[ian-reeds-games] Re: Minor Bug in Warlords re Settlers

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Thu, 5 Sep 2013 19:01:52 -0400

That is awesome! Even with the flaws in the map your enjoying it, so I am
grateful for that!

I do plan on updating this after I get off the computer in a bit.

1. medusa and basilisks should be easier to deal with. They  start with two
gaze attacks and then have to wait three rounds till they recharge for the
next etc.
2. Gave the elves a shrine that is just the temple of the elves. I might
switch out the cleric for a druid and throw in the blade dancer instead of
paladin to give it an ethnic elf quality, grin.

3.Gave the halflings a little bonus in damage, not a lot, just enough to
make them competitive.
 4. gave the unicorn cavalry teleport. Warning, don't put these on ai
control, since they will use teleport to move one space at a time. Teleport
does not cost an action, so the unicorn cavalry can get immediately into the
action.
5. all towers, good and bad, now pump out a spellcaster as soon as it is
built, but the dragons still have to wait. The players dragons have a little
boost  in energy recharge  so hopefully they will come out a bit sooner.
6. gaze turns units into stone, which has one health. They crumble after 1
round. This is to stop the confusion of units that might be paralyzed or who
still lives. 
7.druid has the magic missile spell, which is not a splash effect spell.
8. redid the order of good structure so Avalon is first when button pressed.

I haven't tested anything as of yet, so if anything sucks or doesn't work as
advertised let me know please.

Also I got the  crossover make more or less up and running, although I am
not  sure how much fun it will be. 

The modern units are:
 Modern infantry: machine guns and a grenade launcher
National guard: like infantry, weaker and no grenade launcher
 Mobil armor: faster, but uses machine guns for combat and has better armor
Tank division incredible armor, plus bombard of the cannon
Fighter squadron: can fight or launch missiles
Bomber squadron: cannot fight, but can drop bombs on targets doing massive
damage.
Attack helicopter: guns and missiles, usually low flying

Launch missile: These are not units, but they are direct fire
Launch nuclear missile: each air base has one of these. It is direct fire,
and causes radioactive  damage to the land where it hits. It kills
everything immediately.

All flying machines have fuel. Helicopters have 20, fighters 30 and bombers
40. 
If you wish to refuel, go back to an army or air force base and use that
bases resupply skill. That replenishes fuel, missiles and grenades

al

 

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of michael Tholl
Sent: Thursday, September 05, 2013 12:33 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Minor Bug in Warlords re Settlers

Hi Allan,
I think the west is the easiest, but it's a bit of a relief with the heat of
the other fronts.
I may have exaggerated a bit about the ease, as the fight has moved from the
forest to inside the mountains, where I think I may be slowly be forced back
a bit.  It helped to get rid of the sorcer's tower to stop the dragons but
the AI is being smart and sending a lot of force to that point.  I'm hoping
that my breach in the south will pull some of that back to the staging area.
I think the biggest issue isn't that gaze freezes things and leaves them
alive for so long, though that can be confusing, it's that a basilisk uses
gaze five or more times in a round, and moves a lot at the same time, and
still is left with a physical attack as well. Those guys are juggernauts.
lol Something kind of odd.
Once I developed a force in the east and drove back the assault over there
and lined up troops to assault the east gate, the AI seems to have stopped
mounting a force there. I haven't started the game today, about to do that
actually, but I think the only unit the AI has over there is a medusa, and
I'm hoping I didn't make a mistake by bypassing that with the dragon on that
side.
I had the same issue with diplomats ont hat side, but suddenly I have two
over there, both just a round away from getting dwarves and the northeastern
centaurs.
It's kind of funny that the west stabilized so easily, and yet, I can't get
a diplomat to those centaurs. lol think I can manage it this time, but that
diplomat is far away.
Those mercenary legions are awesome gate breakers btw, I have one in the
field so far, and another on the way, but they're almost an answer to the
northern basilisk issue. grins.
It really feels like a lost cause for several rounds, and even now with
things stabilizing, I don't feel safe.
Even in the west where things went so smoothly, I've started sending some
troops up from Avalon to bolster that force. I keep getting my spiders
killed, so I've learned the first thing they should do is bite something.
The north is now just a holding ground for me, and the east looks the most
organized, which is incredible to me, since I had an uphill battle allt he
way over there.
I'm looking forward to the fighting in the mountains now, as that's the most
fluid, and I may even have to pull back in the west and regroup.  We'll see
how it goes. there's a red dragon on the loose over there, I think, and drow
dragonriders, and my white dragon isn't making much of a dent.
I hurt myself on that front with my wizard though, he used the ice blast
thing, and did more damage to the allies than to the axis. lol I also love
being able to get set up in a standard roman/medieval military formation
with cavalry on the wings, and being able to assault towers and gates and
then move back into position without taking hits.  I adapted that last night
after realizing that the elf artillery would take several rounds to get into
place.  In fact, by the time it's in place, I may be moving it in to start
pounding the caverns or the dark tower.
I don't think I've found any packs that I just don't like playing, but this
one plays so much like a rts war game that it's addictive. grins I wish I'd
kept notes on the campaign, because it could almost be written into a cool
hack and slash story.
Michael


