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hasaki wrote:I just read your idea I and i dont think it will work. As you said when the N-army reaches 4 armies it will attack. Apart from a dead beating player the
N-army will never have over 4 armies on any one place at any one time.
So I just don't see the point in having something like this unless the N-armies could build up to a sizable force before attacking.
hasaki wrote:I just read your idea I and i dont think it will work. As you said when the N-army reaches 4 armies it will attack. Apart from a dead beating player the N-army will never have over 4 armies on any one place at any one time.
So I just don't see the point in having something like this unless the N-armies could build up to a sizable force before attacking.
If (zombie != 0) { //does not equal 0 is what us paranoid folk do for true
{
Territory x = 0; //need this later
Territory y = 0; //ditto
Neutral Grow All Owned Territories By 1; //autodeploy 1, if I understood that right
Cycle through owned territories; //some sort of loop
{
while (armies > 3);
{
Check borders; //another loop
{
Territory x = current iteration;
if (Territory y < Territory x)
Territory y = Territory x; //ignoring alphabetical preference atm
}
Auto-Attack Territory Y;
if (Win)
Fort All;
}
}
}
Coleman wrote:I'd write this, not for free, but I could write it. It wouldn't be very hard.
The logic...
- Code: Select all
If (zombie != 0) { //does not equal 0 is what us paranoid folk do for true
DiM wrote:Coleman wrote:I'd write this, not for free, but I could write it. It wouldn't be very hard.
The logic...
- Code: Select all
If (zombie != 0) { //does not equal 0 is what us paranoid folk do for true
i was sure 0=false and 1=true
Coleman wrote:DiM wrote:Coleman wrote:I'd write this, not for free, but I could write it. It wouldn't be very hard.
The logic...
- Code: Select all
If (zombie != 0) { //does not equal 0 is what us paranoid folk do for true
i was sure 0=false and 1=true
Close, 0 is false, everything else is true. -33 is true, 42 is true, .02347 is true.
So anything that is not zero is true.
I guess someone could come up with a programming language where that isn't the case, but everything currently written beyond 1 & 0 only (boolean logic) behaves where 0 is the only false value.
Rogue42 wrote:There was an old boardgame that used this idea. It was a game with Hero's and magic. But the zombies were Orc's. They added a new dimension to the game. The orcs could be ignored but if they got over a certain number they would frenzy and attack any territ touching them. Each turn all orcs would get one per territ as reinforcements.
It added a great element to game play. All players had to work together to keep them in check while still trying to take over the rest of the players. We had a few that ended up with orcs taking over but not very many.
I would love to see it added as an option.
I missed the significance of this when I first read it.DiM wrote:AoR magic with zombie mode on would be a battle for survival. killing others won't matter surviving the longest will be the idea.
which come to think of it would be something really really nice.
Twill wrote:... there are other systems this could be based on other than territory names or randomly. For example, it could be based on who holds the most territories, who has killed the most natives (revenge is sweet), path of least resistance, path of most resistance, closest target (map makers would have to take this into account in their designs) ...
I think alphabetical territories is a mistake because in some maps (because this feature hasn't been designed for) the computer would always go one way. Always. For example, in midkemia, Qwan starts with 6 neutrals, it would always attack earennial, which would suck to start there, kind of like alcatraz in LA. - it's just too simple of a system and will get boring after a while, there needs to be uniqueness if not randomness. if you have a classic map, and neutrals end up in kamchatka, they will always attack Alaska, Alberta, Northwest Territories, Greenland, Iceland, Great Britain, n. Europe, s. Europe, Egypt, Congo etc etc etc. no matter what the opposition looks like - it's like a one player suiciding in a 3 person stand off - someone always gains and someone always loses, and nobody likes being on the losing side and nobody can control it ...
You're right.Lone.prophet wrote:if it is alphabetical than it has do do with the luck where you start
maybe make it attack the weakest/strongest territory it can first than if they are the same alphabetical maybe
mitchmitch summarises the point made by several others. We all have a preference for just what to call this gameplay effect. Personally I still believe zombies are where it's at [see George Romero's zombie films, Simon Pegg's "Shaun of the Dead" and Max Brooks' "World War Z"], but ultimately it's a subjective thing. I suggest that for the immediate future we discuss the gameplay mechanics and if, "praise the lord/lack", the idea is marked to be implemented we can then debate the naming.mitchmitch11 wrote:ok, I like the idea but I say we keep to risk and not bring in aliens or zombies or fictional caracters. Why dont we just call them rebels or outlaws or something like that. I would prefer that a lot more than zombies or aliens. But that is just me.
cicero wrote:
Any neutral armies on the map are zombies.
The zombies automatically take their turn last in the game round.
At the start of the zombies' turn one army is added to every territory held. Zombies do not earn any bonuses.
All zombie territories with 4 or more armies auto-attack their non-zombie neighbour* until they win the battle or have 3 or less armies. If they win the battle they advance all possible armies. If they have no non-zombie neighbours then they cannot attack (just as for normal players). The zombies continue their turn until they cannot attack further as defined by these rules.
Cicero
jennifermarie wrote:cicero wrote:
Any neutral armies on the map are zombies.
The zombies automatically take their turn last in the game round.
At the start of the zombies' turn one army is added to every territory held. Zombies do not earn any bonuses.
