Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 7 8 [9] 10 11 ... 23

Author Topic: My AoR-style game is now in alpha! (test games running, may start another)  (Read 38874 times)

lemon10

  • Bay Watcher
  • Citrus Master
    • View Profile

Here is my turn:
Spoiler (click to show/hide)
Logged
And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Vanigo

  • Bay Watcher
    • View Profile

Game 2:
Spoiler (click to show/hide)
Game state
Logged

Vanigo

  • Bay Watcher
    • View Profile

I've implemented buildings that grant buffs to newly-built units. (Usually permanent buffs, which I also implemented today.) Once I implement free civ-wide buildings, I'll be able to use this for racial bonuses and penalties.

This kind of civilization trait is one of the last things I have planned. Once I have free buildings done, I'll be able to use that for anything a building can do - enable unit types and buildings, adjust resource output, give new units experience, buffs, or debuffs, adjust the healing rate of units in the city, and adjust the city's defense bonus. What other kinds of things do you guys thing would be appropriate kinds of civilization traits?
Logged

Azthor

  • Bay Watcher
  • Doomy Dooms of Doom, Discount Sale!
    • View Profile

The cultural and biological aspects of a race could easily affect every single stat of  a unit. If we take the cliched medieval setting as an example, the dwarven culture allows for the production of superior armor, resulting in an increased defense, whereas the orcs' greater physical stature grants them both increased strength and endurance (attack/HP).
Logged

Nirur Torir

  • Bay Watcher
    • View Profile

Brainstorming, as I'm sure some of these are harder to code than others:
Bonus in X terrain (Easier movement and combat bonuses), lighter or heavier cavalry (Speed and attack or defense change), unit upkeep changes, ability to build improvements of type Y near the city, -X% cost for buildings or units rounded so it doesn't affect cheap units. The ability to build packs of certain units (Such as building a pair of Starcraft zerglings at one go.) Perhaps the ability to take multiple city actions per turn, with debuff Z for units built in this time and destroying free population or more resources.



More importantly, it was also act as a test of character; given your honesty, it should suffice to say that I do not believe I will have to PM any of my turns from here onwards.

Please, accept my apologies, I am paranoid like that when it comes to war games.
I'd be worried if that was your only such test, as then first would have just proven me an idiot for being so obvious about having changed my turn. I fully expect another test, with you moving first, where I wouldn't be leaving obvious edits lying around. Of course, this is problematic as I'm now expecting it, and so I (if I was the sort to base a turn off of yours) wouldn't do something that would otherwise be a stupid move, save for the knowledge of your action.

Also, assuming your action had been legit, my lone spearman unit would have had a mere ~25% chance of victory. (50% from initiative and getting a nearly unwinnable 2v1 battle, 50% from a 1vs1 battle.)

Go ahead, be paranoid. I don't much mind losing due to being psychologically or diplomatically outmaneuvered in games. It's part of the fun, so long as it's constrained to the game.
Logged

lemon10

  • Bay Watcher
  • Citrus Master
    • View Profile

Here ya go:
Spoiler (click to show/hide)
On another note, how exactly does pop getting added (and how do you determine if it costs food or not)?
Also, how is labor determined?
EDIT: (I modified my first turn a little bit just so everyone knows).
And here is the turn after that:
Spoiler (click to show/hide)

I found a glitch in the game vanigo, in the player interface it doesn't calculate buildings in labor or other costs, but when run through the admin inferface, it works properly and says you can't build the building.
« Last Edit: March 14, 2012, 02:36:10 pm by lemon10 »
Logged
And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Vanigo

  • Bay Watcher
    • View Profile

There's a rules post over in the CrP forum post linked in the OP. Your population grows when your stored food exceeds half your population, and costs that amount of food. Labor is produced by cities, the amount depending on their size. 1 labor from a size 3 or 4 city, 2 from a size 5, and 3 from a size 6.
Logged

Vanigo

  • Bay Watcher
    • View Profile

Game 2
Spoiler (click to show/hide)
Game state
Logged

quinnr

  • Bay Watcher
    • View Profile

Spoiler: Game Turn 1 (click to show/hide)
Logged
To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.

Nirur Torir

  • Bay Watcher
    • View Profile

Idea: What about adding in a way for players to change terrain types? I think it would mostly be used for clearing forests into plains (4 labor cost, and a unit of iron maybe?), as large forests aren't very useful. If you ever implement XML-based mods, it could be useful in high magic or underground settings.
Logged

NUKE9.13

  • Bay Watcher
    • View Profile

Spoiler: Orders (click to show/hide)

Players changing terrain types could be handled by the admin in the rare cases it comes up, surely? There'd still have to be rules, but it wouldn't need to be built in to the engine.
Logged
Long Live United Forenia!

Vanigo

  • Bay Watcher
    • View Profile

Game 2:
Spoiler (click to show/hide)
Game state
Logged

lemon10

  • Bay Watcher
  • Citrus Master
    • View Profile

Spoiler: turn (click to show/hide)

Well, it could probably, but one of the goals of this game is to work well enough so that the admin is eventually unnecessary.
Also, if terrain effects were complicated/widespread enough, it would be a real pain to have it constantly done by the admin instead of being done automatically.

And here is the turn after that:
Spoiler (click to show/hide)
« Last Edit: March 16, 2012, 11:17:06 am by lemon10 »
Logged
And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Vanigo

  • Bay Watcher
    • View Profile

Well, it could probably, but one of the goals of this game is to work well enough so that the admin is eventually unnecessary.
Also, if terrain effects were complicated/widespread enough, it would be a real pain to have it constantly done by the admin instead of being done automatically.
Uh, no it isn't. I do want to minimize what the admin has to do, and I want it to be playable without an admin, but "let the admin take care of some things, like random events" has always been part of the plan.
Changing terrain types would be something to look at implementing, though; not so much for the default game as for mods.
Logged

Vanigo

  • Bay Watcher
    • View Profile

XML-based mods are now implemented. I haven't quite finished moving the default game rules over to XML yet, though.
Logged
Pages: 1 ... 7 8 [9] 10 11 ... 23