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Age of Realms: Magic [Quenched]

PostPosted: Tue Dec 04, 2007 1:31 pm
by DiM
the battle for uniting the lands raged on for years and when it was finally over only the fools thought all will be well. the desecration of the sanctuary has brought upon the land a terrible frost spell. many have died and many more will die unless the spell is broken. and the only way to do it is to go back in the isle of Remora and destroy the sanctuary. only then the spell will be broken.

that's what basically happens in this chapter. spell needs to be broken ad this means the sanctuary terit must be conquered. the trick is that it will have a bunch of neutrals on it. the castles now produce just 3 troops/turn and they're autodeployed. but the resource pairs are now more important. because the land is frozen and food is scarce, you can now attract more soldiers if you manage to harvest resources. so + 3 for holding a castle and resource pair and +3 for holding village and resource pair.

with the new bonus scheme it means the castles are no longer so important. surviving and perhaps turning the game will be possible even if you lost the castles. just get resources and villages and your army will grow.

number of terits: 93 (87 start neutral)
special features:
*lots of neutrals with various number of troops
*win condition (take and hold the sanctuary for 1 turn)
*decay
number of continents: 198

V12:
DONE:
*moved iburi name to make herakilla happy.

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V11
DONE:
* shields adjustments
* snow adjustments

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V10
DONE:
*made the ice in eon dock more realistic
*tweaked a few snowpiles

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V9
DONE
*changed the wining objective explanation in the legend
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V8
DONE:
* it was a real bitch but i finally decided what to do with the army circles. i wanted to change them to something more suited to the winter but at the same time i liked the fact that they were shields. so i tried adding fur rims on the shields and i failed because of the level of detail. in the end i chose what i think is the perfect way to switch from summer to winter and keep the same shields. adding snow on top of the shields :) this frickin snow on the shields took me almost 90 minutes to do. it's f*ckin horrible to draw snow pixel by pixel for 93 shields.
*and finally small version of the map.
*also made the sanctuary worth 75.
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V7
DONE:
*added ships traveling on the open sea.
*added a small camp fire on the ice path near the southern road sign.
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V6
DONE:
*added paths on the land that lead to the ice bridge
*added the snow covered ruins of the rhit village
*broke the rhit dock to be clear that it is not usable
*added an ice trapped boat near the rhit dock.
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V5
DONE:
*added glow to the sanctuary shield
*froze rhit dock and moved village to ieme and built a new dock there.
*extended ice so the por, qasr and butchery names would be perfectly visible.
*moved the legend down a bit to indicate that sler is connected to the other docks.
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V4
DONE:
* replaced corn farm and corn mill with rabbit farm and butchery
* replaced wheat field and bakery with berry field and basket weaver
* added routes on the ice bridge to indicate it's purpose.
* added road signs on the ice bridge for feeling and for further indication that that's a path.
* modified the legend and resource graphics to represent the new changes.
* added a glow to the sanctuary to draw attention on it.
* drank hot chocolate while looking at family guy
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V3.
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V2.
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V1.
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PostPosted: Tue Dec 04, 2007 1:33 pm
by yeti_c
First question (of many!)

How many on the Sanctuary?

C.

PostPosted: Tue Dec 04, 2007 1:42 pm
by DiM
yeti_c wrote:First question (of many!)

How many on the Sanctuary?

C.


to be discussed. as i told you in the pm i wanted to start with 10 neutrals and have 5 added each turn but since that's not possible there will be 50, 100 neutrals there.

btw i just updated the map in first post. it had a few problems like qasr dock filled with ice and other ice problems on the rivers. hit F5 to load the new image.

PostPosted: Tue Dec 04, 2007 1:45 pm
by DiM
things that need discussion:

1. number of neutrals on the sanctuary.
2. what are the terits that should be connected by ice caps?
3. what terits should have frostybite and what should the decay value be?
4. are the wheat and corn resources realistic? should i change them? if i should, then to what?

