Then they aren't reading the legend, and if they aren't reading the legend on this map they have bigger concerns to worry about than the region bonusisaiah40 wrote:If anyone complains that they don't understand why they only get 5 troops then
[Abandoned] War of Wizards
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- natty dread
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Re: War of Wizards [11.12.11] Page 4

- Industrial Helix
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Re: War of Wizards [11.12.11] Page 4
Just throwing this out there... but looking at the map, I feel like I wish there was a way to tell on map whether a wizard was dark or light without having to find the corresponding name on the chart. Call it laziness, but I think dark towers and light towers would help alleviate this problem. Or even flags.
And wouldn't it be more consistent/expedient to drop the anchors in favor of connecting ferry lines? Nevermind... I just saw why Ports connecting to ALL ferry points is totally different than having a line connect the port territories to the existing ferry lines.
I really like the art on this map, amnd next graphical update you make, I think you should consider throwing in some forests... whats a good fantasy tale without some mysterious forests?
And wouldn't it be more consistent/expedient to drop the anchors in favor of connecting ferry lines? Nevermind... I just saw why Ports connecting to ALL ferry points is totally different than having a line connect the port territories to the existing ferry lines.
I really like the art on this map, amnd next graphical update you make, I think you should consider throwing in some forests... whats a good fantasy tale without some mysterious forests?
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
- natty dread
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Re: War of Wizards [11.12.11] Page 4
Well, Light wizards are on the left side, Dark on the right side. But I get what you mean. I'll come up with something.Industrial Helix wrote:Just throwing this out there... but looking at the map, I feel like I wish there was a way to tell on map whether a wizard was dark or light without having to find the corresponding name on the chart. Call it laziness, but I think dark towers and light towers would help alleviate this problem. Or even flags.
Hm, maybe... I just need to figure out a style of forest that fits the map.Industrial Helix wrote:I really like the art on this map, amnd next graphical update you make, I think you should consider throwing in some forests... whats a good fantasy tale without some mysterious forests?

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Re: War of Wizards [11.12.11] Page 4
Maybe something like this? Or a different style of tree, but this sort of tree-patch-forest-clump?

--Andy

--Andy
- natty dread
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Re: War of Wizards [11.12.11] Page 4
Something like that, probably not green though.AndyDufresne wrote:Maybe something like this? Or a different style of tree, but this sort of tree-patch-forest-clump?
--Andy

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Re: War of Wizards [11.12.11] Page 4
Ok, I added little flags on the towers, the design is not the best but I can change that later.
There's also an example forest below Gar village.
There's also an example forest below Gar village.

Re: War of Wizards [23.12.11] Page 4
Sorry totally forgot this one. This be stamped in about 48 hours if there are further comments, ideas, suggestions!
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Re: War of Wizards [23.12.11] Page 4
Stamped, what? It's totally too early to stamp this. We haven't even begun working on the gameplay.isaiah40 wrote:Sorry totally forgot this one. This be stamped in about 48 hours if there are further comments, ideas, suggestions!
For instance, neutral values, bonus placement (balance-wise), bonus value balance? None of these have been addressed yet.
I don't want to do this half assed. The foundry has standards which should be enforced, both in gameplay and in graphics.

- natty dread
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Re: War of Wizards [23.12.11] Page 4
Seriously, Isaiah, I think you posted in the wrong thread by accident or something...
Anyway, it looks like the light wizards are able to get +5 troops from regions around them pretty easily without spells by taking Village, Mana, Unicorn + Gold.
The dark wizards can get pretty much the same from Village, Mana, Gnoll + Village. (And an additional +1 from the one Graveyard but it's harder to take and is contested by other Dark wizards).
So, as for land territories, I'm thinking something along these lines:
- Regular (empty) territories: 2 neutrals
- Unused towers: 5
- Villages: 4
- Mana founts: 3
- Ferries & Ports: 6
- Shrines & Graveyards: 4
- Gnolls & Unicorns: 5
- Gold: 5
If there's two items on a territory, the larger value would be used.
As for starting troops, I'm thinking 5 on both Wizard & Tower.
For spell neutrals I'd suggest:
Force bolt: 5
Spirit guard: 7
Tornado: 15
Blood ritual: 5
Summon Ghouls: 10
Mana Storm: 15
For level 4 & 5 spells, I'd say 25 and 40 respectively.
I'll make up an image with these values on so it's easier to analyze the gameplay.
Anyway, it looks like the light wizards are able to get +5 troops from regions around them pretty easily without spells by taking Village, Mana, Unicorn + Gold.
The dark wizards can get pretty much the same from Village, Mana, Gnoll + Village. (And an additional +1 from the one Graveyard but it's harder to take and is contested by other Dark wizards).
So, as for land territories, I'm thinking something along these lines:
- Regular (empty) territories: 2 neutrals
- Unused towers: 5
- Villages: 4
- Mana founts: 3
- Ferries & Ports: 6
- Shrines & Graveyards: 4
- Gnolls & Unicorns: 5
- Gold: 5
If there's two items on a territory, the larger value would be used.
As for starting troops, I'm thinking 5 on both Wizard & Tower.
For spell neutrals I'd suggest:
Force bolt: 5
Spirit guard: 7
Tornado: 15
Blood ritual: 5
Summon Ghouls: 10
Mana Storm: 15
For level 4 & 5 spells, I'd say 25 and 40 respectively.
I'll make up an image with these values on so it's easier to analyze the gameplay.

