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Author Topic: My AoR-style game is now in alpha! (test games running, may start another)  (Read 38875 times)

Vanigo

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Waiting on those turns, guys...
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Azthor

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Would you mind if I were to post mine tomorrow? I scheduled a reunion early in the morning and would like to think this turn a bit more throughly.

Random question #2: if reinforcements arrive amidst an opponent's attempt at conquering a tile of yours, do your reinforcements enjoy terrain bonuses, do the enemies get them instead or do none get them?
« Last Edit: March 08, 2012, 10:33:41 pm by Azthor »
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Vanigo

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I guess it's not a big deal.

Enemy units in your territory can benefit from terrain bonuses, but not from city walls. (This may lead to tactics involving dodging around enemy armies and stopping on hills and mountains in the hopes of getting attacked; if this proves to be a problem, I'll change it. That's what testing is for, after all.)
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Vanigo

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Okay, I've set up a different map for lemon10 and NUKE9.13. Added a new resource and some things to do with it, too.

Map here
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lemon10

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Interesting.
Here is my turn.
Spoiler (click to show/hide)
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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.

quinnr

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Here are my orders...
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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.

Azthor

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Under revision.
« Last Edit: March 10, 2012, 11:05:25 am by Azthor »
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Vanigo

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And Nirur wins the coin flip.

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Game state
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Vanigo

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You know, I'd better figure out what happens if you build a unit while a hostile army is at the gates. As it stands, I'm pretty sure it'll break the game.
What do people think, immediate battle, or just disallow it? I'm tempted to disallow it; the way I've structured the backend poses some difficulties for an immediate battle. On the other hand, it would be a good way to discourage tiny raiding forces sneaking in and taking cities.
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lemon10

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How about giving the new unit a severe penalty (eg. starts with half health, doesn't get any defending benifits, lower attack+defense for the turn) for being thrown together on the fly, but allowing it?
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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

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Well, the real problem with letting them be built isn't game balance. The problem is that I've designed the game with the underlying assumption that there will never be units owned by more than one player in any given square, and it would be nontrivial to build a way for a newly-built unit to fight existing armies in the same square.
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NUKE9.13

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I'm not sure how this all works- but could you make it so that a city with 3 or more population take a turn to 'enter', forcing enemy units to be directly adjacent before walking in? That'd prevent raiding parties from taking capitals, by giving folks a chance to recruit units. And then disallow recruitment when enemy units are in a city.
(size two cities should not be able to stop the enemy in their tracks)

Or, something along the lines of civilization five (horrible game); have every city have a free garrison unit.
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Long Live United Forenia!

Azthor

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Well, if recruitment takes place before invasions, a fight should ensue, if it is the other way around, the production should be immeadiatly disabled by the enemy's forces, altogether ignoring the unit under production.

Losing that coin flip puts me at significant disadvantage and opting for the 2nd of the two options above would only worsen my situation, thus, I am obviously partial towards the first. In fact, wheter I turn the table or get brutally annexed seems to depend entirely on that; I placed my city the last turn hoping for the later. That aside, you might wish to define what happens if a city is conquered in a turn where its population was changed: do the populational changes take places before conquest or is it the other way around?

Can a city's population be increased by two units in a turn or are we intentionally restricted to a 1 unit change/turn basis?

Here is my turn:

Spoiler (click to show/hide)
« Last Edit: March 10, 2012, 09:25:58 pm by Azthor »
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Nirur Torir

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I don't usually give advice to people I'm at war with, but you might want to upgrade your capital instead of claiming more land. (No, I didn't peek until just before posting.)

The Orders button on the main UI does nothing.
It seems like cities should get free roads, but that might just be because I'm used to Civ.
I like Nuke's idea. The problem is nicely solved if armies require their full movement points to enter cities.
Are enemy roads usable? Unclaimed roads?
Building two roads in one turn appears to cost three labor. Building seven roads costs eight labor. I would like a road at (4,7) if this is an unintended bug.

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« Last Edit: March 09, 2012, 09:41:35 pm by Nirur Torir »
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Vanigo

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Game 2 update:

Oops. I seem to have left one little asymmetry in the map. Lemon, that mountain tile you claimed was supposed to be hills. If this changes what you wanted to do, let me know.

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