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Author Topic: My AoR-style game is now in alpha! (test games running, may start another)  (Read 38817 times)

RedWarrior0

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I don't know about the first question, but I think movements are sequential, with fast armies moving first, and disputes resolved with an initiative roll. Whoever wins the roll gets the terrain defensiveness bonus.
As for the first, a quick test on a small field shows me that both armies defend.
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Vanigo

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All units in a square that gets attacked will defend, whether they're in the same army or not.

I don't know about the first question, but I think movements are sequential, with fast armies moving first, and disputes resolved with an initiative roll. Whoever wins the roll gets the terrain defensiveness bonus.
This, pretty much. The algorithm goes like this: First, assign every player an initiative. Then, start counting down from the speed of the fastest army. At each speed, go through the players in order of initiative, having every army of that player with that speed take its move.
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lemon10

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Two things: A) We have both posted our turns nirur, so you should probably run it (I assume you missed that fact since you did post in the thread without running the turn).
And B) It seems that absolutely nothing has happened in game 1 for like three weeks. Assuming that everyone remaining in the game is OK with it, I would be willing to take over for Azthor in game 1.
« Last Edit: April 05, 2012, 07:34:48 pm by lemon10 »
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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.

Nirur Torir

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Oops, didn't notice Redwarrior's edit.
I'm fine with you replacing in for Azthor.

Game 4

Spoiler (click to show/hide)

Turn 19
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lemon10

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Spoiler: 4-19 (click to show/hide)
And, under the assumption that both Vanigo and Quin are ok with me joining (obviously if either aren't then the turn won't run):
Spoiler: Game 1 turn? (click to show/hide)

EDIT: fixed my broken game 4 turn
« Last Edit: April 06, 2012, 01:57:25 pm by lemon10 »
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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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Game 1:
Spoiler (click to show/hide)
That's probably game, right there.
Game state

Edit: Also, the HP bug should be fixed now.
« Last Edit: April 06, 2012, 01:23:46 pm by Vanigo »
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Nirur Torir

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Game 1

Most unfortunate.

Spoiler (click to show/hide)
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lemon10

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I don't think that its game (but it did cost Nirur his chance to win it decisively. While I could obviously beat either of my opponents pretty easily right now in a 1v1, I don't know if I will be able to beat both of them.


Exactly what effect does archers ranged ability confer?
What exactly does charging do, and what are the exact effects of charge-breaking?
How exactly do attack and defense work?
How do battles with more then 1 unit work?

Also, a little balance problem, pikemen are a little too strong in comparison to swordsmen. I don't know about the effects that experience has on the respective units, but as far as I can tell, their attack+defense are equal, except pikemen also having 2 more health as well as fighting better against calvary.

Spoiler: 1-?? (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.

Vanigo

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I don't think that its game (but it did cost Nirur his chance to win it decisively. While I could obviously beat either of my opponents pretty easily right now in a 1v1, I don't know if I will be able to beat both of them.
Nah, Nirur can't realistically hope to stop you from taking both his cities in the next few turns, and Quin isn't close enough to you to mount a credible attack even if he had any units to do it with. Once you've taken Nirur's cities, you'll have way too much production capacity for him to deal with.


Quote
Exactly what effect does archers ranged ability confer?
I build a simple battlefield twenty spaces long and one space wide. Range lets archers attack at range.
Quote
What exactly does charging do, and what are the exact effects of charge-breaking?
Normally, when a units moves up close enough to attack, they can't attack that turn and will usually get hit first by the other guy. Charge allows a unit to move and attack in the same turn, and gives a bonus to that attack. Chargebreak allows the defender to preemptively make their own extra attack, again with a bonus.
Quote
How exactly do attack and defense work?
When a unit attacks, the game generates an attack power between one and its attack, and a defense power between one and the defender's defense. If the attack power is higher than the defense power, the defender takes damage equal to the difference.
Quote
How do battles with more then 1 unit work?
A unit, on its turn, will look at the closest square containing enemy units, pick one at random, and attack it. (Assuming that square is within its range, of course.)

