy depending on their chosen power.

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                    • Greg AndersonG Offline
                      Greg Anderson @redrum
                      last edited by

                      @redrum Thanks for the feedback.

                      1. I wanted to have a build limit only for elite units and leader units. I wanted to avoid players over-purchasing leader units, so I added a build limit. I wanted to keep some accuracy, but I realize it is probably best to have all leader units at 3 max builds and elite units at 10 max builds. Or we can just keep max builds for leader units only and remove them for elite units to avoid overcomplicating things.

                      2. I was trying to check how units were previously valued for this map. Especially since national objectives will probably be removed to avoid complications, I wanted to make sure units were not overpriced.

                      3. Yeah, I will probably change it so only the leader units have 2 HP. Maybe I'll give the dragons 3 HP and raise their costs.

                      C 1 Reply Last reply Reply Quote 0
                      • C Offline
                        Cernel Moderators @Greg Anderson
                        last edited by

                        @Greg-Anderson said in Game of Thrones & A Song of Ice and Fire - Official Thread:

                        Especially since national objectives will probably be removed to avoid complications

                        Nice.

                        1 Reply Last reply Reply Quote 0
                        • Greg AndersonG Offline
                          Greg Anderson
                          last edited by

                          Sorry for not posting in a while. I'm currently quite busy. I'll post again when I finish the units, as there are a few things to iron out.

                          1 Reply Last reply Reply Quote 0

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