- natty dread
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Re: War of Wizards [23.12.11] Page 4
Doesn't anyone have input on the gameplay?
I'm thinking I could increase the maximum region bonus to +6 instead of +5...
I'm thinking I could increase the maximum region bonus to +6 instead of +5...

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Re: War of Wizards [23.12.11] Page 4
Ok I guess if no one has any input on this, I'll just make it so and worry about it later.natty_dread wrote:Doesn't anyone have input on the gameplay?
I'm thinking I could increase the maximum region bonus to +6 instead of +5...
Also, I guess there should be more of those forests?

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Re: War of Wizards [28.12.11] Page 5
Here's the latest version with neutral amounts shown. Any comments on the gameplay?

Re: War of Wizards [28.12.11] Page 5
SO if I am reading this right, the only way to kill a wizard is to go through the Temple of Fury correct?
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Re: War of Wizards [28.12.11] Page 5
Yes.
In a nutshell, it goes like this:
You conquer some land, get some spells, and when you get the final 5th spell you'll start getting a +10 autodeploy on the 5th spell. The 5th spell can only bombard ToF though, so those troops can only be used to wear down the killer neutrals on ToF. You can also assault ToF directly, but then you'll have to waste your other troops, ones you don't get as easily. After bombarding down the neutrals on ToF, you still have to conquer it by land, before you can use it to kill the wizards of other players.
See, it's not complicated at all
In a nutshell, it goes like this:
You conquer some land, get some spells, and when you get the final 5th spell you'll start getting a +10 autodeploy on the 5th spell. The 5th spell can only bombard ToF though, so those troops can only be used to wear down the killer neutrals on ToF. You can also assault ToF directly, but then you'll have to waste your other troops, ones you don't get as easily. After bombarding down the neutrals on ToF, you still have to conquer it by land, before you can use it to kill the wizards of other players.
See, it's not complicated at all

Re: War of Wizards [28.12.11] Page 5
Hi Nattynatty_dread wrote: You conquer some land, get some spells
If it is meant that each player starts from a tower, then it seemed for me not to balance, some has a big advantage of their "ligth bonus" are rigth in fromt of them, while others are far to be able to assemble something.
example: Azael tower are one step from two territories that hold "gold" "hexagram" while Tamar tower have some longer way to anything. Oloch tower, two step and he can combine two ligth bonuses (btw whats the dash in Oloch tower name ?)
Just some thoughts around the gameplay.
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Re: War of Wizards [28.12.11] Page 5
Which do you think are at disadvantage and why? Have you counted the amount of territories each wizard has to take to get the same bonus?

Re: War of Wizards [28.12.11] Page 5
natty_dread wrote:Which do you think are at disadvantage and why? Have you counted the amount of territories each wizard has to take to get the same bonus?
Yes, why I made an examble.
"example: Azael tower are one step from two territories that hold "gold" and "hexagram" while Tamar tower have some longer way to anything at all. Oloch tower, two step and he can combine two ligth bonuses"
For me It just dont look equal, I just think that if all should start from each corner, then should all have the same starting condiction. but maby its a minor thing
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Re: War of Wizards [28.12.11] Page 5
Everyone is two steps away from a mana source. Tamar does have fewer bonuses though, I can swap the gold and shrine in S2/HE7 to give him a better access.Flapcake wrote:example: Azael tower are one step from two territories that hold "gold" and "hexagram" while Tamar tower have some longer way to anything at all.
Oloch is a dark wizard.Flapcake wrote:Oloch tower, two step and he can combine two ligth bonuses"
If everyone has the exact same starting conditions, it makes for boring games. The whole point is that you have to adapt your strategy according to where you start.Flapcake wrote:For me It just dont look equal, I just think that if all should start from each corner, then should all have the same starting condiction.

Re: War of Wizards [28.12.11] Page 5
About the boring thing I can understand, I dont like games that can be won after 2-3 rounds, but that can also be of an resoult of unbalance gamaplay, it was the reason of my consern.natty_dread wrote:
If everyone has the exact same starting conditions, it makes for boring games. The whole point is that you have to adapt your strategy according to where you start.
I can also see that no one gets "to easy" to anything on your map so it would probably not be a headline.
Re: War of Wizards [28.12.11] Page 5
About the boring thing I can understand, I dont like games that can be won after 2-3 rounds, but that can also be of an resoult of unbalance gamaplay, it was the reason of my consern.natty_dread wrote:
If everyone has the exact same starting conditions, it makes for boring games. The whole point is that you have to adapt your strategy according to where you start.
I can also see that no one gets "to easy" to anything on your map so it would probably not be a headline.
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Re: War of Wizards [24.11.11] Page 2
Still waiting...Victor Sullivan wrote:I apologize for my lack of words. Anywho, your bonuses and such seem good, the main issues gameplay-wise are going to be placement and neutrals. Let me study up a bit and get back to you.
-Sully







