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Author Topic: Vanigo's Empire Game- Turn 72; Game over man  (Read 48614 times)

Kashyyk

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Re: Vanigo's Empire Game- Turn 50; And probably 50 more at this rate
« Reply #645 on: July 23, 2014, 06:01:07 pm »

This is quite a fun challenge actually, trying to predict what everyone else is gonna do. I'm not sure I'll survive, if you keep it up, but I think I'll last a reasonable amount of time.

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lemon10

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Re: Vanigo's Empire Game- Turn 50; And probably 50 more at this rate
« Reply #646 on: July 23, 2014, 06:18:38 pm »

Spoiler (click to show/hide)

So, uhh...what's up with the critical hits?

Also, I can see a reason to include ranged and melee units in an army now, and it's remniscent of real life so it makes me smile. Tough pikes and deadly mages/crossbows. Pikes help keep cavalry from reaching them, and just generally give a bit more wiggle room to the archers with how tough they can be.

I wish there was anti-cavalry cavalry, though...*sigh*

So, are Paladins or Cavaliers better in general? Paladins give buffs but Cavaliers are slightly stronger, I think...so the best would probably be mostly Cavaliers with a couple Paladins attached, right?
One Paladin+Cavaliers is the best. The buff is nice, but the healing they provide basically means that your cavalry never need to return to a city. Paladins don't need mithril either, which means that the costs for them won't really overlap (aka, one needs mithril, the other iron and life mana, so you would probably build them at different cities).
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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.

Rolepgeek

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Re: Vanigo's Empire Game- Turn 50; And probably 50 more at this rate
« Reply #647 on: July 23, 2014, 06:20:13 pm »

I kinda wish there were mounted mages.

It's by no means impossible; there's plenty of stories about such. There also aren't mage knights(besides Paladins, that is), which disappoints me. Balancing reasons, probably, but still. Such would be very interesting.
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lemon10

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Re: Vanigo's Empire Game- Turn 50; And probably 50 more at this rate
« Reply #648 on: July 23, 2014, 06:23:21 pm »

I kinda wish there were mounted mages.

It's by no means impossible; there's plenty of stories about such. There also aren't mage knights(besides Paladins, that is), which disappoints me. Balancing reasons, probably, but still. Such would be very interesting.
A mounted elemental mage would be pretty neat, and could be modded in fairly easily (although I'm not sure where they would end up going). There might be balance problems with non-elemental mounted mages though.
That said, I haven't really heard any stories of mounted mages at all.
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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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Re: Vanigo's Empire Game- Turn 50; And probably 50 more at this rate
« Reply #649 on: July 23, 2014, 06:28:23 pm »

I kinda wish there were mounted mages.

It's by no means impossible; there's plenty of stories about such. There also aren't mage knights(besides Paladins, that is), which disappoints me. Balancing reasons, probably, but still. Such would be very interesting.
Nah, I just didn't put them in. Honestly, the balance is kind of a mess. I think I dramatically undervalued mobility when I put together the unit stats. And the non-specialist mages seem kind of underpowered, in retrospect; magic resistance is generally lower than defense, but so is magic attack, and their own physical defense is pretty sad.

(On the subject of mage knights, though, air mages pick up flying at level 3, which serves much the same purpose, and a military academy lets you build them at that level. Their aura isn't very impressive, though; it just messes with missile weapon range.)
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Kashyyk

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Re: Vanigo's Empire Game- Turn 50; And probably 50 more at this rate
« Reply #650 on: July 23, 2014, 06:29:29 pm »

Whilst you're here, what does dispel do?
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Rolepgeek

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Re: Vanigo's Empire Game- Turn 50; And probably 50 more at this rate
« Reply #651 on: July 23, 2014, 06:31:30 pm »

Gandalf. The Herald Mage trilogy. There's others I'm sure, but those are the ones that come to mind immediately at first.

Typically they're mage-knights of some sort.

I feel like there should be some sort of uber-Reagent, almost an element-less mana or something to create Archwizards or some such.

Since I'll be editing the ruleset, though, I want to ask if there's ways to create those auras and buffs and whatnot, or ways to add in new images from somewhere, and, uh...things of that general sort.
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lemon10

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Re: Vanigo's Empire Game- Turn 50; And probably 50 more at this rate
« Reply #652 on: July 23, 2014, 06:37:55 pm »

Turn 51
Spoiler: Turn 50 results (click to show/hide)
Spoiler: Battle Details (click to show/hide)
Hot damn, that was a bloody battle.
Also note: all level 3 elemental mages gain a special ability (usually a aura) having even a single one of these can be very helpful.
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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.

Rolepgeek

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Re: Vanigo's Empire Game- Turn 50; And probably 50 more at this rate
« Reply #653 on: July 23, 2014, 06:44:44 pm »

Uhhh...did the iron not get traded to Orangeworld for some reason?
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lemon10

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Re: Vanigo's Empire Game- Turn 50; And probably 50 more at this rate
« Reply #654 on: July 23, 2014, 06:47:52 pm »

Gandalf. The Herald Mage trilogy. There's others I'm sure, but those are the ones that come to mind immediately at first.

Typically they're mage-knights of some sort.

I feel like there should be some sort of uber-Reagent, almost an element-less mana or something to create Archwizards or some such.