On 9/5/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
> Thanks Michael!
> That helps me quite a bit.
>
> I had noticed that the west is a piece of cake, especially with a keep 
> right there, which is what I tend to do with one of them.
> Is that too easy on the west?
>
> I am fixing the gaze attack. Instead of paralysis, I simply have units 
> turn into stone statues with 1 health. They crumble into dust after 1
round.
> That way the board can get cleared quickly, and you won't have any 
> issues trying to remember who is turned to stone or not.
>
> I put the chance of success at 65%, but the gaze seems to work almost 
> all the time. I did try to imporive the number of times a gaze can be 
> used, maybe once every 3 rounds or so.
>
> I have continually tried to get to the dwarves, but  my diplomats keep 
> getting killed. I thought about putting an embassy and a merchant 
> guild with the dwarves, but maybe that is too easy.
>
> I think I can make the good dragons and spellcasters come out faster.
>
> I plan on giving teleport to the unicorn cavalry as well, to get them 
> quickly into the battle. The reason I didn't do it yet is because the 
> computer ai doesn't really understand what the teleport does, and 
> simply uses it to move one square, lol.
>
> That would be a great scripting thing for someone, to get the computer 
> to choose the long range on those kind of skills to make them a little 
> more effective.
>
> I can easily give the elves a temple or shrine to cover the healing
issues.
>
>
> I also thought about trying to get the elves the ability to walk a 
> little quicker in the forest. I am still thinking on how to do that
though.
>
> Thanks for all your input. That helped me a lot.
>
> al
>
>
> -----Original Message-----
> From: ian-reeds-games-bounce@xxxxxxxxxxxxx
> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of michael 
> Tholl
> Sent: Thursday, September 05, 2013 8:09 AM
> To: ian-reeds-games@xxxxxxxxxxxxx
> Subject: [ian-reeds-games] Re: Minor Bug in Warlords re Settlers
>
> I tend to use control a lot to interrupt, but only when I've already 
> gotten a good feel for the map and understand what's likely to happen.
> There are still occasions where I get surprised, but it does work to 
> speed up the enemy's turn.
>
> I'm actually enjoying Axis and Allies more than any other map.
> I admit there are some annoyances, such as waiting so long to get any 
> sort of healers or dragons while the computer pumps out such units in
droves.
> Still, it does make for an interesting challenge.
> Also not sure how intentional it was, but the east and west sides of 
> the map are very different. The eastern side is heavily waited toward 
> being ravaged by the enemy since it takes a while to build up any sort 
> of holding force on that side of the map without sacrificing your 
> holdings.
> Still, I find this to be an intersting challenge to overcome since I 
> tie up the westers side of the map in about 10 turns, and the southern 
> area is more of a staging ground with some skirmishing. grins My 
> biggest issue, and I think it is probably unintentional is the 
> basalisks.
> I stoppped to watch this happen a few times after being very surprised 
> when it happened a couple of times.
> The basilisks will use gaze over and over. Either they regain energy 
> too fast, or it's not reducing correctly or both, because I watched 
> two separate basilisks on two separate occasions utterly crush two 
> separate armies sent into the northlands.
> I have a map sitting how with something like 5 artillery pieces, 4 
> wolfriders, 4 slingers, and at one point 10 skirmishers, all frozen.
> I'm sure there were more slingers and wolfriders, but the enemy is 
> slowly killing off my statues up there.  Oh, and one move away from a 
> diplomatic mission also one of the orginal two diplomats stands as a 
> statue. lol As annoying as this is it's also amusing, because all 
> across the northlands is scattered an army that first pushed back the 
> enemy, despite being weaker elements of the Allies, and had just laid 
> siege to the northern gates, with more artillery on the way, or frozen 
> in a couple of cases, and now with only a couple of exceptions who are 
> luring this current basilisk back to some watchtowers, it looks like a 
> still picture of an army. lol I think I'm rambling here, so I'll stop 
> now, just wanted to say that while small maps are fun, this particular 
> map is really fun to play, very interesting problems to overcome, and 
> I have no problems with playing others like this.
> Hmm, one last thing.. sorry.
> About the keep versus settlers, I'm of two minds on this.
> I've played with both, but when I had the settlers, I did not have the 
> skirmishers.  I liked making that new settlement, because it allowed 
> me to make a temple on the eastern side of the map to help with 
> healing. I was able to move the settlers over near ShadowFax, which 
> allowed for the temple and watchtower on that side of the map.
> With the extra keep I have wrapped up the western side of the map 
> fast, and can send a constant supply of fresh troops into the mountains on
that side.
