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    Michael Hoover

    @Michael Hoover

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    Best posts made by Michael Hoover

    • Labyrinth - Official Thread

      LABYRINTH
      *** A TripleA Solo Adventure ***
       
       
      Featuring 8 character classes!
       
      character-classes.png
       
      Also featuring:

      • A d8 combat system.
      • Complete randomization of "Encounters" at each territory! Never play the same game twice...
      • Over 30 unique monsters
      • Retainers for hire
      • A 3 tier Level System for characters and retainers
      • A 3 tier shop system offering different items, such as potions, spells, and runes
      • Unique Exploration "Events" that may yield treasure (randomized like the Encounters above)!
         
        No doubt there may be some more stuff I am forgetting at the moment, but I wanted to get a thread going since I am getting close to completion. 🙂
         
        I don't know if there is any interest in playing a solo map but I thought the idea was intriguing. I also wanted to push myself on the xml and try to do some things like random encounters and events, just to see if it was not only possible but applicable in the map setting.
         
        Stay tuned for more to come!
      posted in Maps & Mods
      Michael Hoover
      Michael Hoover
    • Twelve Clans - Official Thread

      MapDesc.png

      In Twelve Clans (a Shogun type variant heavily inspired by the Samurai Warriors series of games) fight to expand your clan and become the dominant power in Japan. As you conquer rival clans, they will become your vassals (allied to you), but your vassals' true loyalties belong only to their own clan's interests. A clan will become vassal to another for self-preservation. If another clan conquers one of your vassals, their allegiance will change to the conquering clan.
      However, if you are conquered, your vassals will join you in switching sides.

      This means that no player is ever out of the game. Once you are defeated, you simply switch sides. If one of your allies wins then you win a minor victory. But there can only be one shogun. If a player conquers 7 rival clans that player achieves Total Victory, becoming the shogun. Any players who are not the first 7 to join the shogun have lost.

      In the 2 (Sekigahara), 3 (Coalitions), 4 (Triads) and 6 (Bloodpact) player alliance variants included the Vassal system is removed and the traditional alliance system is in place. You can choose to play this like any other game where multiple players can be a part of any particular alliance or one player can control
      the entire alliance. Once a clan is taken out in these variants, they are out for good. Victory in these variants is based on alliance control of 10, 9, 8, or 8 clan strongholds respectively (or all 12 if you are feeling frisky).

      ---------------------------------------------------------------------------------------------------------------------------------
      Please comment and report any issues here! This is my first map so I hope you enjoy playing it as much as I enjoyed making it! (Hopefully I did all the github stuff right and it shows up in the download list soon...)

      Michael

      posted in Maps & Mods
      Michael Hoover
      Michael Hoover
    • RE: Labyrinth - Official Thread

      @Frostion 😵 Silly of me to forget to mention that is was a new map! Here is a teaser screenshot of the beginning:

      Screenshot from 2020-06-28 08-34-12.png

      Yes there will be hero and retainer upgrades - that's the three tier leveling system I mentioned. Not quite as massive as your Warcraft map, but similar in that regard.

      This is a solo map but of course it effectively has two players: the Hero and the hidden/unplayable Labyrinth (which I call Maze in the xml for short, although this map is a true labyrinth, not a maze). So at the beginning of each Hero phase there is a Randomization step that determines at that point what the hero will be walking into. Thus it really is different every time you play!

      Also notice the shop (the blue-roofed building). These are scattered throughout the labyrinth but you can buy items and hire retainers only when you are on a shop territory! Also in the screenshot to the left you can spot a cave - one of the "events" is to explore that cave. You may find something useful, you may waste your time...it's random!

      I'm using four different resources on this map: PUs, Gold, XP, and Resolve. Screenshot from 2020-06-28 08-53-37.png
      The game's one and only PU is used at the very beginning for character selection. After that its all gold, xp, and resolve. Of course the gold is for purchasing/hiring at shops. XP is for levelling. Resolve is...well, when you run out your will to continue is just gone and you lose - so do try to get to the center of the Labyrinth before your resolve is gone!

