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.
    • alkexrA Offline
      alkexr @Cernel
      last edited by

      @cernel Windows 10, zoomed in as much as possible, TripleA 1.9.0.0.10351

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

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

        @alkexr Just wanted to suggest to try it at 100% if it comes out right. I got several cases myself Windows zoom and TripleA don't mix well. Myself I gave up; now I've it at 100% since a while.

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

          Although this is quite tedious... it is also immensely enjoyable. Almost all of Gondor is now done. But you do not get to gaze on Minas Tirith or Osgiliath just yet. 😃

          Here is a look at the coast with just the rivers and terrain layers so far.
          0_1528681794562_Soutnern Gondor coast.png

          IF this is anywhere near as fun to play as it has been to design the reliefs for it... then we are in for a treat! 😃

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

          1 Reply Last reply Reply Quote 2
          • alkexrA Offline
            alkexr
            last edited by

            Objectives

            I'm going to start reworking the objectives soon. There are multiple open questions:

            • Some of the objectives are quite random and not too significant, like Dwarves getting +3 PUs for controlling several of their original territories. Are these even necessary? They are just additional rules that the player has to keep in mind, and it feels like the game would not change much without these.
            • Some objectives are one-time bonuses, like Saruman getting 12 PUs for taking Helm's Deep. Again, does this make the game more interesting?
            • Then there are ones that are quite random, but are also significant, like both Dol Guldur and the Woodland Realm getting +1PUs per controlled Mirkwood territory. This can result in a difference of 26 PUs per turn, which is quite significant.
            • Then there are the objectives balancing Rhun and Harad. I'm certain that these are necessary, and I'm also certain @Hepps will figure something out to mark them on the map on those 6 huge territories.
            • And finally, there is the objective that tries to counterbalance Tolkien's tendency to give accurate descriptions of "Good" realms and neglecting "Evil" realms. In other words, there are way less Evil cities, so Evil has way less production. It is so bad in fact that without objectives I could only balance it by giving some Evil cities stupid amounts (40-ish) of PUs.

            So my suggestion is:

            • Scrap the type 1, 2, 3 objectives entirely, and if it seems necessary, balance this by increasing the production of some settlements. Balancing Saruman feels crucial, but they already have as much production as possible, so they will get more initial armies instead. (Also feels fair that Evil gets the initiative.)
            • Keep the Rhun and Harad objectives, as per above.
            • Most importantly, instead of the objectives giving flat 16 PUs for Orcs, Mordor, Dol Guldur and Angmar, I will introduce a "Creeping Darkness" objective or something like that, which gives them PUs based on TUV destroyed. Something like 10 TUV -> +6 PUs, 20 TUV -> +5 PUs, 30 TUV -> +4 PUs, 40 TUV -> +3 PUs, any additional 10 TUV -> +3 PUs.

            Ideas?

            "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 1
            • HeppsH Offline
              Hepps Moderators
              last edited by

              Hi @alkexr , here is the last missing relief.

              0_1528718097600_11_18.png

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

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

                @alkexr My general advice on objectives is its much better to have fewer unique/meaningful ones than a laundry list of very simple hold these X territories. Generally, objectives can be difficult for players to remember if there are a lot and also can limit the number of options each player has as they pretty much have to go for certain things. For balance, either making some of the non-city evil territories worth more or just giving evil more starting units so they make an initial land grab can be an alternative to needing objectives.

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

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

                  @redrum Currently Evil starts with 191 production, compared to 304 for Good. You can't balance it with adjusting territory production while staying reasonable. Initial land grab could work, though I have doubts about the prospects of Good if Osgiliath is taken. Anyway, good idea, might be worth a try.

                  "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 0
                  • redrumR Offline
                    redrum Admin @alkexr
                    last edited by

                    @alkexr Well, you don't necessarily have to buff Mordor and could instead focus on some of the evil players in the central/north of the map like Orcs/Angmar/DolGuldur/Rhun. Most traditional A&A maps probably have a bigger percentage gap between starting income for Axis v Allies than 200 v 300.

                    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
                    • HeppsH Offline
                      Hepps Moderators
                      last edited by

                      Lots of options.

                      I do agree with @redrum that very specific NO's tend to just dictate play in a very predictable way.