> I think it depends on how you really want the map to play, because 
> with settlers, you can begin to stabilize the east sooner and save a 
> couple of hamlets, but it eventually could make the map too easy.
> Michael
>
>
> On 9/5/13, shaun everiss <sm.everiss@xxxxxxxxx> wrote:
>> wander if there is a way to have the program speak only sertain events.
>> I don't necessarily need to hear every event that happens.
>> I want to here where an enemy goes especially if I can not see it yet.
>> I want to know if my player is killed by an enemy or if they are in 
>> danger of doing so.
>> I don't need to hear every attack per say from every unit, maybe one 
>> announcement that says x unit attacked y player or used x skills on 
>> player causing x dammage or if I choose to simply having something 
>> like x player was hit or killed by y units.
>> I'd also like to know maybe as a optional thing to be accessed at any 
>> time  if or what player or enemy unit is close to me.
>> I'd also like some battle timeline to read off with a key should I 
>> need it like in entombed so I can hit the players that are likely to 
>> cause serious dammage first or at least have a chance to handle my 
>> units better.
>> right now I just run towards the player, attack and hope I kill the 
>> units or whatever before I run out of movement.
>> if I still live after an attack try again to handle another unit or 
>> whatever.
>>
>> At 02:25 PM 9/5/2013, you wrote:
>>>The player can always press control each time they want to skip a 
>>>chunk of spoken text, or hold it if they want to skip the AI 
>>>announcements completely.
>>>That speeds up the AI's turn a bit, not sure what else we might do to 
>>>make it naturally faster.
>>>There is a preferences option to affect whether coordinates are 
>>>announced during AI messages.
>>>Turning the coordinates off might help a bit.
>>>
>>>Ian Reed
>>>
>>>On 9/4/2013 3:38 PM, Allan Thompson wrote:
>>>>Ok, I am glad they are addictive! It seems like the simpler they 
>>>>are, the more fun they are, lol. I should take that to heart.
>>>>
>>>>So I can probably do something else with the day map. I thought 
>>>>maybe a pitched battle, trying to get settlers somewhere...maybe a 
>>>>heroic action over a chasm or something.
>>>>
>>>>I worry that the axis and allies map is just too cumbersome. I mean, 
>>>>around round 10, the enemy takes forever and I wonder if people just 
>>>>give up on  it by then.
>>>>Maybe a scripter or Ian  might have an idea on how to  shorten a 
>>>>computer's move?
>>>>
>>>>al
>>>>
>>>>al
>>>>
>>>>-----Original Message-----
>>>>From: ian-reeds-games-bounce@xxxxxxxxxxxxx
>>>>[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Zak 
>>>>Claassen
>>>>Sent: Wednesday, September 04, 2013 1:53 PM
>>>>To: ian-reeds-games@xxxxxxxxxxxxx
>>>>Subject: [ian-reeds-games] Re: Minor Bug in Warlords re Settlers
>>>>
>>>>I prefer the night battle map, it's annoying to hear everything the  
>>>>enemy  is doing each turn while you're just trying to build up your 
>>>>army.  It  wasn't that much of a problem on the survival of the 
>>>>strongest map since the  enemy only had one building with which to 
>>>>recruit, but on the tale of two  cities map it can be a bit too 
>>>>much.
>>>>Really awesome and addictive maps by the way
>>>>
>>>>On 9/4/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
>>>>>ROFL!
>>>>>Who would ever name their settlement "bowman 1" lol.
>>>>>It is really strange though. I wonder why that happened?
>>>>>
>>>>>Do you like the night battle  better then the day battle? Just curious.
>>>>>
>>>>>al
>>>>>
>>>>>-----Original Message-----
>>>>>From: ian-reeds-games-bounce@xxxxxxxxxxxxx
>>>>>[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Jono 
>>>>>Heaps
>>>>>Sent: Wednesday, September 04, 2013 10:12 AM
>>>>>To: ian-reeds-games@xxxxxxxxxxxxx
>>>>>Subject: [ian-reeds-games] Minor Bug in Warlords re Settlers
>>>>>
>>>>>Hi all,
>>>>>
>>>>>I encountered a rather intriguing bug in the Warlords map (by the 
>>>>>way, I'm using Dev 28 so this might no longer be relevant). I was 
>>>>>playing the Orc Night Battle and managed to upgrade my city to a 
>>>>>citadel, thus giving me the opportunity to recruit settlers. This I 
>>>>>duly did, but forgot to toggle the AI to off. Consequently they 
>>>>>decided they were their own boss and erected a new settlement right 
>>>>>where "Bowman one, the elite archer" happened to be manning his 
>>>>>post. So that turn I went to find my new settlement and...low and 
>>>>>behold, bowman one had disappeared off the face of the map and the 
>>>>>settlement had been built in his place! It was even named after 
>>>>>him. Bowman one, the good settlement. An unusual metimorphisus to 
>>>>>be sure, but a fitting tribute as he had faught most valliently, 
>>>>>many a smelly orc wilting before the fury of his intent.
>>>>>
>>>>>So like I say, a minor bug and probably not current since I am 
>>>>>about five versions behind, but probably one of the most 
>>>>>interesting hiccups I've ever come across so thought I'd share.
>>>>>
>>>>>Jono
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>>
>>
>>
>
>
>
>



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