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Alamaze Campaign
#11
If Titan split is used, I feel the game will show a clear leading team pretty early on. So, I don't think a turn limit is needed.
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#12
I'll think about the campaign concept some more.

In the meantime, what if we introduce the Ice Age option to the game? It'll be something to choose in the Game Queue and any game will be able to have the effect.

Ice Age Epoch
  • Winter season is always present throughout the entire game (the entire map experiences winter).
  • The Ice Age option may be applied on any map (including Centauria).
  • Terrain movement costs are x1.5 current value (turn 0 kingdom setups will display an additional Ice Age column rate).
  • All water areas will be completely frozen over. No ships may move which will nullify merchant trading, sea patrols, and troop transport. All groups may move on frozen water as if on land (use order #720/725). Teleport spells will be allowed to land on frozen water areas. Groups with flying artifacts (Pegasus, Red Bats, Green Dragons) will be allowed to land on frozen water.
  • Dragons may land on frozen water so they may attack pc's or investigate encounters which was previously denied them.
  • Group vs group combat on frozen water areas will be fought as a normal land battle (fleets are not involved) and the terrain will be equivalent to Plains (regarding if certain effects are possible like Flanking or casting the Flash Flood spell).
  • Groups may intercept and pursue other groups over frozen water.
  • Fire-oriented spells have x1.5 damage (before spell density) during Ice Age epochs. This will boost the effects of the following spells: Firestrike, Wall of Flame, Meteor Strike (pc damage spell), Avenging Angel (divine fire aspect of this priestess spell)
  • Due to the need to rebalance kingdom power ratings, wizard troop summoning spells are not permitted during an Ice Age. The Demon Prince's special ability to raise skeletons is still allowed as well as the Raise Zombie spell (#112) since they are created from the dead on the battlefield.
  • The banned list of spells during an Ice Age are: Summon Kraken (#659), Storm At Sea (#660), Dispel Storm At Sea (#661), Ship of Mist (#708), Summon Minotaurs (#860), Summon Skeletons (#861), Summon Ghouls (#862), Summon Wights (#863), Summon Specters (#864), Summon Rock Golems (#865) 
  • The banned list of orders during an Ice Age are: Sea Patrol (#705), Sea Group Moves (#710/715), Sea Trade Mission (#711), Increase Seapower (#748), Create Elite Ship (#749), Sabotage Seapower (#935).
  • For Early Strategic Objectives, if you select the objective D4 (total 7+ fleets in each of 2+ seas) you will not be able to achieve your ESO in the game. 
  • Scrap seapower (order #245) will still be permitted since some kingdoms were designed to be balanced with other kingdoms regarding number/quality of fleets as a factor (though their purpose during an Ice Age will be only to scrap for the extra gold).
  • Phoenix brigades (fire creatures that only the Black/Red Dragon kingdoms may summon) are able to heal 10% attrition (normally 5%).
  • Due to the inclement weather, all figure movements (emissary, agent, priestess) ranges are reduced by 2. So if your kingdom can move an agent 8 areas, that gets reduced to 6 areas. This movement penalty does NOT apply for artifacts that affect figure movement (e.g., Onyx Amulet, Red Elk Mount).
  • All kingdoms will receive an extra 25,000 food on turn 0 as the liege releases his last reserves for the upcoming deep winter.
  • Special kingdom locations (Druid's Grove, Dragon's Lair, etc.) are magical places that are not affected by the harsh winter conditions (full production).

Due to the reduced food production, certain orders/spells that may have not been used before may become more valuable in this format. Instant Summon Phantoms (#93) will allow you to add troops to your group without paying for any food/gold like normal troops. As mentioned earlier, Raise Zombies (#112) will allow your group to grow in size automatically without paying for the additional brigades. Of course, Create Food (#208), Fertile Fields (#602), and Bounty (#786) spells should be popular during an Ice Age epoch.

Cimmerians may dominate this format due to their numerous winter bonuses but also of value are high quality troops like Red Dragon brigades which don't need to recruit that much to bolster their forces (so they can get by with a smaller elite force when food is scarce).

I'm debating on whether wizard summon troop spells should be banned or not. What does everyone else think? Some wizard kingdoms were designed to summon magical troops as part of their power ranking to other kingdoms. Since the change was made for summoned troops to require food/gold as normal troops, should these spells be banned or allowed in this variant?

Overall, adding the Ice Age Epoch option will be a bit of work than I originally thought but I think it would provide a cool and interesting option for the game. What does everyone else think? Also, we'll need Ry Vor's permission to make this code change...
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#13
(10-25-2017, 10:52 PM)JonDoe Wrote: Admin please delete above post the guy put some kind of click bait in the reply

Thanks.  Done and purged spammer.
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#14
Is Ice Age Epoch ready to play yet? I'd sign up for it....no fluid water would be awesome!!!
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#15
For summoning I think allow skeletons and Minotaurs. If DE can still summon mages should be able as well. Minotaurs seem like they should be able to handle the cold.
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#16
I'm in!
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#17
(07-09-2017, 08:28 PM)unclemike Wrote: I'll think about the campaign concept some more.

