@Black_Elk In regards to the minor powers as well as the Balkan countries, with the latest versions of Iron War I tried to make the minor nations so unattractive that humans would just let the AI control them. Obviously humans still see them as better controlled by humans. Because of the time consumption they take to manage by humans during play, and the fact that the major powers are the ones meant to play, I was thinking that with the introduction of a default AI income bonus, players would think about letting their small I AI powers be controlled by the AI. What are your thoughts on this? My understanding is that you see the small AI powers as fun to control. Maybe the Balkans are the only real problem?
Posts made by Frostion
RE: Iron War - Official Thread
RE: Iron War - Official Thread
@Black_Elk ... In regards to the Bombing on this map, and fact that humans can bomb the AI players to smithereens, I was thinking that the Bombers' PU cost should be raised to the limit, to the point where the AI and Humans would seldom consider bombing as the way to go. This could be an adjustment alongside a standard default AI bonus income. Do you think that the Bombers' current price should/could be raised? If so, if you do any further testing, you could try raising it a few PUs.
RE: Iron War - Official Thread
@Black_Elk ... I have been spending a lot of time on dull real life stuff, and haven't had the time to look at this thread or the forum. But WOW! You have been testing a lot. I would say that you already have many more hours of experience with this map than me, and you seem to also be a lot better against the AI than me.
I can see a lot of valuable suggestions to take into account when I return and have time to work on improvements on Iron War. Some of the issues are stuff that I have had suspicions about also, like the too fast approaching year 1945, the maybe underfunded British player and the maybe too strong German starting fleet. If you keep on playing this map, you could try editing the XML and give some of the Canadian territories a bit higher PU values and try removing some of the german starting units or whatever, to balance the start a bit. Or do any other alterations that might improve and balance the game. Its nice to see that you have a lot of playthroughs that you can base your assessments on.
I am afraid that I have way too much real life stuff to do in the nearest future, and I will probably not be able to work on this map for the next few weeks, but I am looking forward to rereading all your posts again and getting back to editing Iron War!
PS: I think as this map has a lot of bombing possibilities and that the AI will always be vulnerable (or at least with the current AI limitations). It can for example not intercept. I think this map should try to find baseline starting conditions that is human vs human balanced, but then also have the AI have a default AI PU bonus income that could make up for all the outsmarting humans can do. Dont you think?
Nice to see that AoT can be an inspiration to how tech can be managed The AoT tech system seems pretty simple, but it has the drawback that since AoT tech-units can be placed in every territory on the map, there are literally thousands of triggers in the xml. But as Cernel says, you can limit the placement of tech-unit or other trigger-units to certain territories / administrative boxes, then let triggers determine what happens to the units and player's technology/unit stats.
I did something like the above in my Start Trek map. That map has a normal tech development system that uses PUs and has a risk of failing the development rolls. But besides this, and this is where the placement territories/boxes come in, the map features a "communication" system where players can place special units, purchased in the purchase window, in the top left of the map. Conditions then sees them and trigger something. I guess this is close to the system that Cernel is suggesting. Take a look at the system. You can edit the XML and give the Federation a lot of starting dilithium resources, then you can see the system work, without first playing approximately 10 rounds.
@Cernel Besides the "actions and operations" only being able to withdraw PUs from the players, and not tech tokens or other resources, can all tech development, unit alterations, purchase options etc. actually be handled this way? Are there no limitations?
RE: Dragon War - Official Thread
It’s a fantasy map, set in a fantasy ”world” rather than on a ”planet”. For the people who live there, the world is more like never-ending terrain and it is probably not viewed upon as round globe. I agree that a map does become more dynamic and adds options and opportunities for the players if the map wraps, but after testing it out in Dragon War with X-wrapping, it just feels wrong.
I actually wrote some back-story for some of the nations as part of development, but it did not make it into the notes. So I guess it is up to the players what the history of this world is. But I wanted the Undead to be historically close to the red humans, and the evil blue Crowton humans are meant to be a long distance away from the good red Lionia humans that they fled from a long time ago because of a power struggle within their royal house.
The Dragon War prolog talks about a “first age” where there were more dragons, and hints that this map starts out in a later age. If someone wants to make a new map based on another age, like with another geography or based on another map, with wrapping, new nation setup, new dice and rules, or whatever, I will be happy to join in the development and assist in the construction of the map. That could actually be a lot of fun.
@Cernel – I guess you mean the thin island lines that show up during battle? They are drawn by the outlining of the polygon borders as I never got the “island mode” to work. During polygon grabbing the sea zone always seemed to overlap all islands in the sea zone, making the islands not selectable. Are you saying that if the sea zones are called “1 Sea Zone”, instead of “Sea Zone 1”, this problem in the map maker tools would not occur? That would be a big unnecessary limitation build into the tools. It should be enough that the phrase “sea zone” was in the territory name.
RE: Dragon War - Official Thread
@Hepps It never crossed my mind making this map wrap. I always thought of the depicted world as "the known world". I think in fantasy worlds there are always frontiers around the known world, new territories to be explored. But you are probably right that it would have made a more dynamic map, with more nations able to attack each other.
RE: Age of Tribes - Official Thread
AoT has just been updated to v1.0.6.
