Alagaësia
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@alkexr The white unit borders make sometimes hard to read the white stack numbers.
Users can change such numbers' colour, but I believe a map should be good for the default settings, especially in the moment such settings are not per map.
So, I suggest you change all your units with these:
0_1522771153459_units.zipSadly, this maps feels like too much income per player for me. I suggest flux income of about 4 times the cheapest mobile fodder unit (that is 12 production per player, with cost 3 infantries). Here we are over 30 times that ratio (I see that here there is an incentive to go for pricey ones). Haven't played, but this can only mean enormous stacks, and, sadly, that is not my thing (just personal preference, look at "270BC 40%").
Just out of curiosity, has this map a referring lore?
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@cernel http://inheritance.wikia.com/wiki/Alagaësia
Doesn't this change make units less visible? They are better than the original other than that.
Unit abilities work better with larger stacks; also if you cut production, you have the problem of 0 production territories; and you also need a separate unit production value for territories, because you don't want the player to place all units in a single territory (then cities are rather meaningless). More importantly, it changes strategy, because it's no longer viable to send out a small army to take a territory (because the minimal army to beat 1 unit with certainty still is around 3 units, except those 3 units are now half your army). You could cut production in half, I guess, but then smaller players (the Varden, basically, on the 4 player version) wouldn't really be able to buy riders, ever. And riders are the units that make strategy unique on this map. But yeah, armies grow to 50 units and above sometimes, and I understand that it can be micromanage-y.
By the way, does the 4 player version even work? I think I noticed a stupid misspelling.
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@alkexr It doesn't, but there was no need to report that.
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@cernel Uploaded new version, misspelling fixed, replaced unit images with yours
Though I think we need a general solution to stack numbers, like a black outline for the font (like the white outline I made for territory names).
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@cernel http://inheritance.wikia.com/wiki/Alagaësia
Doesn't this change make units less visible? They are better than the original other than that.
I provided that because I said it in the other thread too, but you kept white; but, really, whatever colour but white, is what I'm saying.
Like, you can have them silver:
0_1522774835619_units.zipI'm not saying stacks are bad. The popularity of Revised, NWO, WAW etc. means people like them stacks. I just don't (personally).
I wanted to try this map, but so much income, so much stuff to buy is discouraging me heavily. -
@cernel If I don't react to something on Fallen Empire, that's because I'm unsure about what to do and/or I'm waiting for more feedback on the topic. In this case I kept it white because I will need roughly 5-7 different border styles, and I haven't the slightest clue what those are going to be. Maybe I'm just too much of a perfectionist with that map, and I should rely more on trial and error than clever-sounding thinking. But that's a big project, and it's hard to track everything I do already; it could easily get messy if I started to change things around on a whim.
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To max visibility, yellow is probably a good pick, posslibly looking similar to the colour of your PUs image. Might not look very good, tho. Especially the green ones tend to be a tad too mimetic, now. It should be a little better with my second suggestion (silver).
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Looks sweet! But I can’t run the map

I just installed the latest TripleA release (http://triplea-game.org/download/), then downloaded your map, placed it in downloadedMaps, I can see the 2 player and 4 player version, I can chose a version and see the player names and alliances. But when I press play it tries to load and goes back to menu.
Maybe you should think about changing the name from Alagaësia to Alagaesia, Most folks probably can or won’t type with umlaut. I am surprised that the engine can even handle it.
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@frostion
I think the problem is 'smallmap.jpeg' vs 'smallMap.jpeg' in the zip file. It seems to work just fine unzipped though.Cheers...
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@wc_sumpton Are you saying that in a normal folder it is case insensitive, but in a zip it's case sensitive? Anyway, fixed, hopefully.
@Frostion Try to start the game, it throws you back to the main menu. Then start any other map, when in game go Debug -> Show console, and you should see the error message. Just a trick for when you next encounter this.
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Yes, the minimap should be renamed smallMap.jpeg if it has to work while zipped.
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@alkexr The only way to be sure would be that you test it on a case sensitive system (Linux etc.). Zipping makes some things case sensitive also in case insensitive systems, but not in all places. Still, if you are in a case insensitive system, testing zipped is a way to be considerably safer.
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@alkexr Some interesting concepts. The whole system around casters/wards and canceling out rolls is pretty unique. I will say that I'm guessing the battle calc probably performs poorly with all the enemy support attachments of dice/rolls. Good test map to figure out the best way to implement taking into account enemy support attachments better

