[ian-reeds-games] Re: Warlords

  • From: Jaromír Psánský <jaromir.psansky@xxxxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Mon, 5 Aug 2013 08:42:53 +0200

Hi Allan and all friends this game.

What you say makes sense, but it is quite difficult. It takes a long time in building the economy and unfortunately burdened game. Around thirty moves it begins to slow down and be saved. My solution is a central warehouse that supplies only a select few buildings, it's not elegant, but it works. Do I have to balance a number of factors, such as warehouse has plenty of resources over time, which has to be used, maybe I'll try to use some improvements, such as a large warehouse or something like that you have in your game. I do not know how you managed to force the computer to build all the units quite correctly. For me, built just warriors, although i could build archers. I thought that the archer is a little more expensive it will not even build, so I compared the two units that were priced the same and still nothing. I finally had to archer build a separate building ... I do not understand. My ships are far too obviously too strong. They can train and send to the enemy coast massive army, so it is either substantially zdrazím raw materials and limit their number of action points when standing up, or somehow reduce the number of troops that can disembark. Do I think about it. They are definitely my unit adapted so that they could control the computer alternately with me, because if it is then more bored me to still move around the map, but the opportunity I would especially like to have a need for catapults. Carlos is right. The units would be killing me by a little more intensively to avoid overcrowding maps and catapults must have fewer movements per turn. I also thought about how to make the necessary skill catapults used only to buildings. It is not so easy, because he has the skill to use a parameter field and shoot at all the enemy units like catapults and just did not work. I do not know how but otherwise resolved. Similarly, I wanted the infantry had the ability to light a building. When I put that skill to use against the enemy did not work, I had the data, use the field-effect fire. But then i used fire against troops in the battle and it was not the intention. Can you think of anything? Thanks again will continue the formation, it is absorbing. Otherwise, your game is great right now, I would have to sound a little play with the heat of battle that it was really more enjoyable experience.

Good days all. smile.

Jarek





----- Original Message ----- From: "Allan Thompson" <allan1.thompson@xxxxxxx>
To: <ian-reeds-games@xxxxxxxxxxxxx>
Sent: Monday, August 05, 2013 5:38 AM
Subject: [ian-reeds-games] Re: Warlords


Hey Jarek,
No problem buddy!
I think you are on the right track with that resource management.
I had originally  made a map pack that featured farms, mines, lumberyards,
harbors for ships etc.

What I did was make a specific resource point for each one.

How it worked was this: Let's say a peasant is made by the central location.
That peasant goes out, and finds the terrain type required to make a farm.
It builds the farm thru either craig's transformation script or just using a
summon skill that destroys the peasant after the farm is built.

Anyway, what the farm did was produce a point of "grain". When the grain
reached a certain number, let's say 100, the farm would use a skill that
spent the grain points, but would create a merchant. The merchant would have
yet a second resource point, I think bags or something similar. It was
equivalent to the resource point called grain on the farm.

Anyway, the merchant would go to the central location, a castle or whatever.
It would go there because the city had the "bag of grain" point, but it was
never able to be filled to the max. The merchant would use a skill to "sell"
the bag of grain to the city. Basically it restored the bag of grain points
to the city, and the merchant received gold in exchange for that bag of
grain. I had to label the various farms and mines etc with different
currencies cause it wouldn't work otherwise.  You see, the only resource
point the merchant could spend it's gold on was the farm it came from, or
another closer farm. It would then take the gold back, put the gold into the
farm, and destroy itself.  The farm would then, after it received enough
gold, advance to a farm that produced even more food.

The system worked for the most part. I had miners and lumberjacks and
merchants running all over the place. The city would get the resources and
then it would be able to make units with the same resources.

The problem for me was that the computer was just not able to distinguish
between the same type of resource structure . A farm used gold, and so any
merchant comeing from a distant farm would put the money into the closest
farm available ,  effectively robbing the distant farmers, and likewise for
everything else. I had fishing fleets that would automatically catch fish
each round, and then make a merchant on the land that would sell the fish
into the city, but the boat would earn the money immediately upon making the
merchant, so maybe that would be an  easier way to do things. That way the
money is already in the farm or mine, and the merchants just go the one way,
which is that central location.

Another way might be to cut out the merchant, and just have the various
resource structures use a skill that allows it to  give the resources
directly to the city or castle. You would need different points for each
one, and make sure the resource points are very large so that they never
fill up to the maximum.

That actually might work pretty well. Just have the central location, or
whoever deals with making engineers and peasants to make them. For
utilizeing different environments, like making sure your harbor is on water,
your farms are on grassland, your mines are in hills or mountains, just have
the resource structure have terrain limits.  So like, let's say you want
that harbor. In the structure file, give it a terrain limit of water. Then,
when the unit that is dedicated  to build the harbor ismade, it will head
for the nearest bit of water to make that harbor, and nowere else. Same with
any terrain. It worked really well.

