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Author Topic: Age of Mage and Heroes (OOC, questions thread)  (Read 8290 times)

Criptfeind

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Re: Age of Mage and Heroes
« Reply #60 on: May 24, 2010, 09:57:51 pm »

I think for the first one it will be two move per hex.

For the other I have no idea.
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evilcherry

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Re: Age of Mage and Heroes
« Reply #61 on: May 24, 2010, 11:08:24 pm »

Q&A time.

Ohhh nice map man, are those things mines near my city?
Yes, or else you're under a serious handicap.
Just had a good look at the map...hoo boy

Cherry, got questions for you!

will we be able to terraform land with enough resources and/or magic?
How in depth is our politics going to be? Will we be able to trade Food/Resources/spells with other races?
Finally, you got any apocalypse spells in mind for the endgame? You know "stalemate breakers"  ;D
Yes.
Food, Resources, and military units (surprise!) are tradable. Spells are normally not. I will not umpire your politics, but if you have an NAP or Alliance, please tell me, whether it is public or not.
These spells will sooner or later be there, but apocalypse units are also in consideration.
Questions:
How many spaces per points of movement can a flying unit move per move? 1:1?
What do City Walls actually do? Defense Towers?
How do we know how much food/resources a location provides?
Which hex is my capital? Either 56,50 or 57,49, but I cannot tell which.
Can land armies swim/use boats?
Is there a list of region names?
2 movement point per hex. The same for units that is magically made flying.
City walls make entering w/resistance harder (reduce attack, disallow charges). Towers acts as an extra unit which can only shoot ranged and defend melee.
I'll give you later this day, but likely somewhere similar to Civ.
Both. Cities does have a size, and they will grow in size to house the population (and allow for more building space)
They can use boats. The coastal human (r) cities have docks to build them. Of course, if you develop zeppelins (or anything similar), I see no reason to bar your army from riding on them.
There will NOT be a list of region names, initially. Players can name them as they see fit, and I'll try to reflect them on map updates. Current the large forest patch is named Evernight Forest, The eastern part of it is Dreamland, the land under the eastern volcano is Overheim proper, and the large swamp in the west is the Swamp of Wax.

Additional info:

You'll be able to build new buildings, as your city grow in size.
You can capture buildings. Buildings that your civ does not normally have may have a use, if you can convince me.
Humans(r) may mean anything. They could include Dwarven, Halfling, Elven allies or such; they may be woodsmen, unicorn riders or shadow priests. you will not know unless you come across them.

Kashyyk

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Re: Age of Mage and Heroes
« Reply #62 on: May 25, 2010, 01:16:35 pm »

What are the brown lines around Criptfeind's city? Are they farms? If so, how come no-one else has got any?
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Knight Otu

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Re: Age of Mage and Heroes
« Reply #63 on: May 25, 2010, 01:36:00 pm »

From the look of his surroundings, he has them because he needs them to survive in the desert, similar to how Jesse has what appear to be ice fishers. Deserts probably aren't going to be very productive.
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evilcherry

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Re: Age of Mage and Heroes
« Reply #64 on: May 25, 2010, 01:55:13 pm »

@Knight Otu, Kashyyk: Exactly. Just like if you start in a tundra in Civ, you'll be pretty much... behind.

Jesse

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Re: Age of Mage and Heroes
« Reply #65 on: May 25, 2010, 02:02:10 pm »

Yeah, maybe making a civilization that lives primarily in the arctic wasn't a good idea. 
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~Jesse

Criptfeind

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Re: Age of Mage and Heroes
« Reply #66 on: May 25, 2010, 02:55:40 pm »

Both. Cities does have a size, and they will grow in size to house the population (and allow for more building space)

I think he meant where are what  building in the city, for example what tile has my assassin hall?

Yeah, maybe making a civilization that lives primarily in the arctic wasn't a good idea. 

Heh, it seems that EvilCherry gave us enough to start out okay but I think we will need to expand or upgrade quickly.
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evilcherry

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Re: Age of Mage and Heroes
« Reply #67 on: May 25, 2010, 03:07:56 pm »

Players: This is pretty much the end of the pre-game, as rules are set and unit costs are rebalanced (for a bit, at least). I'll start a game thread, which will sport the updated rules, as well as the map. There will be a minor revision in city placement in the everglades and the tundra beyond.

The only thing remaining will be some turn and battle samples.

Finalizing rules...

Spoiler: Taking turns (click to show/hide)

Spoiler: City (click to show/hide)



Spoiler: Spirit (click to show/hide)

Spoiler: trading and diplomacy (click to show/hide)

Jesse

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Re: Age of Mage and Heroes
« Reply #68 on: May 25, 2010, 03:22:42 pm »

Sounds great, let's start. 
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~Jesse

ExKirby

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Re: Age of Mage and Heroes
« Reply #69 on: May 26, 2010, 01:32:50 am »

Let's go!
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Derm would be a Half-Minute Hero boss. YOU HAVE 30 SECONDS TO FUCK HIM UP OR HE DOES IT TO THE ENTIRE WORLD!

evilcherry

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Re: Age of Mage and Heroes
« Reply #70 on: May 26, 2010, 04:11:33 am »

Revision notes (26/5):

-Updated abilities list.
-walk nerfed. Now it only removes the said component for movement. A forestwalk unit on forested hills treat it as hills for movement.
-Changed a bug for terrain modifiers. Now terrain should provide the right defense bonuses. (+1 def for Forest, +1 def for hills)
-Rebalanced units.
-Dripmurk alliance changed to Underhorde.
-Strum und Drang buffed a little.
-Now only units that can land (i.e. not Natural flying) can capture a city.
-Hero rules now has its own section.
-Underwater slightly nerfed (to match walks).
-Added Crit hits and Crit misses.
-Added tundra; nerfed ice.

Game thread is now here.
« Last Edit: May 26, 2010, 04:52:52 am by evilcherry »
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evilcherry

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Re: Age of Mage and Heroes
« Reply #71 on: May 26, 2010, 08:43:24 am »

Hotfix:

Units and terrain improvements are built at the end of a turn.
Summoned units can move and attack as soon as they are summoned.

Criptfeind

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Re: Age of Mage and Heroes
« Reply #72 on: May 26, 2010, 09:34:28 am »

So does food and resources left over from one turn to the other stay? Also if I have stacked turns (Like now) and make a pop unit one turn can we use that for the next turn?
Is this an acceptable sample turn? Other than the fact that I need five of them?
Cities give: 4 food 2 resources.
Four farms give: 16 food.
Two mines give: 2 food 4 resources.
That is 22 food 6 resources.
6 for pop so 16 make 3 pop
Store 1 food 4 resources
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evilcherry

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Re: Age of Mage and Heroes
« Reply #73 on: May 26, 2010, 09:43:01 am »

So does food and resources left over from one turn to the other stay? Also if I have stacked turns (Like now) and make a pop unit one turn can we use that for the next turn?
Is this an acceptable sample turn? Other than the fact that I need five of them?
Cities give: 4 food 2 resources.
Four farms give: 16 food.
Two mines give: 2 food 4 resources.
That is 22 food 6 resources.
6 for pop so 16 make 3 pop
Store 1 food 4 resources
1. Resources does left over.
2. Stacked turns are, essentially, giving you resources of those stacked turns. Treat it as one uberturn; you cannot say, use 2, wait for the results, and use 3 others. You have to use them ALL AT ONCE.

Nirur Torir

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Re: Age of Mage and Heroes
« Reply #74 on: May 26, 2010, 10:02:11 am »

What requires labor, other then working terrain for resources?
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