PostPosted: Tue Dec 04, 2007 1:46 pm
by wicked
Ok, so how will it work, if after I kill off everyone else, I go to conquer the Sanctuary but can't do it in one turn. I can't start the next round in freestyle, so then have to wait 12 hours to take my next turn? That's annoying. :wink:

PostPosted: Tue Dec 04, 2007 1:47 pm
by yeti_c
wicked wrote:Ok, so how will it work, if after I kill off everyone else, I go to conquer the Sanctuary but can't do it in one turn. I can't start the next round, so then have to wait 24 hours to take my next turn?


As current game - if you kill everyone you win anyways...

It's an objective that short circuits the killing everyone process... hold it for one turn - the game is yours...

C.

PostPosted: Tue Dec 04, 2007 1:49 pm
by wicked
Oh OK. I was going to suggest the normal way to end the game too. Gotcha.

So wait, it's not just taking the Sanctuary, it's holding it?

PostPosted: Tue Dec 04, 2007 1:50 pm
by gimil
Im thinking of a few things.

Reduce the number of villages, and increase 1 or 2 to city sizes spead over 2-3 terrs.

Ice path between croch and voigth and stop posts stuck inside that area from attacknig the ones outside.

Change the sheild this one to move away from the medieval feel of the map.

have the surrounding terrs of the santuary also have high neutrals

PostPosted: Tue Dec 04, 2007 1:50 pm
by DiM
wicked wrote:Ok, so how will it work, if after I kill off everyone else, I go to conquer the Sanctuary but can't do it in one turn. I can't start the next round in freestyle, so then have to wait 12 hours to take my next turn? That's annoying. :wink:


take the sanctuary and hold it for 1 turn and you win regardless of how many active players are in the game.
but if you first kill everybody you win without having to hold the sanctuary.

it acts like a shortcut for a surprise win (especially with fog)

edit// fast posted by a mile :lol:

Re: Age of Realms Trilogy - chapter 2 - Age of Magic

PostPosted: Tue Dec 04, 2007 1:51 pm
by wicked
DiM wrote:that's what basically happens in this chapter. spell needs to be broken ad this means the sanctuary terit must be conquered.


Dim, just checking to see if what Yeti said is correct? That killing off everyone will end it too w/o conquering sanctuary?

PostPosted: Tue Dec 04, 2007 1:52 pm
by wicked
OK gotcha. Your first post said must, hence my confusion. You have to take and HOLD for one turn. lol I don't see anyone bothering?

PostPosted: Tue Dec 04, 2007 1:53 pm
by Telvannia
if say you added an ice cap between Roc and Rongar. Could you make it so that the ports, Vesk, Eon and Ikalu connect to each other but to no other ports. You could add to the legend:
Ports can only attack other ports connected by open sea.


You could also remove some over the rivers and make them passable.

I think wheat and corn should be removed, but i dont know what you could change them to right now.

Some of your territory borders seem to go into the water ect.

I think some more things in a bit.

PostPosted: Tue Dec 04, 2007 1:54 pm
by Coleman
I'm not sure why I'm thinking this but I want Croch to be a village.

However, since I have no logical reason for it you can probably disregard.

PostPosted: Tue Dec 04, 2007 1:55 pm
by gimil
I also think that all the rivers should have frozen over.

PostPosted: Tue Dec 04, 2007 1:55 pm
by DiM
gimil wrote:Im thinking of a few things.

Reduce the number of villages, and increase 1 or 2 to city sizes spead over 2-3 terrs.


i'm not fond of this. where would those cities be located? wouldn't that make the gameplay imbalanced? imagine a guy getting a castle near a city and his opponent getting a castle with nothing, not even a village.

gimil wrote:Ice path between croch and voigth and stop posts stuck inside that area from attacknig the ones outside.


this i like. it add a twist and it's realistic.

gimil wrote:Change the sheild this one to move away from the medieval feel of the map.


the map is still medieval, it's just that it's frozen medieval :)
but i will change them when i get an idea to what.

gimil wrote:have the surrounding terrs of the santuary also have high neutrals


the surroundings of the sanctuary will have decay on them no need for high neutrals.