Quote
Also, a little balance problem, pikemen are a little too strong in comparison to swordsmen. I don't know about the effects that experience has on the respective units, but as far as I can tell, their attack+defense are equal, except pikemen also having 2 more health as well as fighting better against calvary.
Well, that really depends on how extra attack stacks up against extra defense, and I'm really not sure what the answer to that is.
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Nirur Torir

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Nah, Nirur can't realistically hope to stop you from taking both his cities in the next few turns, and Quin isn't close enough to you to mount a credible attack even if he had any units to do it with. Once you've taken Nirur's cities, you'll have way too much production capacity for him to deal with.
According to my limited trial run of ten tests, my horsemen unit has a 50% chance of killing both of his damaged spearmen units who are about to take my town. I think it mostly depends on whether my people go after the dying guys or the mostly-healthy guys first.
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Vanigo

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Nah, Nirur can't realistically hope to stop you from taking both his cities in the next few turns, and Quin isn't close enough to you to mount a credible attack even if he had any units to do it with. Once you've taken Nirur's cities, you'll have way too much production capacity for him to deal with.
According to my limited trial run of ten tests, my horsemen unit has a 50% chance of killing both of his damaged spearmen units who are about to take my town. I think it mostly depends on whether my people go after the dying guys or the mostly-healthy guys first.
That high? Wow. I guess it mostly depends on whether your horses take out the one with 3 HP early on.
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lemon10

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I am pretty sure that the attack and defense will be completely equal against each other (eg. +1 defense is on average 1/2 a damage taken less per turn, while +1 attack is 1/2 extra damage dealt per turn).

I tested it with 50 battles between 1 swordsman and 1 pikemen, the pikemen won 29 times, the swordsmen won 21 times. Its not quite a scientific test, but it seems to show pikemen winning significantly more on average (the 2 health does make a fairly big difference it seems).
In 100 battles between 1 swordsmen and 1 lancers, the swordsmen would get crushed easily (since the lancers would get the first attack like 80% of the time).
On the other hand, in 100 battles between pikemen and lancers, the lancers would get lose the vast majority of the time (since the pikemen would get the first attack like 80% of the time in addition to their health bonus)..
Pikemen would also fair better against archers, since they would take less damage in the turns it takes to get into range, and would kill them in about the same time as swordsmen once they actually started to exchange melee attacks.
In addition, defending on a hill or stone walled city will grant a extra defense to pikemen over what it would grant to swordsmen, giving yet another advantage.


TL;DR
Pikemen are the best unit once you actually get in battle, and will win better then average against anything assuming equal conditions, while swordsmen have no real advantage against them.
Nah, Nirur can't realistically hope to stop you from taking both his cities in the next few turns, and Quin isn't close enough to you to mount a credible attack even if he had any units to do it with. Once you've taken Nirur's cities, you'll have way too much production capacity for him to deal with.
I disagree (mainly in that Nirur can probably defend his city just fine, but I don't think its very smart to talk about good tactics to defend against me in public.


I build a simple battlefield twenty spaces long and one space wide. Range lets archers attack at range.
So that means that (excluding archers), only a single unit can attack or defend at once in any battle?
That doesn't seem quite correct.
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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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I am pretty sure that the attack and defense will be completely equal against each other (eg. +1 defense is on average 1/2 a damage taken less per turn, while +1 attack is 1/2 extra damage dealt per turn).
Well, yeah, but is it better to do more damage or to take less? There's an ideal point on that curve, and where it is depends on what you're fighting.

Quote
I tested it with 50 battles between 1 swordsman and 1 pikemen, the pikemen won 29 times, the swordsmen won 21 times. Its not quite a scientific test, but it seems to show pikemen winning significantly more on average (the 2 health does make a fairly big difference it seems).
In 100 battles between 1 swordsmen and 1 lancers, the swordsmen would get crushed easily (since the lancers would get the first attack like 80% of the time).
On the other hand, in 100 battles between pikemen and lancers, the lancers would get lose the vast majority of the time (since the pikemen would get the first attack like 80% of the time in addition to their health bonus)..
Pikemen would also fair better against archers, since they would take less damage in the turns it takes to get into range, and would kill them in about the same time as swordsmen once they actually started to exchange melee attacks.
In addition, defending on a hill or stone walled city will grant a extra defense to pikemen over what it would grant to swordsmen, giving yet another advantage.
Fair enough. Maybe I should raise the cost some?

Quote
I build a simple battlefield twenty spaces long and one space wide. Range lets archers attack at range.
So that means that (excluding archers), only a single unit can attack or defend at once in any battle?
That doesn't seem quite correct.
There's no limit to how many units can occupy a space, as long as they're all on the same side. (Maybe I should add one, though.)
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lemon10

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Personally I think that it would be best to just swap the health around (so swordsmen have 14 health and pikemen have 12).

There's no limit to how many units can occupy a space, as long as they're all on the same side. (Maybe I should add one, though.)
Up to you to decide, it does seem a bit silly to be able to have like 10 dudes in the same square during battle.
« Last Edit: April 06, 2012, 04:55:18 pm by lemon10 »
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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.

RedWarrior0

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Spoiler: 4-19 (click to show/hide)
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