Also, the green units are really tough to see because of the dark green background with dark green units.
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@alkexr Nice looking map for a quikie. I particularly like how you shaped the mountain territories to fit the mountain peaks.
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Also, the green units are really tough to see because of the dark green background with dark green units.
That's a drawback of my suggestion of going with a whitened units' colour for units' borders, instead of plain white.
Maybe try using this, see it gets better from your p.o.v. or not:
https://forums.triplea-game.org/assets/uploads/files/1522774838982-units.zip
(my second suggestion of silver coloured borders).Making borders yellow or gold would be a sure solution, but maybe overkill.
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Tried the map in a 4player multi today. Some issues and here's the save game.
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The boats don't attack each other thus can't kill each other.
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The artwork for some strange reason only shows for some players in the game and others basic version is shown. The view does not have the option to view details either.
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Might be cool to be able to build walls anywhere, not just in cities. But really too early to say for sure.
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Not sure on balance since Surda was misplayed on open. But Verda was able to make a comeback, just not enough. Btw was all humans playing.
0_1522910318110_Alagaesia_4p_Apr_05_at_02_26.tsvg
I do like the map though. Nice to have another fast multi available. Nice job for 1 week.
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So I found the issue with artwork not being available intermittently.
It depends on if the previous map was set to show map detail or not.
The map.hasRelief=true fixed it. Now the option is available all the time, even if it opens in plain mode.
Btw, @redrum, thank you no more silly zips needed to make small changes.

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Found the boat issue.
This needs to be false since combat boats are also transports.
"Ignore Transport In Movement"
Or can add " isCombatTransport" value="true" to the unit attachment, but you have only 1 type of boat, so both ways will work.
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@alkexr I am guessing since no reponses it's ok if we keep working on this map without your input?
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I played the 4 player multi version again. I have more suggestions and a save game for ya.
This time Surda and Dwarves were played by one guy. Also added 1 wall + 2 humans to Cithri via edit. This takes away Empires easy r1 conquest of the territory. However they can take it if the are willing to sacrifice a dragon rider.
0_1523163497412_connection_lost_on_Apr_07_at_16_33.tsvg
The game was looking ok until a miscalc caused Sudra to lose Cithri on r3 and Varden allies conceded on r4.
So feedback from the allies and myself is that dragon riders are very cool. But there should be a limit or upkeep or both applied to empires ability to buy them. An alternate even cooler suggestion is to get them with random but short quests. Maybe something like purchase the dragon riders and they need to get to the territories with the eggs. At which time they get full powers of rider and dragon.
Example, Eragon must get Saphira's egg. Making them unique and unreplaceable might be cool.
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Game notes are short but not so clear. Could use a rewrite.
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Game notes incorrectly list dragon riders abilities.
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Elves start with one dragon rider but can not buy any, is this accidental?
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Cavalry should get blitz ability.
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Should Surda build urgals?
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Adjust dragon rider production so they can't be exploited early or easily.
Btw I made an alternate color scheme for the @prastle, he has trouble with certain colors. Take a look it, maybe just make it official.
link updated 05.27.2018
https://www.sendspace.com/file/ih90jk
One last note, maybe the magic and tuff units can have a color coded highlight to help people identify what's what. Using white highlight for basic units, fluorescent green for toughness and fluorescent orange for magic users.
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