      I've still got a few issues I am working out but hopefully it will be ready for roll out in the next week or two. 👌

      posted in Maps & Mods
      Michael Hoover
      Michael Hoover
    • RE: Hosting a bot from Ubuntu server?

      Thanks for all the help everyone. I have four bots up on an Ubuntu server now. 3 are public, one is passworded for my personal use. Let me know if anything is funky. I know I don't have all the maps downloaded yet but I want to let them run for a bit for QC/testing.

      I realize you guys probably don't need the extra bots, but this has become an academic exercise for me at this point 😎

      posted in Player Help
      Michael Hoover
      Michael Hoover
    • RE: List of possible sounds in sounds.properties

      @Frostion - thank you for all the advice on sounds. I finally have everything lined out thanks to your tips and tricks! I'll be updating Twelve Clans later with music and sounds. 😁

      posted in Map Making
      Michael Hoover
      Michael Hoover
    • RE: Twelve Clans - Official Thread

      Update 1.1 has been uploaded:
      This update adds the sounds and music that I originally wanted to have for the initial release.

      ...

      The next update forthcoming will feature expanded documentation and tweaks each clan to give them a more unique feel and play, hopefully adding a little more balance as well, although I do like the fact that some clans are inherently harder to play...

      If anyone has any suggestions please fire away!

      posted in Maps & Mods
      Michael Hoover
      Michael Hoover
    • RE: ad a new sea zone to an existing map

      You'll have to reconstruct the base and relief maps with the map utilities, then add the zone, then modify the centers, polygons, and place files, then break the maps back into base and relief tiles. It sounds like a lot of work, and it kinda is, but once you get the hang of the tools its not too bad. Here is a link to get you started: map maker stuff

      posted in Map Making
      Michael Hoover
      Michael Hoover
    • RE: Labyrinth - Official Thread

      @SilverBullet Thanks!

      @Frostion That would be fantastic if you can help! I'll add you to the github repo I have so you can access all the files 👍

      The boat there in the screenshot is just there for flavor...it represents your character being dropped off at the entrance to the labyrinth. That first middle territory there with the shop and the two obelisks is the starting spot for the map. I really don't have anything against sea units, I just have yet to create a map that uses them lol 😄

      posted in Maps & Mods
      Michael Hoover
      Michael Hoover
    • Could we have costResources be a Condition as well?

      The costResources option is allowable only in politicalAttachments and userAttachments as a criteria. It would be awesome if we could have this option available in a conditionAttachment as well. Then we could leverage whether or not a player has a given amount of resources to fire a trigger or execute some other custom action.

      posted in Feature Requests & Ideas
      Michael Hoover
      Michael Hoover
    • Missing Connection in Dragon War

      (Edit: I thought I posted this in the Dragon war Thread but alas...if a mod could move this for me that would be aweesome)

      This game is amazing! Having said that, I have noticed a missing connection hopefully someone can update it at some point: you can move units from Mount Thoril to Dol Ulum, but not the other way. I got into the xml (just messing around with my local copy - purely for learning purposes) and thought I could fix it by adding <connection t1="Dol Ulum" t2="Mount Thoril"/> but I guess the game reads from elsewhere.

      Anyway, just thought I would report this. Thanks for making this and keep up the good work!

      posted in Maps & Mods
      Michael Hoover
      Michael Hoover

    Latest posts made by Michael Hoover

    • RE: Labyrinth - Official Thread

      @Cernel @NetHackFan1006 Thanks for the feedback as always!

      I agree with many of your points, and if there is a way to modify the map to take those into account that already exists that I am overlooking please let me know, otherwise I have made a few feature requests and will likely make a few more as you suggested!

      I'll update the docs and fix a few bugs as soon as I can. Work is crazy right now unfortunately!

