@hepps There is no way to fine tune balance vs AI. Either the AI is strong enough to march straight through you without there being anything you could do about it or the AI is going to decide to give up their capital at some point for no apparent reason or something to that effect. At least that's my experience.
Posts made by alkexr
RE: Different requirements for AI players vs human players
RE: Fallen Empire
Progress report #3
I planned to write a progress report at least once every two weeks, but life happens sometimes. I'm starting to catch up with myself. I managed to do a lot of useful and hard work this week, although the result isn't anything that can really be shown off.
The relief map has all these hills, mountains and trees, which change color as the territory changes owner. It looks nice, but there was a huge price to pay for it. Namely, these decorative elements have to selectively reduce the alpha value of pixels behind them. There was no easy way to do that with paint.net (why does the forum think it is a link?) that I could find, so turning the material into relief tiles was a cumbersome long process each time I modified something.
So I decided to pay all that price upfront, and wrote a nice little application that will descend into algorithm-hell for me in exchange for two clicks.
This has the added advantage that I can tweak the visual look by simply editing a config file. Two of you mentioned that units and the map need more contrast, so you probably are right. Which style do you like the most? Feel free to request me to upload any combination of these, it really is easier to render them now than to upload the rendered image to the forum
The original (well, not exactly. Enjoy the multiplicative inverse of the hyperbolic cosine.)
Using grey in the background
Different border style
Using grey AND making player color darker
In the meantime, I want to start having ideas flowing in from you about the game mechanics, so I will keep introducing more and more of it.
Let's talk about combat!
That's going to be a jump in the deep water, because I haven't even talked about the different ways you can gain units and heroes and stuff. Also this is probably the most complex part, even though I'm trying to focus on making it easier to understand than Large Middle Earth.
Every unit belongs to exactly one of the following categories (except those that don't, more on that in a later post):
- foot units are light and heavy infantry
- mounted units are folks riding on things
- beast units can be wild animals, monsters, but also include giants
- support units are primarily mages and siege weapons
- flying units are basically all air units
- fortification units are immobile defensive buildings
- ship units are... ships?
- special units are everything that really doesn't fit into either category (there will probably be like two or so of these)
Aside from the regular attack / defense stats, units can have special attacks. All special attacks
- fire once before the first round of combat
- target exactly one of the unit categories above
- are either attack only; defense only; or if they are both attack/defense, they don't have separate attack/defense strengths
- are mutually exclusive per unit (i.e. no unit can have more than one)
- unaffected by support and terrain effects
Special attacks include:
- charge: targets foot
- shoot: targets flying
- hunt: targets beast, kills the target outright even if it has multiple hitpoints
- ram: targets ship
- assassinate/dispatch: targets support, really need a good name for this. It is supposed to represent attempts to assassinate mages as well as to sabotage siege equipment. Native speakers, please help me out.
- siege: targets fortifications
Units can also give support to friendly units, or negative support to enemy units:
- spearwall: negative support to enemy mounted
- flank: negative support to enemy foot
- fortification: unclear about this. Should probably give negative support to enemy foot and mounted.
- ward: represents defensive or counter-magic, negative support to enemy support units
- wind: represents air magic, negative support to enemy flying
- fire support/ranged: haven't decided the name yet, positive support to friendly foot
- leadership: gives +1 to one friendly unit of each category. That's up to +8 if you somehow manage to get a ship and a fortification on the same territory. (Should flying ships belong to ships or to flying? If it's a ship, you can ram a galley into it, that's just stupid. If flying, archers can shoot it down, that's stupid too. Just to give you a glimpse of all the details you have to pay attention to when designing combat mechanics.)
There is also a 1-round an air battle before combat begins.
There is still more stuff to go, but the most important things have been covered, so I will call it a post. I will explain the rest of the abilities when I start introducing units that have them, it will probably make more sense then.
Evreything is subject to change. Any reference you might discover is definitely either purely accidental or just an imagination of your mind.
RE: Taking your suggestions for a new UI
@hepps The territory info box is currently cluttered with
Units may change ownership
Captured by -> Ownership to
Britain -> Exiled Allies
Russia -> Exiled Allies
USA -> Exiled Allies
China -> Exiled Allies
Brazil -> Exiled Allies
Spain -> Exiled Allies
Which is both an inefficient use of space and poor way of showing information to the player. Ideally you would want to say:
Exiled Allies take control of Allied units in this territory.
or (after elaborating in the game notes how Exiled Allies territories work) simply
Exiled Allies territory
Now this is a nice dream, but this is definitely not generalizable to all possible maps. That's why I'm arguing for per map html customizability. Something like
tooltip.territory.Low Countries = Owner: <b>$CURRENT_OWNER$</b><br/>Original Owner: Germany<br/>A territory of the Exiled Allies
Now there are several obvious problems with this exact syntax, but I would love to see something like this implemented.
RE: Add an Optional Turn Timer to Lobby Games
@taplayerzz To the best of my knowledge, there are no rankings, and tournaments have pretty strict rules against this sort of thing. And in a casual game refusing to continue is equivalent to a resignation in my eyes. Also, if I play any kind of game online, I do it to have fun, not to say "Ha! I won! I'm better than you!", and so I usually just ignore toxic folks.
The idea is interesting though.
RE: Taking your suggestions for a new UI
@hepps First impression is that there is too much distracting detail / looks a bit messy. I would maybe try to blur / darken the main menu background behind the player selection window. If that's not enough, remove the icon and the "D.S.S. Form 6" (whatever that is supposed to mean). The visual style is awesome though.
RE: Is there other points in a turn to activate triggers?
@hepps You can hack it by adding fake combat phases, you name them whatever you like and add as many as you like between every two real phase. If there are no pending battles, they will simply be skipped over. Not too elegant though I guess. You could also add a fake player with no PUs and add fake purchase phases for the fake player.
But otherwise I think the answer is no.
RE: Customizing a Objectives window
make clearer how all the National Objectives work: eg are some of them a one-off payment only, rather than a per turn benefit? What if you capture a one-off target then lose it again?
Don't forget objectives with a finite number of uses.
Btw how do you rename the objectives tab?
RE: my units will not move anymore in big lotr HELP
Can you still click on the units and select them?