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Author Topic: The Dark Age - A Vanigo Empire Game - The Dark Age Has Ended  (Read 81228 times)

Varee

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Re: The Dark Age - A Vanigo Empire Game - Turn 15
« Reply #195 on: August 06, 2014, 08:27:56 am »

hey can the bow men do range damage or something? or do they have like combat bonus?
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 15
« Reply #196 on: August 06, 2014, 08:30:18 am »

Lemon10 (and Vanigo) have a better grasp of how this works, but basically things with range can start attacking in battles sooner.
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Kashyyk

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Re: The Dark Age - A Vanigo Empire Game - Turn 15
« Reply #197 on: August 06, 2014, 09:25:09 am »

The battlefield is essentially a line of squares, and armies start at opposite ends. Each turn a unit moves forwards, and once in attack range attacks a random unit in range. Having a higher range means they can start attacking more quickly.

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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 15
« Reply #198 on: August 06, 2014, 02:06:42 pm »

EDIT:
Battles are pretty simple. There is a 20X1 field, and units walk towards the enemy from their sides at their speed each turn until they get in attack range. They can't attack the very first turn they get in range (except for units with the charge ability, who get a bonus to attack on the charge), so the units that walked into range attack next turn.
Each units randomly selects an enemy unit and attacks, dealing 1Dattack-1Ddefense damage  (random number between 1 and attack minus a random number between 1 and defense).
This works out so that two units fighting one will get in between 3-4 times more attacks, so assuming the units are near equal, even a few more units will cause a significant difference.
Despite this, stronger units are often much stronger then the weaker ones (eg. a swordsman can easily take on 3 spearmen).
Focusing is very random, a army won't pick the same units to fight (although they can all pick the same ones if you get lucky), and won't stick with fighting the same unit till it dies either, so how much they focus can very well decide larger battles.
Units get 1XP per turn they are in battle.
I believe units also retreat (to the back of the battle) occasionally at lower health as well.
Spoiler: Ireland Turn 16 (click to show/hide)
Spoiler: Ireland turn 17 (click to show/hide)

E: Also feel the need to point out that you didn't update the thread title.
« Last Edit: August 06, 2014, 02:39:25 pm by lemon10 »
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Evil Marahadja

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Re: The Dark Age - A Vanigo Empire Game - Turn 16
« Reply #199 on: August 06, 2014, 05:40:40 pm »

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Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 16
« Reply #200 on: August 06, 2014, 06:23:03 pm »

Found out some things for mostly certain, doing some testing and whatnot.

- Cities have no innate defensive bonus; that must be obtained through defensive structures and terrain.
- Defensive bonuses of terrain are as follows: Mountains - 75%, Hills - 50%, Swamps - 50%, Forests - 25%, Plains - 0%, Desert - 0%, Water - 0%
- Siege directly counteracts defensive bonuses from buildings, but not terrain. These always stack.
- There is no limit to the Defensive bonus a unit can have, besides that imposed by the available buildings; a Fortress on a Mountain can get up to 200% defensive bonus. This does not make as large of a difference as one might think at low tiers, however, as compared to numbers.

More info will be forthcoming, I think, at a later time. Still testing stuff out; I want to gauge the relative power levels of each unit in terms of actual effectiveness against other units or in concert, etc; is it better to bring another unit of swordsmen or a battering ram, stuff like that.

In the meantime.

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Zanzetkuken The Great

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Re: The Dark Age - A Vanigo Empire Game - Turn 16
« Reply #201 on: August 07, 2014, 09:48:25 am »

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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 13
« Reply #202 on: August 07, 2014, 04:39:04 pm »

Spoiler: 630 AD (click to show/hide)

The Isle of Man comes under Northumbrian control as Coenwulf flees the town he'd only just seized, as Causantin and his clansmen sweep down from the hills. Far in the south, the Mercians raise their banner against the Wessex raiders, while in the West the first of the Anglo-Saxons makes landfall on the tip of Ireland.

Turn 17: 631AD

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Spoiler: Win Conditions (click to show/hide)

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

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Re: The Dark Age - A Vanigo Empire Game - Turn 17
« Reply #203 on: August 07, 2014, 04:59:51 pm »

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Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 17
« Reply #204 on: August 07, 2014, 05:57:08 pm »

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Evil Marahadja

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Re: The Dark Age - A Vanigo Empire Game - Turn 17
« Reply #205 on: August 07, 2014, 06:25:20 pm »

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Varee

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Re: The Dark Age - A Vanigo Empire Game - Turn 17
« Reply #206 on: August 08, 2014, 01:08:23 am »

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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 15
« Reply #207 on: August 09, 2014, 12:03:59 am »

Spoiler: Ireland turn 17 (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.

Zanzetkuken The Great

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Re: The Dark Age - A Vanigo Empire Game - Turn 17
« Reply #208 on: August 09, 2014, 12:07:37 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

notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 18
« Reply #209 on: August 10, 2014, 12:05:37 pm »

Spoiler: 631 AD (click to show/hide)
Spoiler: Battle Log (click to show/hide)

The Northumbrian men founded Narsis on a craggy Isle in the Irish sea while the druids of Machylleth debate forgotten texts and the Irish High King gazed across his emerald isle and set to work the bellows and anvils of industry, and in the north of Brittania, Causantin and Coenwulf sling insults from the war camps that will not yet fight. But in the south it is Winchester that is under threat. Egbert calls his banners and the men of the villages from all around answer, hurrying swiftly down the roads that Egbert built. They stood their ground on the rolling downs and though many men died that day, Egbert led from the front and broke the strength of the Mercian band on the edge of his own sword.

Turn 18: 632AD

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Spoiler: Win Conditions (click to show/hide)

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