PostPosted: Tue Dec 04, 2007 1:56 pm
by gimil
DiM wrote:
gimil wrote:Im thinking of a few things.

Reduce the number of villages, and increase 1 or 2 to city sizes spead over 2-3 terrs.


i'm not fond of this. where would those cities be located? wouldn't that make the gameplay imbalanced? imagine a guy getting a castle near a city and his opponent getting a castle with nothing, not even a village.


Well between me you and yeti we could do this to make it balanced. :wink:

Im sure we have the brain power

PostPosted: Tue Dec 04, 2007 1:58 pm
by Coleman
wicked wrote:OK gotcha. Your first post said must, hence my confusion. You have to take and HOLD for one turn. lol I don't see anyone bothering?


Let's say we are playing Fog and I'm Aoria. I grab both villages and my resource pair.

+2 for both villages
+3 for resource pair and my castle
+6 for resource pair and both villages
+3 on my castle anyways.

14 a turn, and if I manage to snag Haet it's 18 a turn. If the sanctuary is 50 I could see myself going for it.

PostPosted: Tue Dec 04, 2007 2:00 pm
by yeti_c
All areas that aren't sheltered should decay due to the ice...

So all territories should decay -1 or -2 each turn... and -3-4-5 on the sanctuary...

Two things to note here before anyone asks them

1) Neutrals don't decay
2) Your armies won't decay beyond 1

C.

PostPosted: Tue Dec 04, 2007 2:00 pm
by Coleman
DiM wrote:
gimil wrote:Ice path between croch and voigth and stop posts stuck inside that area from attacknig the ones outside.


this i like. it add a twist and it's realistic.
I'm not fond of this one. It makes Assassin games a lot more complex. If me and someone else is in that area and my target is outside that area and the someone else has their target inside that area they have a pretty good advantage.

Also, Aoria looks a little too happy. Frost the inside?

PostPosted: Tue Dec 04, 2007 2:02 pm
by Coleman
yeti_c wrote:All areas that aren't sheltered should decay due to the ice...

So all territories should decay -1 or -2 each turn... and -3-4-5 on the sanctuary...

Two things to note here before anyone asks them

1) Neutrals don't decay
2) Your armies won't decay beyond 1

C.


Very fond of -1, not so fond of -2. There already isn't much incentive to grab more territories than you need.

EDIT: I changed my mind. Everything on the Sanctuary island should be -2 and the Sanctuary should be -3. How we fit that in the legend is beyond me.

PostPosted: Tue Dec 04, 2007 2:03 pm
by Coleman
Have you considered turning all the wood into stone? Some time has passed right? I'm referring to the docks and the bridges.

PostPosted: Tue Dec 04, 2007 2:09 pm
by DiM
then what i must do for V2.

* decay explanation
* ice caps between rongar and foc and between croch and voigth
* docks explanation

PostPosted: Tue Dec 04, 2007 2:12 pm
by Coleman
So you are breaking Assassin then, with the docks? Or making it harder or however you see it?

PostPosted: Tue Dec 04, 2007 2:16 pm
by mibi
nice work DiM, the icey graphics look good and are a good change of pace. Reminds me of Warcraft. The icebergs are a nice touch.

Aside from the graphics tho... i think the gameplay needs to be a bit different then the Might one.... i think you need more than just the sanctuary twist.

PostPosted: Tue Dec 04, 2007 2:21 pm
by gimil
mibi wrote:nice work DiM, the icey graphics look good and are a good change of pace. Reminds me of Warcraft. The icebergs are a nice touch.

Aside from the graphics tho... i think the gameplay needs to be a bit different then the Might one.... i think you need more than just the sanctuary twist.


An argument ive already started.

Hopefully he will let me change that :D