The only change is that the XML setting "Abandoned Territories May Be Taken Over Immediately" is now set to true. This should allow attackers that attack a territory but fails to win within the limited 5 battle rounds, to get the territory instantly if they continue fighting and win in another players turn in that same round. So no more waiting for the next round and no need to walk in to the already won territory to capture it.
This setting was set to false before, as I experienced a lot for java errors with the setting at true. But right now I can’t seem to reproduce the errors (using TripleA 126.96.36.199.3627), so I feel it is safe to revert to the old instant capture style.
I hope that players will post here if they experience any game breakdown java errors.
Age of Tribes - Official Thread
This thread is for discussions concerning the original Age of Tribes map(s).
This map depicts pure counterfactual history. In this version of history, the ancient tribes of Europe banded together in two large opposing alliances a long time ago. Since that time their sole purpose was to destroy the other civilization and prove their own cultural and military supremacy. But who would be the triumphing part? The Eastern Tribes or the Western Tribes?
This map includes a tech system with a tech tree. Players can purchase technological developments, place them at bases, thereby gaining access to new and better units, while at the same time slowly outdating old units.
The map can have a long playtime. The tech tree can be fully developed by round 85. Because of these conditions, players can choose to jump into the tribal war at a specific time in history. There are five different available versions of Age of Tribes, and they start out in different time periods and can advance from this period and up.
Other special features of this map include primeval wildlife, barbarian tribes, advancing ages/time periods, the Black Death, nuclear attack capabilities, special long range bombardment, over 50 unit types and more.
RE: Dragon War - Official Thread
Dragon War has just had a tiny update (no version name change) that does not affect gameplay. I have just added some more dice pictures in this map’s dice folder. So if you redownload the map, you will get these pictures also. This is to support any future mods based on this map.
The Dragon War map uses slightly recolored versions of original dice pictures made by @Cernel for he’s medieval map called MEAD
Dragon War - Official Thread
This thread is for discussions concerning the Dragon War map.
Map setting and Story
The dangerous dragons of war have been extinct since the first age. The forces of evil have been dormant for centuries. The free peoples, Elves, Dwarves and the humans of Lionia, have been living in peace and security for generations. Or so they thought. In the places where evil dwells, a lust for blood, land and power has grown. Also, rumors of warmongering among the primitive races and sightings of young dragons create concern. It is now clear that the wicked king of Crowton, the blood lusting chief of the Greenskins and the unholy lord of the Undead have formed an evil alliance. They want to divide, subdue and enslave the entire world. Only a combined resistance by the good and free peoples can fight off this evil. But, this time the good will not let the forces of darkness have monopoly on the mighty war beasts ... the dragons.
Nations have different Air and Sea unit types.
Nations have the same Land unit types.
There are several unit categories:
- Infantry (can all receive support)
- Cavalry (all give 1 infantry unit att. support)
- Artillery (all give 3 infantry units att. and/or def. support)
- Air (most can carry characters around the map)
- Characters (give all above units att. or def. support)
- Forts/Castles (give all above units def. support)
- Towers/Rams (only work against Forts/Castles and the attacker can only make use of 1 of each)
- Sea (can transport land units and do battle at sea)
For a more detailed map and unit description, see the map notes.
- This is a 6 player map with two alliances.
- Set in a fantasy world with elves, dwarves, greenskins and undead.
- Build up and expand your nation with villages, towns and cities.
- Enjoy unique racial advantages and the abilities of special characters.
- Collect wood, metal and food to build up your military.
- Use ships to fish in offshore sea zones.
- Tackle pestering murlocs, kobolds, gnolls, ogres, pirates and more.
- Battle on map terrain like mountain, desert, swamp, forest and snow.
- Use forts, castles, siege weapons and the mighty dragons of war.
v1.2.3 to v1.2.4:
• Player order changed so Evil now has 3 turns followed by 3 Good turns.
• Many units have had their TUV changed in the XML, so now the AI should act less defensively.
• Air units lowered in move and power.
• Sea units lowered in move.
• Dragons lowered in move and power.
• General now supports 5 allied units attack and defense, not 10.
• Wizard and Priestess now properly support 10 allied units. They do no longer suppress 10 enemies as this was never intended.
• Some other minor changes.
v1.2.4 to v1.2.5:
• Ability to move units from Northern Baldoria over the river to Southern Baldoria removed.
• The capturable Young-Water-Dragon now spawns in round 1 in one of 6 possible random locations, alongside 1 Pirate Ship and 1 Pirate Boat.
• AI harassing players (Murlocs, Ogres, Kobolds etc.) now start out with less units.
• AI harassing players now have 2 turns per round, but their units are raised x4 in price so that they may now actually only buy half the units compared to before this update. This is to compensate for the much smarter and active AI and allow them to be defeated more easily.
• Young dragons are now valued higher by the AI harassing players than before, so they should now try to protect them a bit more.
• Added 9 sawmills to the map to support more building of ships and artillery.
• Doubled the number of unique music files, but also shortened them all from 2 minutes to 1 minute as players can now play an entire alliance, have 3 turns in a row and therefore have 3 music files be played in sequence. It should be avoided to have the music overlap.
• Other minor edits to the map and map notes.
v1.2.5 to v1.2.6:
• Young dragons and captured dragons are now valued a bit lower by the AI harassing players than before.
• Dragons have lowered stats. Less attack and defense power and less HP.
• Other minor edits to the map.