All zombie territories with 4 or more armies auto-attack their non-zombie neighbour* until they win the battle or have 3 or less armies. If they win the battle they advance all possible armies. If they have no non-zombie neighbours then they cannot attack (just as for normal players). The zombies continue their turn until they cannot attack further as defined by these rules.
Cicero
(shortened and bolded for emphasis) How would the bolded part work during a freestyle game if people are delaying their turns and run out the 24 hour clock? or would the zombie start playing during the last 2 minutes of a round guaranteed? (unless able to play earlier due to people not waiting until the last second?)
jennifermarie wrote:cicero wrote:
Any neutral armies on the map are zombies.
The zombies automatically take their turn last in the game round.
At the start of the zombies' turn one army is added to every territory held. Zombies do not earn any bonuses.
All zombie territories with 4 or more armies auto-attack their non-zombie neighbour* until they win the battle or have 3 or less armies. If they win the battle they advance all possible armies. If they have no non-zombie neighbours then they cannot attack (just as for normal players). The zombies continue their turn until they cannot attack further as defined by these rules.
Cicero
(shortened and bolded for emphasis) How would the bolded part work during a freestyle game if people are delaying their turns and run out the 24 hour clock? or would the zombie start playing during the last 2 minutes of a round guaranteed? (unless able to play earlier due to people not waiting until the last second?)
cicero wrote:I missed the significance of this when I first read it.DiM wrote:AoR magic with zombie mode on would be a battle for survival. killing others won't matter surviving the longest will be the idea.
which come to think of it would be something really really nice.
DiM points out that on maps where (whether as designed by the mapmakers or as the result of deadbeating) there are overwhelming numbers of zombies the gameplay will change. Rather than one player dominating the map by conquering the other players and any zombies until the player wins, it will be a matter of the zombies dominating the map - taking out the players one by one until there is only one player left ... at which point that one player will win! By default. Beautiful.
And hence there will never be a question of the zombies winning any games or any points.
Cicero
yeti_c wrote:jennifermarie wrote:cicero wrote:
Any neutral armies on the map are zombies.
The zombies automatically take their turn last in the game round.
At the start of the zombies' turn one army is added to every territory held. Zombies do not earn any bonuses.
All zombie territories with 4 or more armies auto-attack their non-zombie neighbour* until they win the battle or have 3 or less armies. If they win the battle they advance all possible armies. If they have no non-zombie neighbours then they cannot attack (just as for normal players). The zombies continue their turn until they cannot attack further as defined by these rules.
Cicero
(shortened and bolded for emphasis) How would the bolded part work during a freestyle game if people are delaying their turns and run out the 24 hour clock? or would the zombie start playing during the last 2 minutes of a round guaranteed? (unless able to play earlier due to people not waiting until the last second?)
I think a better wording would be...
Zombies take their turn in between rounds...
I.e. after everyone has played - before anyone else can play...
C.
DiM wrote:yeti_c wrote:jennifermarie wrote:cicero wrote:
Any neutral armies on the map are zombies.
The zombies automatically take their turn last in the game round.
At the start of the zombies' turn one army is added to every territory held. Zombies do not earn any bonuses.
All zombie territories with 4 or more armies auto-attack their non-zombie neighbour* until they win the battle or have 3 or less armies. If they win the battle they advance all possible armies. If they have no non-zombie neighbours then they cannot attack (just as for normal players). The zombies continue their turn until they cannot attack further as defined by these rules.
Cicero
(shortened and bolded for emphasis) How would the bolded part work during a freestyle game if people are delaying their turns and run out the 24 hour clock? or would the zombie start playing during the last 2 minutes of a round guaranteed? (unless able to play earlier due to people not waiting until the last second?)
I think a better wording would be...
Zombies take their turn in between rounds...
I.e. after everyone has played - before anyone else can play...
C.
exactly, not to mention we don't need zombies to actually have rolling dice and stuff like that. i mean the graphic part. we'll only see the map suddenly changes as a result of zombie attacking and moving.
it would be a 1 second thing in between rounds.
yeti_c wrote:DiM wrote:yeti_c wrote:jennifermarie wrote:cicero wrote:
Any neutral armies on the map are zombies.
The zombies automatically take their turn last in the game round.
At the start of the zombies' turn one army is added to every territory held. Zombies do not earn any bonuses.
All zombie territories with 4 or more armies auto-attack their non-zombie neighbour* until they win the battle or have 3 or less armies. If they win the battle they advance all possible armies. If they have no non-zombie neighbours then they cannot attack (just as for normal players). The zombies continue their turn until they cannot attack further as defined by these rules.
Cicero
(shortened and bolded for emphasis) How would the bolded part work during a freestyle game if people are delaying their turns and run out the 24 hour clock? or would the zombie start playing during the last 2 minutes of a round guaranteed? (unless able to play earlier due to people not waiting until the last second?)
I think a better wording would be...
Zombies take their turn in between rounds...
I.e. after everyone has played - before anyone else can play...
C.
exactly, not to mention we don't need zombies to actually have rolling dice and stuff like that. i mean the graphic part. we'll only see the map suddenly changes as a result of zombie attacking and moving.
it would be a 1 second thing in between rounds.
Yeah - no point in seeing the updates as they happen - just calculate it - then output the new values and the updated Log.
C.
vrex wrote:yeti_c wrote:
Yeah - no point in seeing the updates as they happen - just calculate it - then output the new values and the updated Log.
C.
the last part here almost makes it sound like the zombies dont roll dice at all im sure they do but just very quickly right
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