In the meantime, what if we introduce the Ice Age option to the game? It'll be something to choose in the Game Queue and any game will be able to have the effect.

Ice Age Epoch
  • Winter season is always present throughout the entire game (the entire map experiences winter).
  • The Ice Age option may be applied on any map (including Centauria).
  • Terrain movement costs are x1.5 current value (turn 0 kingdom setups will display an additional Ice Age column rate).
  • All water areas will be completely frozen over. No ships may move which will nullify merchant trading, sea patrols, and troop transport. All groups may move on frozen water as if on land (use order #720/725). Teleport spells will be allowed to land on frozen water areas. Groups with flying artifacts (Pegasus, Red Bats, Green Dragons) will be allowed to land on frozen water.
  • Dragons may land on frozen water so they may attack pc's or investigate encounters which was previously denied them.
  • Group vs group combat on frozen water areas will be fought as a normal land battle (fleets are not involved) and the terrain will be equivalent to Plains (regarding if certain effects are possible like Flanking or casting the Flash Flood spell).
  • Groups may intercept and pursue other groups over frozen water.
  • Fire-oriented spells have x1.5 damage (before spell density) during Ice Age epochs. This will boost the effects of the following spells: Firestrike, Wall of Flame, Meteor Strike (pc damage spell), Avenging Angel (divine fire aspect of this priestess spell)
  • Due to the need to rebalance kingdom power ratings, wizard troop summoning spells are not permitted during an Ice Age. The Demon Prince's special ability to raise skeletons is still allowed as well as the Raise Zombie spell (#112) since they are created from the dead on the battlefield.
  • The banned list of spells during an Ice Age are: Summon Kraken (#659), Storm At Sea (#660), Dispel Storm At Sea (#661), Ship of Mist (#708), Summon Minotaurs (#860), Summon Skeletons (#861), Summon Ghouls (#862), Summon Wights (#863), Summon Specters (#864), Summon Rock Golems (#865) 
  • The banned list of orders during an Ice Age are: Sea Patrol (#705), Sea Group Moves (#710/715), Sea Trade Mission (#711), Increase Seapower (#748), Create Elite Ship (#749), Sabotage Seapower (#935).
  • For Early Strategic Objectives, if you select the objective D4 (total 7+ fleets in each of 2+ seas) you will not be able to achieve your ESO in the game. 
  • Scrap seapower (order #245) will still be permitted since some kingdoms were designed to be balanced with other kingdoms regarding number/quality of fleets as a factor (though their purpose during an Ice Age will be only to scrap for the extra gold).
  • Phoenix brigades (fire creatures that only the Black/Red Dragon kingdoms may summon) are able to heal 10% attrition (normally 5%).
  • Due to the inclement weather, all figure movements (emissary, agent, priestess) ranges are reduced by 1. So if your kingdom can move an agent 8 areas, that gets reduced to 7 areas. This movement penalty does NOT apply for artifacts that affect figure movement (e.g., Onyx Amulet, Red Elk Mount).
  • All kingdoms will receive an extra 25,000 food on turn 0 as the liege releases his last reserves for the upcoming deep winter.
  • Special kingdom locations (Druid's Grove, Dragon's Lair, etc.) are magical places that are not affected by the harsh winter conditions (full production).

Due to the reduced food production, certain orders/spells that may have not been used before may become more valuable in this format. Instant Summon Phantoms (#93) will allow you to add troops to your group without paying for any food/gold like normal troops. As mentioned earlier, Raise Zombies (#112) will allow your group to grow in size automatically without paying for the additional brigades. Of course, Create Food (#208), Fertile Fields (#602), and Bounty (#786) spells should be popular during an Ice Age epoch.

Cimmerians may dominate this format due to their numerous winter bonuses but also of value are high quality troops like Red Dragon brigades which don't need to recruit that much to bolster their forces (so they can get by with a smaller elite force when food is scarce).

I'm debating on whether wizard summon troop spells should be banned or not. What does everyone else think? Some wizard kingdoms were designed to summon magical troops as part of their power ranking to other kingdoms. Since the change was made for summoned troops to require food/gold as normal troops, should these spells be banned or allowed in this variant?

Overall, adding the Ice Age Epoch option will be a bit of work than I originally thought but I think it would provide a cool and interesting option for the game. What does everyone else think? Also, we'll need Ry Vor's permission to make this code change...

This is green-lighted and is intended for the forming Alliance game, so we have two positions remaining there - get in the game!
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