Well, hope some of that was understandable and made sense, lol.

al




-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Jaromír Psánský
Sent: Sunday, August 04, 2013 9:21 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Warlords

Hi Allan.
I can send it, but it is not the ending. I working on my infrastructure. I
wanted learn computer send different resources betveen any buldings for
example gold from goldmine into military store house and military barrack,
but computer is stupid. I do not know if I can learn AI send different
resources on correctly place. My answer was:
Central place for resources is storehouse or somethink bulding like war
house and some one. This houses sending resources castle when are building
and castle can build triumphall building shipyard which can muild ship or
war ship. I gou to sleep, to day i send next mail. I houpe that with
download link for all which wante to try my the first focuse with this very
good game.
smile...
Thank you, you will help very much when i started my work last week.
Jarek

----- Original Message -----
From: "Allan Thompson" <allan1.thompson@xxxxxxx>
To: <ian-reeds-games@xxxxxxxxxxxxx>
Sent: Monday, August 05, 2013 2:11 AM
Subject: [ian-reeds-games] Re: Warlords


Hi Jarek,
No worries buddy, I am sure you will do a fine job. I can't imagine trying
to program a map pack that is in another language! That is impressive to me
all day long. Heck, I have trouble with my own language and I grew up
speaking it, lol.

Actually I would love to see yours when you feel it is ready to show off.
I seem to remember you are something of a history buff?

al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Jaromír Psánský
Sent: Sunday, August 04, 2013 7:22 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Warlords

Hi Allan.
Excellent work very good work it is true.
I creating war maps from medieval units, but your experiences with creating
new map packs are beetter than my experiences. I go to try this maps.
All ... you can on my medieval war map packs, I still working. I writeing
this map packs 7 days and nights. It was very hard work for mee, because i
learning ne things new sintax and some one... smile.
I houpe that my map packs will be a little good the same like Allan map
packs, but i know, thhat my experiencis with new map packs are small.
Good work all creators new map packs. War is here, the time enemy invasion
and invaders is comeing!!!
Jarek

----- Original Message -----
From: "shaun everiss" <sm.everiss@xxxxxxxxx>
To: <ian-reeds-games@xxxxxxxxxxxxx>
Sent: Monday, August 05, 2013 1:09 AM
Subject: [ian-reeds-games] Re: Warlords


sounds really cool will check it man.
good to see you back in the game.
At 10:49 AM 8/5/2013, you wrote:
Hey folks,
Before this summer I had been working on a medieval wargame.
I have done enough to let people play with it, and give suggestions. I
haven't played each map extensively, so there might be surprises, I don't
know.

Obviously some sounds are going to be missing, and I am still not
completely happy with the balance, but I am hoping  people will give it a
chance and let me know if it it is decent enough to make more maps.
Otherwise, I will probably hit the star wars map pack I have been wanting
to do.

Some notes.
Right now there is shumans and in one map, goblins.
Each dwelling of each team has a life of it's own.
As time goes by, the populations of the dwellings increase, enableing you
when it reaches a threshold to expand, thus giving you more units to  play
with, and more money per round.

Each city has it's defenders as well that protect the city, so you don't
have to think your dwelling is unprotected.

The units for the humans are:
Light infantry
Heavy infantry
Light cavalry
Heavy cavalry
Archers
Catapult
Wizard
Paladin

All infantry units and catapults move around 3 spaces, depending on
terrain. Roads don't change this, but hills and forests do.
Cavalry moves around four spaces.

Each unit has a random attack and random defense. That means each attack
and defense is different each time. If a unit attacks, and doesn't do
damage, it is because the unit's defenses were better then the attack
against it.

I would recommend labeling your units since you can have a good dozen or
more  wandering around.

For human troops, they each also have the ability of gaining experience
points. Each time they attack or charge a unit, they gain an xp point.
After five points, they can upgrade to an elite unit.
I wasn't sure if five points was too low, but hopefully some input will
come out of this.

Only human troops can gain experience, it is their distinct advantage,
while the other races I plan to make have other qualities added to their
units. For instance, the goblin archers use poisoned arrows, hopefully.
They also have a flying cavalry unit.

Goblin units:
Goblin infantry, which is roughly a light infantry unit
Goblin warg cavalry, an elite light cav unit
Goblin wyvern cavalry, a flying unitthat can go over mountains and water,
etc.
Goblin archers, they use poison
Ballista, which is basically their form of a siege engine.

Note to Ian: I don't want this on the map page yet since it isn't done.
I think that covers most of everything.
Link is below

https://dl.dropboxusercontent.com/u/68028683/war%20lords.zip
al
"The truth will make you free"
Jesus Christ of Nazareth 33AD














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