Since I'll be editing the ruleset, though, I want to ask if there's ways to create those auras and buffs and whatnot, or ways to add in new images from somewhere, and, uh...things of that general sort.
Yeah, look at the rulesset and scrolldown until you see the ability section. They are enough there that you should be able to figure them out. I don't think that there is any way to add in new images without adding them directly to the .swf files (which I don't know how to do).
On the topic of uber-reagent, I have been thinking of making a mage-war ruleset, which would have a uber-reagent that you could then convert into the various elemental manas (as well as additional elemental unit types and a few other changes).

Whilst you're here, what does dispel do?
Code: [Select]
<buff code="displ">
<objname>Dispelled</objname>
<mods att="0" def="0" res="0" rng="0" spd="0" hp="0"/>
<overwrites code="aBuff"/>
<overwrites code="wRes"/>
<overwrites code="fAtk"/>
<overwrites code="blsd3"/>
<overwrites code="eDef"/>
</buff>
...
...
<special code="dispM" typecode="infl" buffcode="displ">
<objname>Dispel Magic</objname>
</special>
It removes buffs on units it hits. Notably the fire mage attack buff, the earth mage defense buff, the water mage resistance buff and level 3 blessings (but not level 1 or 2 blessings apparently).
Uhhh...did the iron not get traded to Orangeworld for some reason?
You need to have the iron you are trading at the start of the turn. You wanted to trade two of them, but only had one. If you don't have what you want to trade, then it isn't traded (instead of only part of it getting traded).
E: I did forget to give him the horses that he was supposed to get though (although I took them from your inventory). I'll fix that later.

E2:Vanigo are the defense bonuses from abilities (eg. stuff you had before the battle) counted when it calculates defense bonus from cities/terrain? Are auras?
« Last Edit: July 23, 2014, 06:56:18 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.

Rolepgeek

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Re: Vanigo's Empire Game- Turn 50; And probably 50 more at this rate
« Reply #655 on: July 23, 2014, 06:55:45 pm »

So Wizards are the counter to high level Elemental mages. Makes sense.

I would be...highly interested...in learning more about your ideas about the mage-war ruleset. Not least because I'm wanting to add more mana types with an Asian theme; Wood, Metal, Void, etc.

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Kashyyk

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Re: Vanigo's Empire Game- Turn 50; And probably 50 more at this rate
« Reply #656 on: July 23, 2014, 07:06:14 pm »

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lemon10

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Re: Vanigo's Empire Game- Turn 50; And probably 50 more at this rate
« Reply #657 on: July 23, 2014, 07:14:32 pm »

Spoiler: Orangeworld turn 51 (click to show/hide)

Re: Mage-war.
All non-magical units would have an across the board labor cost increase. You could still make a highly formidable army out of them, but it would be much more expensive then is now.
There would be more elemental endgame units, and some hybrids as well. Not quite sure what most of them will be, but I do know I am doing a full set of Life/Death+(All other elements) hybrids.
A ur-element(aether?) that can be converted into the non-Life/Death elements through city buildings (eg. -1 aether per turn->+1 fire mana). I'm not sure if it would have any other use.
Special elemental building you could only have one of per city (and that would require having the appropriate elemental production building as well (eg. Fire Shield that gives a city +100% defense, Golem Center that gives +2 labor, Muses of the air that gives +5 inspiration)).
Extra abilities and extra lower level magic units would probably make it in as well.

The main problem is that I really want aether to have is own elemental icon (which would require editing it into the .swf somehow, and I have no clue I would go about it).
« Last Edit: July 23, 2014, 07:16:03 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.

notquitethere

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Re: Vanigo's Empire Game- Turn 51
« Reply #658 on: July 23, 2014, 07:16:44 pm »

Spoiler: Turn 51 (click to show/hide)
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Vanigo

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Re: Vanigo's Empire Game- Turn 50; And probably 50 more at this rate
« Reply #659 on: July 23, 2014, 07:22:04 pm »

Code: [Select]
<buff code="displ">
<objname>Dispelled</objname>
<mods att="0" def="0" res="0" rng="0" spd="0" hp="0"/>
<overwrites code="aBuff"/>
<overwrites code="wRes"/>
<overwrites code="fAtk"/>
<overwrites code="blsd3"/>
<overwrites code="eDef"/>
</buff>
...
...
<special code="dispM" typecode="infl" buffcode="displ">
<objname>Dispel Magic</objname>
</special>
It removes buffs on units it hits. Notably the fire mage attack buff, the earth mage defense buff, the water mage resistance buff and level 3 blessings (but not level 1 or 2 blessings apparently).
Actually, buff overwriting is commutative - dispelled overwrites bless 3, which overwrites bless 2, therefore dispelled overwrites bless 2. This is also why bless 3 doesn't explicitly overwrite bless 1.

Quote
E2:Vanigo are the defense bonuses from abilities (eg. stuff you had before the battle) counted when it calculates defense bonus from cities/terrain? Are auras?
Buff multipliers are applied, then buff bonuses, then terrain bonuses. (Not that there are any buffs with defense multipliers.) There's no distinction between permanent stat modifiers (Superior Equipment, etc.) and temporary buffs.

The main problem is that I really want aether to have is own elemental icon (which would require editing it into the .swf somehow, and I have no clue I would go about it).
This would, I'm afraid, require access to the source (and a copy of Flash).
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