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    Middle Earth: Battle For Arda - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
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    • redrumR Offline
      redrum Admin @alkexr
      last edited by redrum

      @alkexr Once a new beta version is released for the map, maybe I'll take a look at improving purchase logic to take into account more parameters like AA attacks. Mostly have been waiting for a high quality map that uses some advanced unit options that isn't quite as complex as TWW to take a run at improving the AI purchase logic.

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

      1 Reply Last reply Reply Quote 2
      • HeppsH Offline
        Hepps Moderators
        last edited by

        @alkexr

        Did terrain effects for the menu bar if you want them...

        8_1530277108168_settlement.png 7_1530277108168_sea.png 6_1530277108168_river.png 5_1530277108168_pass.png 4_1530277108168_mountain.png 3_1530277108168_marsh.png 2_1530277108168_hill.png 1_1530277108168_forest.png 0_1530277108167_caves.png

        "A joyous heart sours with the burden of expectation"
        Hepster

        prastleP 1 Reply Last reply Reply Quote 1
        • HeppsH Offline
          Hepps Moderators
          last edited by

          @alkexr Going to put these out there on a hunch... not like we discussed it or anything. ๐Ÿ˜‰

          1_1530284975112_plain.png 0_1530284975112_major river.png

          "A joyous heart sours with the burden of expectation"
          Hepster

          1 Reply Last reply Reply Quote 1
          • alkexrA Offline
            alkexr
            last edited by

            Fortification / siege rework

            It is very clearly stated that fortifications of Nรบmenorian or Elven origin are completely impervious to any attempts to damage them by any means known in the Third Age. Even ents couldn't do a dent in the tower of Orthanc after razing the rest of Isengard to ground with ease.

            To reflect this, two new units will be introduced: ancient walls and ancient towers. They are capturable infrastructure, and can't be targeted by siege units. Ancient walls give +1 bonus to 10 infantry, and -1 penalty to 10 non-flying attackers, respectively. For ancient towers, the bonus is doubled: +2 and -2, respectively.

            Since all towers are presumably of ancient origin, the tower unit will be removed.

            Fortresses are 2 hit units, which repair at the end of every battle round. They give similar amounts of bonuses as ancient walls/towers, and also have some defense value of their own. Walls are 2 hit units with similar fortification bonuses and some defense.

            Siege units can target fortresses and walls, and scored hits kill instantly regardless of hitpoints left.

            Walls are now buildable. You can only place a single wall per turn per territory. This is not going to cause over-fortification, since having many walls is not useful if you don't have massive armies (you need 60 infantry units to fully utilize 10 walls); also the buffed siege makes them easier to counter.

            Fortresses will not be buildable by default, but there will be a game option that enables it. They can be built anywhere, but there can be only one fortress or tower present in a territory. They are obviously the most expensive units in the game. Fortresses and towers can produce 1 unit (if they are built outside of a settlement).

            Fortresses and walls will get large bonuses from territory effects.

            Ancient stuff is obviously not buildable. And walls won't turn into ancient walls by playing long enough.

            "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

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            • prastleP Offline
              prastle Moderators Admin @Hepps
              last edited by

              @hepps the caves almost look like a person with a nose ๐Ÿ˜‰

              If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

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              • alkexrA Offline
                alkexr
                last edited by

                Tweaking colors...
                0_1530314926615_9b9a81a5-da7e-4a3d-a023-1243c9b17193-image.png

                "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                redrumR 1 Reply Last reply Reply Quote 2
                • redrumR Offline
                  redrum Admin @alkexr
                  last edited by

                  @alkexr Most look good but 2 thoughts:

                  1. The light blue nation in the NW is too close to the river color.
                  2. The pink could be toned down a bit more so its less pepto bismal ๐Ÿ™‚

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

                  alkexrA C 2 Replies Last reply Reply Quote 0
                  • alkexrA Offline
                    alkexr @redrum
                    last edited by

                    @redrum said in Large Middle Earth - official thread:

                    The pink could be toned down a bit more

                    Why does everyone hate every color between blue and red? ๐Ÿ˜ฎ

                    "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                    FrostionF 1 Reply Last reply Reply Quote 0
                    • FrostionF Offline
                      Frostion Admin @alkexr
                      last edited by Frostion

                      @alkexr I love the pink! It is the old historical color of armour units and Panzerwaffe ๐Ÿ˜ Before pink became girly, it was a manly symbol of power and passion ๐Ÿ’ช๐Ÿ˜ 
                      https://wikivisually.com/wiki/Panzerwaffe

                      Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

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                      • C Offline
                        Cernel Moderators @redrum
                        last edited by

                        @redrum said in Large Middle Earth - official thread:

                        1. The light blue nation in the NW is too close to the river color.

                        This. I suggest to have the river exactly the same colour as the sea, and some other way tell what is the border between the two (mostly are very intuitive anyways). Like, you can have some wave effect where the river ends.

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                        • HeppsH Offline
                          Hepps Moderators
                          last edited by Hepps

                          A much easier idea is to simply alter the colour of the high elves slightly...

                          7883B8

                          0_1530364113371_Better colour.png

                          "A joyous heart sours with the burden of expectation"
                          Hepster

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                          • E Offline
                            epinikion Moderators
                            last edited by

                            hey guys, i am sorry when i repeat a question bc i cant read the complete chat rigth now.
                            my 2 cantes:
                            1)again: great map!
                            2) i am using MAC and i have complete other design than the pictures here hepp is posting. i still like my mac design but hepps pictures looking ebven better
                            3) i guess it should be added what player is playing what nation (flaggs beside the players name). when you enter a bot you see names but you dont see who playing what nation
                            4) i am quite sure programm allows bltzing, as in my current game in the lobby around dol gondur and in my games with ai around rhun and dol gondur too

                            thy, epi

                            HeppsH 1 Reply Last reply Reply Quote 0
                            • HeppsH Offline
                              Hepps Moderators @epinikion
                              last edited by

                              @epinikion Yes epi... the new version has a full set of player flags.

