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June 19th, 2010, 03:58 AM
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Sergeant
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Join Date: Mar 2010
Posts: 225
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Re: ThreeFort - Experimental game - Design pretenders
Just great.
Again, my pretender decides to cast some fatique-heavy crap instead of self-buff...
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June 19th, 2010, 04:38 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
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Thanked 215 Times in 77 Posts
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Re: ThreeFort - Experimental game - Design pretenders
I take it your pretender ignored the script? Usually buffs are followed by the AI. Any chance you had something like Breath of Winter scripted with non-cold immune units nearby so the AI ignored it?
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June 19th, 2010, 05:36 AM
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Major General
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Join Date: Jun 2009
Posts: 2,157
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Thanked 116 Times in 73 Posts
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Re: ThreeFort - Experimental game - Design pretenders
Content deleted - sending a PM to nooblis instead.
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June 19th, 2010, 10:45 AM
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Captain
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Join Date: Apr 2004
Location: France
Posts: 820
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Thanked 33 Times in 24 Posts
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Re: ThreeFort - Experimental game - Design pretenders
In case another game with similar settings is started someday, I'd suggest removing water provinces altogether, as one of the 5 nations has no access to it so didn't have the opporunity to go there, which put them at a slight disadvantage.
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June 19th, 2010, 12:00 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
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Thanked 116 Times in 73 Posts
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Re: ThreeFort - Experimental game - Design pretenders
5 nations seems like an unfortunate number anyway, since one of them is just sitting there are letting another one kill a neighbor while the 4th and 5th work on mutual annihilation.
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June 19th, 2010, 02:58 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
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Re: ThreeFort - Experimental game - Design pretenders
I did have some concern about the water provinces and as I recall tried to give the starting position without access some additional terrain types to give them a slightly higher starting gem income. But it would have been better to give that position more than I did. I also figured the water provinces would end up being fought over more than has been the case.
I was hoping for 6 nations and I think it would have helped the situation but of course it's still possible that four nations would square off and two would end up at peace, building their strength.
In retrospect, I think I should have created a game to test the core idea of the changes to spells instead of changing so many things at once. I like the idea of a game where magic doesn't proceed past the mid-game. A game where it doesn't end up being all about SCs and master enslave and where national troops and mages have a role to play throughout. Perhaps if I had just focused on this there would have been more interest in the game.
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June 19th, 2010, 08:54 PM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
Thanks: 36
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Re: ThreeFort - Experimental game - Design pretenders
I think the idea is quite solid and a second game of this type would get more players.
Regarding the water provinces, the map was handed out for perusal before the game started and which nation starts where was unknown, so any disadvantage the nation with out direct access to the water province is no more or else than the disadvantage another nation has for having less gem income or less gem income of the type that is useful to him. Regarding fighting for the water provinces, I'm sure there'll be more of that, we're barely two weeks into the game after all. Plus with easy access to flying items and teleport spells, I don't see why any nation would have no access to the water provinces and experience the subsequent retaliation
Regarding the number of players, it doesn't matter how many players a game has, some will be at peace, some will be annihilating each other, some will be winning, some will be losing, and some will be fighting multiple opponents at the same time!
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June 19th, 2010, 08:59 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
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Thanked 116 Times in 73 Posts
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Re: ThreeFort - Experimental game - Design pretenders
I'll just say I'm glad I'm not next to the Mictlan hordes, nor does it appear I will be in the near future.
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June 28th, 2010, 03:21 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
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Re: ThreeFort - Experimental game - Design pretenders
Regarding items failing to appear, I think I've figured out why *all* such events are failing. Items are probably generated by tier and then by specific item. All of the items are now in Item0, so any attempts to generate something from Item1, Item2, or Item3 results in no item. Yay law of unintended consequences.
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June 28th, 2010, 10:35 PM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
Thanks: 36
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Re: ThreeFort - Experimental game - Design pretenders
That's it! Nice catch!
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