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Author Topic: The Dark Age - A Vanigo Empire Game - The Dark Age Has Ended  (Read 81210 times)

notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 9
« Reply #135 on: July 28, 2014, 06:06:04 pm »

Just waiting on Evil and RoleP now.
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Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 9
« Reply #136 on: July 28, 2014, 06:15:58 pm »

I could be a couple hours, apologies.

Let me tell you this though, Maharadja. All you have to do to win is defeat Pictland. Considering you haven't been using your free population for whatever unfathomable reason, you could easily build up additional cities.

But in all honesty, I'm not worried, as your 'remaining units' are a swordsman and a spearman. As I can build Tier 2 units to support my King, I have little worry on that front. Particularly as it'll take you at least like half a dozen turns to get back.

On the other hand, I could help you defeat the Picts instead, thus securing your wincon and assisting myself in mine. Pictland didn't start out with a city, after all. Why should losing yours ruin your chances at victory?

In any case, I know my course of action, for the moment.
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Sincerely, Role P. Geek

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Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 9
« Reply #137 on: July 28, 2014, 08:50:45 pm »

Spoiler (click to show/hide)
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Evil Marahadja

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Re: The Dark Age - A Vanigo Empire Game - Turn 9
« Reply #138 on: July 29, 2014, 02:15:31 am »

Spoiler (click to show/hide)
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 9
« Reply #139 on: July 29, 2014, 03:59:09 am »

Spoiler: 623 AD (click to show/hide)

The Irish High surveys his growing lands. All this is good, but there are still many dales left to take. On the crowded mainland, in the north the disparate warbands begin to unify while the southerners call their banners.

Turn 10: 624AD

Player interface
Admin Interface

Spoiler: Win Conditions (click to show/hide)

Mercia - Rolepg
Wessex - Varee
Northumbria - Evil Marahadja
Wales - Zanz
Ireland - Lemon10
Pictland - Kashyyk
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Evil Marahadja

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Re: The Dark Age - A Vanigo Empire Game - Turn 10
« Reply #140 on: July 29, 2014, 04:08:41 am »

Spoiler: Turn 11 (click to show/hide)
« Last Edit: July 29, 2014, 04:59:42 am by Evil Marahadja »
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Varee

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Re: The Dark Age - A Vanigo Empire Game - Turn 10
« Reply #141 on: July 29, 2014, 04:58:27 am »

Spoiler (click to show/hide)
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Living on the opposite part of the world is sometime a problem

Kashyyk

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Re: The Dark Age - A Vanigo Empire Game - Turn 10
« Reply #142 on: July 29, 2014, 09:29:39 am »

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Zanzetkuken The Great

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Re: The Dark Age - A Vanigo Empire Game - Turn 10
« Reply #143 on: July 29, 2014, 09:55:52 am »

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Quote from: Eric Blank
It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 8
« Reply #144 on: July 29, 2014, 01:06:14 pm »

Spoiler: Ireland Turn 10 (click to show/hide)
Spoiler: Turn 11 (click to show/hide)
Spoiler: Turn 12 (click to show/hide)
« Last Edit: July 29, 2014, 01:13:32 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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Re: The Dark Age - A Vanigo Empire Game - Turn 8
« Reply #145 on: July 29, 2014, 06:16:46 pm »

I'd also like to know if there's a way I can create a building that acts as a unit during assaults on the city, and affects the behaviour of units besides itself, as well as the unit itself starting/staying only one tile in front of the rest of the units(I want to change the way Walls work, okay?).
Um... no. That would require a heavy-duty rebuild of most of the combat engine.
Quote
Ways to have magic/buffs that cancel each other out passively, or units that get big buffs against certain other kinds of units...
Buffs can overwrite other buffs - look at Dispelled. As for getting bonuses against certain other units, that's not doable, but you can give them debuffs that only work against certain units. The anti-undead abilities (which I don't think have ever been relevant in any game of this) work like this.
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knowing what all the specials do exactly would be nice as well(what does Charge and Chargebreak actually do?)).
Charge and Chargebreak are among the more complex abilities. Here's the rundown: Normally, a unit can move or attack on its turn, not both. Units with Charge are an exception - if they advance into range, they'll make an immediate attack. What's more, if the Charge value is above 0, they'll get a bonus on that attack. However, if the defending unit has Chargebreak, they'll get an immediate counterattack, which can also have an attack bonus.

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I think I can see how to make new buffs, but what are buff modifiers? I remember Vanigo mentioning them when he was talking about the order in which things resolve.
Most buffs have buff modifiers, which are just flat bonuses or penalties they apply to the affected unit's stats. A few, like Improved Health, have buff multipliers, which as the name implies give a percentage-based modifier to the affected stat.

Quote
Oh yes, and I'll probably implement flooding or something. Rivers become ocean tiles, the lands next to them become rivered Swamp tiles, takes some shit to undo but can also result in good things happening...I dunno. Big overhaul, probably, in a lot of ways, how I can.
That sounds like it's best handled by the admin, changing tiles manually between turns.
« Last Edit: July 29, 2014, 10:28:36 pm by Vanigo »
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Zanzetkuken The Great

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Re: The Dark Age - A Vanigo Empire Game - Turn 10
« Reply #146 on: July 29, 2014, 06:38:39 pm »

I'd also like to know if there's a way I can create a building that acts as a unit during assaults on the city, and affects the behaviour of units besides itself, as well as the unit itself starting/staying only one tile in front of the rest of the units(I want to change the way Walls work, okay?).
Um... no. That would require a heavy-duty rebuild of most of the combat engine.

He could have walls be a buildable unit with a movement of 0, maybe with a ranged attack to get over them being unable to move in combat.  Maybe a custom ability to give them a defense modifier to units in the same army?
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Quote from: Eric Blank
It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 10
« Reply #147 on: July 29, 2014, 06:55:03 pm »

I was considering having a unit that gave debuffs to all non-flying enemy units that slowed them down significantly, which couldn't be produced and had a move of 0 or something similar.

That, and garrisons. Such units would need to be manually inserted and deleted in times of combat by the admin, though.

Spoiler (click to show/hide)
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Vanigo

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Re: The Dark Age - A Vanigo Empire Game - Turn 10
« Reply #148 on: July 29, 2014, 08:13:42 pm »

He could have walls be a buildable unit with a movement of 0, maybe with a ranged attack to get over them being unable to move in combat.  Maybe a custom ability to give them a defense modifier to units in the same army?
Speed 0 units could work, yeah, and you could give them a defense buff aura.

As for garrison units... I think you could make them with speed 0, and a special ability called Garrison which gives a speed buff to Garrison units - a roundabout way of giving them nonzero speed in combat only.
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Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 10
« Reply #149 on: July 29, 2014, 09:36:12 pm »

Hm. That would actually work pretty well.

I was trying to figure out how to make Militia units and the like that didn't stay perfectly still in combat.
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Sincerely, Role P. Geek

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