                              "A joyous heart sours with the burden of expectation"
                              Hepster

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                              • HeppsH Offline
                                Hepps Moderators
                                last edited by

                                @alkexr and anyone else who is familiar with the game.

                                I started a little experiment to see if I could make the 2 different charts in the game notes into 1 hoping it would make things clearer.

                                Let me know whether this clarifies anything or if anyone has any idea how to make it any clearer with the myriad of units and attachments.

                                0_1530470491308_Unit Chart.png

                                "A joyous heart sours with the burden of expectation"
                                Hepster

                                redrumR alkexrA 3 Replies Last reply Reply Quote 0
                                • redrumR Offline
                                  redrum Admin @Hepps
                                  last edited by redrum

                                  @hepps I think you have the right idea. Though it might be better to separate territory related abilities vs AA attack/support type abilities. Also some duplicate information so for example if fortify is always the same bonus amount and territory effect then probably just need the fortify icon in each unit row.

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

                                  HeppsH 1 Reply Last reply Reply Quote 0
                                  • HeppsH Offline
                                    Hepps Moderators @redrum
                                    last edited by

                                    @redrum Well in the unit Class I wrote Fortify... however the class is actually Fortification so they are not the same ( I just wrote fortifiy because fortification would not fit and I did not want to re edit it all right now).

                                    This chart only deals with abilities and support attachments... the actual terrain effects are not even handled yet. Those are an entirely different set of modifiers all together.

                                    "A joyous heart sours with the burden of expectation"
                                    Hepster

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                                    • alkexrA Offline
                                      alkexr @Hepps
                                      last edited by

                                      @hepps I think we should try the other direction, and don't try to pour everything at the user at the same time, and make more, smaller tables instead, if necessary.

                                      The symbols for unit abilities are a bad compromise. The symbol for "4 formation vs cavalry" is not enough for someone learning the map, since he can't decipher from it whether it is a special attack or a support or what. For an experienced player (well, for me at least) wanting to quickly check something the "vs cavalry" part is not necessary and just makes stuff harder to find quickly.

                                      What I would suggest instead is two separate descriptions for each unit. One elaborating every detail - for players who are just learning. Another one with only the minimal amount of information for quick reference. Something like (code stands for symbols):

                                      Full description (not list format):

                                      <unit image here> Spearman

                                      • land unit, 2 movement
                                      • melee melee, infantry infantry (can be targeted by charge charge; power can be reduced by armor armor)
                                      • 2 attack, 4 defense
                                      • 4 formation formation (Before the first battle round when defending, this unit gets a formation formation type special attack with 4 power, targeting units with the charge charge ability. Multiple formation formation type special attacks can't target the same unit, so if there are not enough valid targets, only a part of formation formation attacks will fire.)
                                      • 1 armor armor (This unit reduces the power of an enemy melee melee unit by 1. Multiple armor armor abilities can't affect the same unit, so if there are not enough valid targets, only a part of armor armor abilities will have an effect.)
                                      • garrison garrison (This unit gets +2 defense in a settlement settlement.)

                                      (Now, there's no way I'm gonna do this one by one for each unit, but it shouldn't be too hard to proc.gen.)

                                      And in the quick reference:

                                      <unit image here> Spearman | 2 | 2/4 | 4 formation | (1 armor)(garrison)

                                      Or something like that.

                                      I like the icons for categories, and the image-based approach is probably better than the html table-based one, even if it's harder to edit in case of changes. Having unit images in the table also makes life easier, obviously; all good points there.

                                      "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                                      HeppsH redrumR 2 Replies Last reply Reply Quote 0
                                      • HeppsH Offline
                                        Hepps Moderators @alkexr
                                        last edited by

                                        @alkexr To be honest I am trying to learn this map and it is extremely challenging.

                                        "A joyous heart sours with the burden of expectation"
                                        Hepster

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                                        • redrumR Offline
                                          redrum Admin @alkexr
                                          last edited by

                                          @alkexr I actually think full description is overkill as long as the various abilities (formation, armor, garrison) are pretty consistent across units. As long as you have solid definitions of the abilities then really just the tabular format of quick reference should be needed. Otherwise you are just gonna have lots of duplicate text on the full descriptions that no one wants to read. After I read armor for 1 unit, I don't want to read it again just need some quick reference for abilities so if I forget then I can look at it.

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

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                                          • FrostionF Offline
                                            Frostion Admin
                                            last edited by Frostion

                                            I think the picture and it's visual unit explanations are great and simple. I am very much for simplicity and short descriptions. I think I understand everything shown.

                                            What I would worry about is, not to use too much mapmaker/developer language. Some terms might be self explaining for veterans, but if a new TripleA player, who never join in forum or chat discussions reads "negative support to attack" I am not sure it will be understood, and I guess the phrase is based user person having technical knowledge of how the -1 to enemy attack dice is obtained in the xml. Therefore I would rephrase to something like "-1 to enemy attack dice". But I am not sure if this approach would be appreciated by player's with game mechanisms insight who are maybe used to more nerdy talk ๐Ÿค”

                                            Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                                            alkexrA 2 Replies Last reply Reply Quote 1

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