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    Middle Earth: Battle For Arda - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
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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 🤔

                  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
                  • alkexrA Offline
                    alkexr @Frostion
                    last edited by

                    @frostion said in Large Middle Earth - official thread:

                    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

                    Have both.

                    "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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                    • alkexrA Offline
                      alkexr @Hepps
                      last edited by

                      @hepps Another point. Red and green are used rather inconsistently. Confusing.

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

                        @alkexr Just mixed up 1

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

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                        • alkexrA Offline
                          alkexr @Frostion
                          last edited by

                          @frostion Although thinking about it... if someone is not familiar with what support is, they should probably try other maps first. It's hard enough to learn for those familiar with every aspect of TripleA.

                          "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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                          • HeppsH Offline
                            Hepps Moderators
                            last edited by

                            Ok so here is one of the things I noticed while trying to translate the charts into one unified chart...

                            nazgul has 6 unseen, 12 lead, 6 ter & uns

                            So I assume the first 6 unseen is supposed to be unseen X... which means it has a 6 Attack roll against any enemy unit.

                            Then it also has Unseen... meaning it is then immune to the the Terror effects of the Bear. (The only Good unit with Terror)

                            This is highly confusing and this confusing terminology carries through the unit chart.

                            For clarity reasons I would suggest renaming the following

                            Unseen... as Defiance
                            X(xY) Fortification... as Battlements
                            Siege X(xY)... as Bombard

                            I think having unique names for everything would dramatically help understanding what is supposed to be going on in the chart.

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

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

                              Worked on refining it a little more...

                              0_1530490170759_Unit Chart.png

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

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

                                @hepps I think you're are going in the right direction and looks pretty good to me. I think to @Frostion point is having a section in the notes briefly explaining the 'advanced features' (like AA/FS attacks, support, territory effects) for less experienced players would be helpful but that the table should somewhat assume they understand these so that it can be concise and used as a reference.

                                Only comment on that latest version is I'm not sure the duplication between the key at the top and each row is worth it. I think either going all in on the ability symbol concept or removing it all together would be cleaner. An example would be armor for each unit row could just have the the shield symbol and -1 since the "negative attack to enemy melee" is what the symbol stands for according to the key. Otherwise if the symbol for armor can't convey that well then I don't think its really adding any value. As it sits, the ability symbols and key at the top essentially have no value.

                                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 1
                                • alkexrA Offline
                                  alkexr @Hepps
                                  last edited by

                                  @hepps Yes, I was going to rename things to resolve ambiguity. Although to respect lore, I would stick with unseen as terror-immunity, and rename the special attack to magic or duel or somesuch. Battlements is a good idea. In the case of siege, I would also rename the unit category, because whatever the fire of orthanc or a battering ram or dragons (units with siege in the upcoming version) do can hardly be called bombardment.

                                  As for territory effects: I'm not really content with the result of the previous rework. I think I will separate territory preference from unit type (so each unit will have a terrain preference type, independent of everything else). What I mean by terrain preference type is "prefer open" (likes plains, like cavalry) or "prefer wilderness" (prefers forests and stuff, dislikes settlements) etc. These can go in the last column then.

                                  "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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                                  • HeppsH Offline
                                    Hepps Moderators @redrum
                                    last edited by

                                    @redrum Except that the armor ability can have differing negative values.

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

                                    redrumR 1 Reply Last reply Reply Quote 0
                                    • redrumR Offline
                                      redrum Admin @Hepps
                                      last edited by redrum

                                      @hepps Right. So each row would just have the shield symbol and the negative value. Essentially remove the "to x1 enemy melee" from each row as that is what the shield symbol means.

                                      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 Hepps

                                        @redrum Yes... I am moving that to the definition right now.

                                        Now I get you.

                                        Some of the info is still in different places as I muddle through which parts are consistent and which parts vary from unit to unit.

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

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                                        • alkexrA Offline
                                          alkexr @Hepps
                                          last edited by

                                          @hepps said in Large Middle Earth - official thread:

                                          which parts are consistent and which parts vary from unit to unit.

                                          Well, only the X or the X(xY) can vary between units, I believe.

                                          Another note, the X(xY) format was confusing for some people. Maybe we should switch to 6 charge (x2) from 6x2 charge; similarly 2 ranged (x2), leadership (x6) etc. But if the x2 is a little black number next to a colored one, like the way you wrote the att/def of the knight, that's fine too I think. Just make sure no one will interpret "+2 for 3 units" as "+3 for 2 units".

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

                                            @alkexr Yup. trying to make it a consistent representation over the entire chart.

                                            This is where all the attacks & defenses and their duration should be explicitly stated on every ability.

                                            Like in your original chart...
                                            is X Anti Air for 1 round or all rounds.
                                            is X Flank for 1 round or all rounds.

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

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