.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Multiplayer and AARs

Reply
 
Thread Tools Display Modes
  #21  
Old August 27th, 2009, 09:35 PM

rdonj rdonj is offline
General
 
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
rdonj is on a distinguished road
Default Re: Overlords - Experimental game. Concept thread

Thinking about it yeah, that does make sense. Otherwise some of the normal nations could have issues getting picked at by the overlords before they had anything to fight back with.
Reply With Quote
  #22  
Old August 28th, 2009, 01:45 AM

TheDemon TheDemon is offline
Sergeant
 
Join Date: Jan 2009
Posts: 223
Thanks: 7
Thanked 19 Times in 12 Posts
TheDemon is on a distinguished road
Default Re: Overlords - Experimental game. Concept thread

One other idea I had when looking at the map manual was you could set the overlords' non-cap provs to have a certain ammount of unrest at the start of the game. They would start with only their gem income advantage but their gold income advantage would come online automatically. A bit of tax micro on the players' part. Plus, if you want, the overlords' sites can be hidden at the start of the game and would have to be discovered by searching (they would still be guaranteed).

I'm not sure if either of those are necessary at all, but the ideas jumped out at me.

As for the map, I'm thinking wraparound for sure. I'll probably crib a slice from another map and copy it a few times to make something that's more or less symetrical. With 6 overlords and 15 normals, placement might be a little tricky. I might just place overlords in some sort of equidistant pattern, mark their provs nostart, and then open a game and see where it randomly places the remaining nations.

Ideas?
Reply With Quote
  #23  
Old August 28th, 2009, 02:02 AM
Burnsaber's Avatar

Burnsaber Burnsaber is offline
Colonel
 
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
Burnsaber is on a distinguished road
Default Re: Overlords - Experimental game. Concept thread

Quote:
Originally Posted by TheDemon View Post
As for the map, I'm thinking wraparound for sure. I'll probably crib a slice from another map and copy it a few times to make something that's more or less symetrical. With 6 overlords and 15 normals, placement might be a little tricky. I might just place overlords in some sort of equidistant pattern, mark their provs nostart, and then open a game and see where it randomly places the remaining nations.

Ideas?
I just edited a map for the Early Days game. It had some nations in prefixed start locations and other placed randomly in a choice of prefixed starting locations.

Some hints:
- Nostart overrides the command for fixed starting position, so if you mark a province as a nostart and set a nation there, you will get a crash error when you try to start the game.
- You need to keep an eye for terrains that are marked as nostart in their terrain code. That also overides any #start commands
Reply With Quote
The Following User Says Thank You to Burnsaber For This Useful Post:
  #24  
Old August 28th, 2009, 02:55 AM
Septimius Severus's Avatar

Septimius Severus Septimius Severus is offline
Lieutenant Colonel
 
Join Date: Nov 2008
Location: Leptis Magna
Posts: 1,329
Thanks: 23
Thanked 21 Times in 13 Posts
Septimius Severus is on a distinguished road
Default Re: Overlords - Experimental game. Concept thread

Wouldn't it be in the interests of the normal nations helmed by the less experienced players to at least coordinate with one another in the beginning against the overlords before fighting it out amongst themselves?

Having a co-admin is a great idea, especially for games with large numbers of players. Even for smaller games, having a co-admin or at least a backup admin is great to have, just in case life gets in the way and you cannot access the Internet for some reason.
Reply With Quote
  #25  
Old August 28th, 2009, 03:22 AM

rdonj rdonj is offline
General
 
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
rdonj is on a distinguished road
Default Re: Overlords - Experimental game. Concept thread

Quote:
Originally Posted by TheDemon View Post
One other idea I had when looking at the map manual was you could set the overlords' non-cap provs to have a certain ammount of unrest at the start of the game. They would start with only their gem income advantage but their gold income advantage would come online automatically. A bit of tax micro on the players' part. Plus, if you want, the overlords' sites can be hidden at the start of the game and would have to be discovered by searching (they would still be guaranteed).