                      I have not played this map enough to want to start throwing opinions out on changes... but one of the things I have noticed (while working on the map itself) is that it seems very bland as far as every territory is worth 1 PU unless it is a settlement. Don't know whether possibly dispersing some wealth around the map (outside of settlement territories) could liven things up and give more variety to strategic game play.

                      Again, just an observation based on designing. The current design may be a focal part of how it is intended to play.

                      "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 It is absolutely intentional. Whether it is good for gameplay remains to be seen. The original idea was (this was many years ago, mind you) that settlements are heavily fortified and hard to take, and taking one should be a major strategic decision / event. At the same time there are a lot of territories for maneuvering and trying to engage in advantageous battles.

                        But back then I also thought that the more difference between units, the better, and the ensuing territory effect matrix horrors were clearly a flaw in the design, in hindsight.


                        Here is the initial sub-branch for testing the landgrab solution: https://github.com/triplea-maps/large_middle_earth/tree/version-1.3-landgrab

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

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

                          I might have been a little too overzealous with placing armies there. Good Fast AI got hopelessly wrecked by Evil Fast AI by round 4.

                          "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

                            On an unrelated matter... I tackled the Passes this morning as having them as a Mountain Terrain image (even though they are not a mountain terrain) was problematic to say the least.

                            Here is a look at Rivendell and its approaches...

                            Before...
                            0_1528732650622_Rivendell Before.png

                            and orgasmic... oops I mean after 😃 ...
                            0_1528732758449_Glimpse of Rivendell.png
                            And yes the images for the Rivendell settlement and the Gladden Fields marshes have yet to be added.

                            "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 Now, technically, since the territory effect rework hills and pass territory effects are identical. I have been thinking about merging them.

                              By the way, Carrock is a very iconic location that appears in the Hobbit (both the book and the movie). It's fine as it is, but if you feel like you ran out of awesome locations to draw, this might be an interesting one.
                              0_1528734848655_1a5211d3-fb91-4a92-8ef6-8e49837d70d2-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."

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

                                @alkexr I would be only too happy to include as many distinctive elements as is possible.

                                Perhaps if you want to identify any of the key areas that should be addressed with distinctive designs... it would make it much easier on me. since I am probably much more of a layman where it comes to eccentricities of Tolkien's Middle Earth.

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

                                1 Reply Last reply Reply Quote 0
                                • M Offline
                                  mattbarnes
                                  last edited by

                                  Hey Alkexr. sz8 and sz20 (maybe some others too) seem to be impassable, stopping the High Elf ship support the Gondor Navy. Is that deliberate?

                                  1 Reply Last reply Reply Quote 0
                                  • M Offline
                                    mattbarnes
                                    last edited by

                                    I mentioned before and maybe you made a note already, but some races have Ranged units with no Melee to complement them. Also some races would benefit from a Raider who can blitz .

                                    1 Reply Last reply Reply Quote 0
                                    • M Offline
                                      mattbarnes
                                      last edited by

                                      Blitz seems to operate oddly, eg one cannot sally out of a settlement and back into it. I can why you don't want to be able to blitz through a settlement and out the other side, but it should be possible for the blitz to start and end in the settlement (or mountain or marsh, etc) to allow some guerilla warfare.

                                      1 Reply Last reply Reply Quote 0
                                      • M Offline
                                        mattbarnes
                                        last edited by

                                        Marsh seems to be too defendable. It has become a crucial location in my games. More so than settlements. This could be rebalanced.

                                        1 Reply Last reply Reply Quote 0
                                        • M Offline
                                          mattbarnes
                                          last edited by

                                          In my PvP games, Evil seems to have the edge. I've introduced an extra 6PU income split across some Good races to try to balance it a bit.

                                          1 Reply Last reply Reply Quote 0
                                          • M Offline
                                            mattbarnes
                                            last edited by

                                            I like the Evil objectives around 4PU for each of the big 4 settlements. This gives Good a big incentive to really focus on one target (eg Carn Durn) to hurt the Evil side more generally.

                                            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
                                            • 3
                                            • 4
                                            • 5
                                            • 28
                                            • 29
                                            • 2 / 29
                                            • First post
                                              Last post
                                            Copyright © 2016-2018 TripleA-Devs | Powered by NodeBB Forums