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Author Topic: Fiefdoms @ War: Turn 15  (Read 127539 times)

Iituem

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Re: Fiefdoms @ War: Turn 2
« Reply #150 on: March 17, 2011, 04:46:59 pm »

I assume all injured units have had their R&R and can now be used again?

Yes.  Fixed it in the turn post now.

Edit:  Sheb, as a change from the normal 'cash over ten turns' strategy, I'm just giving you the two outstanding turns as a lump sum in cash because it isn't that unbalancing at this early stage.
« Last Edit: March 17, 2011, 05:50:09 pm by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

adwarf

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Re: Fiefdoms @ War: Turn 2
« Reply #151 on: March 17, 2011, 05:02:12 pm »

Territories

Farland Wes (£500/turn):  Palace, Farms.  [Grain]
 (+£25/turn from grain)
 (+£100: Farm)

Farland Sou (£159/turn):  3 Light Macemen.  (upk: -£150)

Finances:

Cash Reserves:  £34
Revenue:  +£784
Trade Pact (Arcadia):  +£78  (Access Lumber, Game)
Upkeep:  -£150  [3 light macemen]

Invest - 740 into Farland South

Total:  £746

Construction/Recruitment
None.

Research
None

Troop Movements
None.
« Last Edit: March 17, 2011, 05:05:15 pm by adwarf »
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Terenos

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Re: Fiefdoms @ War: Turn 2
« Reply #152 on: March 17, 2011, 05:03:09 pm »

Spoiler (click to show/hide)


"My People! Surely, this is a great day for the peoples of the United Provinces. Though the price was high, we have spread our glorious unification to the proud peoples of North Pomford. These are a fine, hardy people, and I hope in time they will see us as brothers, not conquerors. It was truly a lament that battle, and not diplomacy was once more the tool of our unification. However, that said, our warriors have distinguished themselves -greatly- in battle, and their victory shall be celebrated!"
(/end gratuitous speech)
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But despite what you've been told, I once had a soul. Left somewhere behind...

Hubris Incalculable

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Re: Fiefdoms @ War: Turn 2
« Reply #153 on: March 17, 2011, 06:30:50 pm »

Territories

Grouting Cen (£500/turn):  1 Light Maceman, 1 Archer.  Palace.  [Gold] (upk: -£50)
 (+£50/turn from gold)

Grouting Eas (£140/turn):  2 Light Macemen.  (upk: -£150)

Finances:

Cash Reserves:  £1090
Revenue:  +£690
Upkeep:  -£200  [3 Light Macemen, 1 Archer]

Total:  £1580

Construction/Recruitment
Grouting C.: Mines: £1000

Research
Diplomacy: 500

Troop Movements
2 Light Macemen from Grouting E. to Grouting C.
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adwarf

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Re: Fiefdoms @ War: Turn 2
« Reply #154 on: March 17, 2011, 06:31:41 pm »

If only we had one of those battle simulators for C@W mopdern versions would that speed up turns or what.
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Iituem

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Re: Fiefdoms @ War: Turn 2
« Reply #155 on: March 17, 2011, 06:37:48 pm »

The battle simmer would work perfectly well for Sheb's game (and I posted an early copy in that thread).  The problem isn't so much running the battles any more as just doing the calculations and writing up the fluff now.  I'll probably work on adding the non-combat stuff to the engine after Sunday to speed things up on my end even further.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

adwarf

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Re: Fiefdoms @ War: Turn 2
« Reply #156 on: March 17, 2011, 06:39:00 pm »

If only I  knew how to make things like that my games wouldn't diewhen i gfot tired of calculating stuff
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Iituem

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Re: Fiefdoms @ War: Turn 2
« Reply #157 on: March 17, 2011, 06:50:06 pm »

It's just a cheap and dirty thing written in Python.  Python is a very easy code to write in and highly recommended for any beginners to programming.  There are plenty of very good guides out there and for something as simple as this sort of game's calculations (which are essentially just basic math most of the time) you should be able to learn the necessary building blocks to code it within a week to two months depending on how fast you learn.  That isn't to say that you'll be able to write a game engine in two months, but you will be able to write functions that can do calculations for you more quickly than having to do them by hand all the time.

Of course, if the idea of programming scares you (and it scared me until I actually learned how to do it, whereupon I found it was actually quite easy with a good guide) you can just do this sort of thing in Excel.  Spreadsheet programs can do most of the rough calculations for this sort of thing quite quickly.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Terenos

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Re: Fiefdoms @ War: Turn 2
« Reply #158 on: March 17, 2011, 06:54:09 pm »

I've got to say, So far so good for the peoples of the United Provinces. Theres actually 2 provinces now! Totally united! Huzzah to that.

Oh quick question. After the trade route between me and Spoon is established, would we both still be able to build caravans and send them out for the huge one shot boost to on hand cash?
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Iituem

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Re: Fiefdoms @ War: Turn 2
« Reply #159 on: March 17, 2011, 06:58:05 pm »

Yes.  I warn you - do it often enough and you'll need to think about NPC raiders.  Caravans don't have great defences, and players can destroy them for a fat cash bonus.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Terenos

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Re: Fiefdoms @ War: Turn 2
« Reply #160 on: March 17, 2011, 07:02:05 pm »

Well that totally makes sense. We can probably pay for caravan guards or do some research to improve the defensive capacity of the caravan, right?
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Criptfeind

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Re: Fiefdoms @ War: Turn 2
« Reply #161 on: March 17, 2011, 07:03:30 pm »

I have a question how they work, is it territories they go though, or territories they can go though?

IE, if I send one to Storm N from Terret South, will that make 1200 no matter what, or can I send it the long way and make 1800?

Edit: And when I make a ship will that decrease the amount I get because it can go a even shorter way?
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adwarf

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Re: Fiefdoms @ War: Turn 2
« Reply #162 on: March 17, 2011, 07:04:13 pm »

Ok could I research Armed Gnome Peasents cheaply, and them cost very little.
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Iituem

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Re: Fiefdoms @ War: Turn 2
« Reply #163 on: March 17, 2011, 07:14:46 pm »

I have a question how they work, is it territories they go though, or territories they can go though?

IE, if I send one to Storm N from Terret South, will that make 1200 no matter what, or can I send it the long way and make 1800?

Edit: And when I make a ship will that decrease the amount I get because it can go a even shorter way?

That reminds me to finish amending the trade rules.

Caravan payouts work on the shortest route they can take, taking into account blockades by hostile nations/troops etc.  I'm going to edit the rules so that crossing an ocean territory counts as crossing 3 territories for the purposes of the cash bonus, as well as add rules for blockading etc.


You can do research to improve caravan defences or pay for caravan guards.  I'll add in rules to let you send armed troops as escorts through neutral territories in exchange for a (rather lower than for invasion) fee, probably £50/territory.  Of course, if you use these escorts to actually commit an invasion, whichever territory you are in at the time (assuming it's not the one you're invading) will attack you on principle first.


adwarf:  How would Armed Gnome Peasants differ in particular from spearmen?  Just cheaper to raise and/or cheaper to maintain?
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

adwarf

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Re: Fiefdoms @ War: Turn 2
« Reply #164 on: March 17, 2011, 07:17:47 pm »

Both that, and they would be equipped with pithforks, or knives.
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