I'm not sure if either of those are necessary at all, but the ideas jumped out at me.

As for the map, I'm thinking wraparound for sure. I'll probably crib a slice from another map and copy it a few times to make something that's more or less symetrical. With 6 overlords and 15 normals, placement might be a little tricky. I might just place overlords in some sort of equidistant pattern, mark their provs nostart, and then open a game and see where it randomly places the remaining nations.

Ideas?
I like the idea of unrest at the start, it will give them a less stellar start and hopefully help them from starting up too fast. I want them to start with the whole gem income though, they won't be able to use it completely for a while anyway, and I think they will need it if they get rushed.

You're right, fitting 15 would be somewhat difficult. Making a completely symmetrical map with 14 players would be doable though. Here's a basic grid style, 1s are overlords, 2s are normals.

2 2 2 2
2 1 2 1
2 1 2 1
2 1 2 1
2 2 2 2

Since it's wrap around, the left side would be adjacent to the right side... would that be acceptable? If you can get 15 in without it looking inherently unbalanced, I would find that quite satisfactory.


Septimius, that is quite possible and one of the reasons the overlords need to have significant starting advantages over the normal nations. Otherwise it would be too easy to gang up on them and take them out. Hopefully, the way they are going they will be unattractive enough targets to dissuade such an early ganging.
Reply With Quote
  #26  
Old August 28th, 2009, 04:02 AM

kianduatha kianduatha is offline
Second Lieutenant
 
Join Date: Jun 2009
Posts: 403
Thanks: 15
Thanked 28 Times in 21 Posts
kianduatha is on a distinguished road
Default Re: Overlords - Experimental game. Concept thread

If it's wraparound, wouldn't it be better like this?

2 2 2 2
2 1 2 1
2 2 2 2
2 1 2 1
2 2 2 2
2 1 2 1

Also, what nations were you anticipating being overlords? Shinuyama, Ashdod, Tien Chi, Mictlan? uh, C'tis, Ulm, Ermor? I'm just trying to think of what possibilities are left for the chump normal nations.
Reply With Quote
  #27  
Old August 28th, 2009, 04:28 AM

rdonj rdonj is offline
General
 
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
rdonj is on a distinguished road
Default Re: Overlords - Experimental game. Concept thread

You are correct, I was thinking only horizontal wraparound, rather than complete wrap around.

Tentatively, overlords would be pythium, ashdod and jotunheim for ma, plus all water nations. In all honesty though, there don't have to be specific set overlords except for underwater. If a player felt they could do particularly well with a nation under the setup, I don't see any reason why they couldn't play them.

Also Demon, if you think it would be too much hassle to have underwater overlords in the game for mapmaking purposes, that's fine. We can just switch to ea and not bother with underwater nations for simplicity's sake.
Reply With Quote
  #28  
Old August 28th, 2009, 08:03 PM

namad namad is offline
Second Lieutenant
 
Join Date: Jul 2008
Posts: 540
Thanks: 10
Thanked 2 Times in 2 Posts
namad is on a distinguished road
Default Re: Overlords - Experimental game. Concept thread

how about overlords must reach dominion amount 3 friendly in an enemy normal province to attack it?


this way it's much harder? and preaching much more effective against it?


without changing the vision or simplistic nature or etc?
Reply With Quote
  #29  
Old August 28th, 2009, 11:07 PM

rdonj rdonj is offline
General
 
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
rdonj is on a distinguished road
Default Re: Overlords - Experimental game. Concept thread

I don't know, I think it will already be fairly hard for overlords to expand into normals. I don't think adding a specific dominion quantity is altogether necessary.
Reply With Quote
  #30  
Old August 30th, 2009, 08:02 PM

rdonj rdonj is offline
General
 
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
rdonj is on a distinguished road
Default Re: Overlords - Experimental game. Concept thread

Unless anyone else has comments, I think the basic idea is set. I will wait to make certain whether there will be water overlords or not, and then I'll start a thread for a game using this concept.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:00 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.