      (Sometimes nothing happens in the caves, or other areas that prompt you for exploration. Its all how the triggers fall out...)

      posted in Maps & Mods
      Michael Hoover
      Michael Hoover
    • RE: Labyrinth - Official Thread

      Its pending right now. For some reason one of the validation checks failed on checking in the yaml file (its just text so I don't know what's up with that). Waiting for further instruction on that. As soon as it clears I'll post back!

      posted in Maps & Mods
      Michael Hoover
      Michael Hoover
    • RE: Labyrinth - Official Thread

      OK - been swamped with work but I finally think I can release this map! Will try to get it pushed today assuming nothing else blows up...

      Please drop feedback although I may be a little long in getting to it as I seem to be unordinarily busy right now 😰

      posted in Maps & Mods
      Michael Hoover
      Michael Hoover
    • RE: Labyrinth - Official Thread

      @Frostion Hey thanks for trying on the shadows! Hopefully I'll get to dig in to the other images and stuff later today but from the screenshots they do look good! Can't wait to see them on the map... 👀

      I may be able to clean up the blank dead images now that 2.0 is out and allowing me to convert units at zero hp. This was a work-around I was using when I started developing the map so thanks for reminding me about it cause like I said I might be able to clean those up now.

      As for the floating image error thing I noticed that too on pre-release, but once I made a few changes and merged my internal branches, and installed the latest 2.0 release, those artifacts went away. So I am not sure if it was a pre-release thing or an old code thing or perhaps a combo? It shouldn't be an issue once the map is ready for play though, since the minimum version will be 2.0

      I have a few more tweaks and mods I need to make aside from integrating your contributions, but hopefully I can stay on track and we can have this ready to roll soon!

      Sorry to the devs for making so many feature requests after you just released a new version, I am very grateful for all the hard work! 👍 👏 ☝ 🤘 🖖

      posted in Maps & Mods
      Michael Hoover
      Michael Hoover
    • isDamaged option to tell when units are not a full "health"

      This would be a perfect condition option to avoid having to change unit types when damaged. I'd even take a stab at implementing it if a kind dev could point me to the correct code file? 😎

      posted in Feature Requests & Ideas
      Michael Hoover
      Michael Hoover
    • RE: Twelve Clans - Official Thread

      @Thomas-Leavitt Nice 🙂

      I wish I could convince the AI to invest more into the Nobori but I haven't found the sweet spot yet. Some clans are easier the win with than others as a result. I find playing the Azai or Chosokabe to be the most challenging.

      posted in Maps & Mods
      Michael Hoover
      Michael Hoover
    • Could we have costResources be a Condition as well?

      The costResources option is allowable only in politicalAttachments and userAttachments as a criteria. It would be awesome if we could have this option available in a conditionAttachment as well. Then we could leverage whether or not a player has a given amount of resources to fire a trigger or execute some other custom action.

      posted in Feature Requests & Ideas
      Michael Hoover
      Michael Hoover
    • RE: ad a new sea zone to an existing map

      You'll have to reconstruct the base and relief maps with the map utilities, then add the zone, then modify the centers, polygons, and place files, then break the maps back into base and relief tiles. It sounds like a lot of work, and it kinda is, but once you get the hang of the tools its not too bad. Here is a link to get you started: map maker stuff

      posted in Map Making
      Michael Hoover
      Michael Hoover
    • Determine purchase count of a given unit?

      Been looking through the xml but I haven't seen anything that would give me a number of a given unit purchased in a player's purchase phase. For example, if the player were to buy 3 infantry, I'd like to be able to retrieve that count, like through a "purchasedCount" property or some such, but I'm not seeing anything like this...any ideas anyone?

      posted in Map Making
      Michael Hoover
      Michael Hoover
    • RE: Labyrinth - Official Thread

      @SilverBullet No worries I'll make sure to post it in the standard map downloads 👍

      posted in Maps & Mods
      Michael Hoover
      Michael Hoover