TripleA Logo TripleA Forum
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Register
    • Login

    Middle Earth: Battle For Arda - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
    580 Posts 39 Posters 1.0m Views 39 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • 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."

        1 Reply Last reply Reply Quote 0
        • 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

            1 Reply Last reply Reply Quote 0
            • 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."

              1 Reply Last reply Reply Quote 0
              • 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."

                      1 Reply Last reply Reply Quote 0
                      • 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

                            alkexrA 1 Reply Last reply Reply Quote 0
                            • 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

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

                                  I think I attained a nice level of clarity and cohesion...

                                  0_1530545180310_Unit Chart.png

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

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

                                    The final touch...

                                    0_1530560275681_Unit Chart.png

                                    Note---- The "Plains" terrain was left at 0 for every unit since I do not know how @alkexr plans to use it or whether he even wants to include it in the game.

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

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

                                      So after examining the chart a few things I had loosely suspected while in my journey to learn this game becomes very apparent.

                                      I made some slight alterations to the chart to underscore some of the terrain effects information that muddles a clear understanding. Since many of the units cannot even enter mountainous terrain I replaced the stated modifier with NA. Seems to make sense since they can neither be placed there nor can they move in there.

                                      0_1530569051808_Unit Chart with corrections.png

                                      Firstly, once you remove all the Mountain Terrain modifiers for all the units that cannot enter Mountains you realize Arnor is severely limited in what it can do against the heart of Angmar, since it has only 1 unit type that can even enter mountains.

                                      Secondly, the Terrain Modifiers for cavalry units are looking pretty bleak on both offense & defense. In almost all terrain types their effectiveness is rendered pretty much impotent even for those with 2 attacks & 2 defenses and a charge ability. Never mind using them to attack Angmar's settlements... unless you need fodder since they are at negatives.

                                      Just some food for thought.

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

                                      alkexrA 1 Reply Last reply Reply Quote 0
                                      • alkexrA Offline
                                        alkexr @Hepps
                                        last edited by

                                        @hepps There is a game option "Territory effects allow all units" (which will be renamed since now only mountains exclude units by default). Also Mordor has 3 fortresses in mountains, and those can produce 1 unit.

                                        Most players only have 1 or 2 units capable of entering mountains. The only problem is that Hard AI Angmar tends to spam mountaineer units.

                                        Instead of being horrible everywhere, cavalry will get a bonus on plains, and only minor penalties on other terrain (so the difference between their performance on plains vs everywhere else remains roughly the same). This won't change much, except on territories with multiple terrain effects - they will no longer be penalized for "not being on plains" for each territory effect, only once.

                                        "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 1
                                        • HeppsH Offline
                                          Hepps Moderators @alkexr
                                          last edited by

                                          @alkexr Cool... glad some guy included plains in there. 😉

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

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

                                            @hepps Looks to be coming together nicely. Thoughts:

                                            1. The territory effect numbers are a bit hard to read with the gray background and kind of light red numbers.
                                            2. Might be a good idea to add the territory effect name under the icons at the bottom.

                                            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 0

                                            Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                                            Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                                            With your input, this post could be even better 💗

                                            Register Login
                                            • 1
                                            • 2
                                            • 8
                                            • 9
                                            • 10
                                            • 11
                                            • 12
                                            • 28
                                            • 29
                                            • 10 / 29
                                            • First post
                                              Last post
                                            Copyright © 2016-2018 TripleA-Devs | Powered by NodeBB Forums