December 30th, 2016, 08:24
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Hi, just a quick question (maybe it's already been asked otherwhere so I'm sorry in this case).
Is it planned (if it would be technically possible) to add an option to choose more than 4 opponents to a game?
December 30th, 2016, 08:30
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(December 30th, 2016, 08:24)Vissavald Wrote: Hi, just a quick question (maybe it's already been asked otherwhere so I'm sorry in this case).
Is it planned (if it would be technically possible) to add an option to choose more than 4 opponents to a game?
That's 100% impossible. Wizard data is not dynamically allocated, so it cannot be extended.
December 30th, 2016, 09:18
(This post was last modified: December 30th, 2016, 09:20 by zitro1987.)
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Another potentially technically impossible question: An option for quicker games
is it possible to make 'tiny landmass' concentrate all of the landmass in both planes to only a portion of the horizontal/longitude space (with the remaining space being 100% ocean+tundra)?
*No land whatsoever (other than maybe tundra) outside of the designated area that can have land.
*Within the designated area that can have land - the ocean to land ratio being reminiscent of 'fair' or 'large' - to allow sufficient generation of towers and other things without crashing.
How does this change the game? Similar to playing smaller land sizes in games like Master of Ortion, Heroes of Might and Magic, Civilization ---> You get to enjoy games that finish in about half as much time, possibly prior to the stage of 200+ skill and v.rare spells.
Example:
~ = ocean / tundra
@ = land
[~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~]
[~~~~~~~~~~~~~~~~@@@~~~~~@~~~@~~~~~~~~]
[~~~~~~~~~~@~@@~~@~~~@@@@@@~~~~~~~~~]
[~~~~~~~~~~@@@~~~@@~~@~~~@@~~~~~~~~~]
[~~~~~~~~~~@~@@~~~~~~@@@~~~~~~~~~~~~~]
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December 30th, 2016, 09:33
Posts: 10,463
Threads: 394
Joined: Aug 2015
(December 30th, 2016, 09:18)zitro1987 Wrote: Another potentially technically impossible question: An option for quicker games
is it possible to make 'tiny landmass' concentrate all of the landmass in both planes to only a portion of the horizontal/longitude space (with the remaining space being 100% ocean+tundra)?
*No land whatsoever (other than maybe tundra) outside of the designated area that can have land.
*Within the designated area that can have land - the ocean to land ratio being reminiscent of 'fair' or 'large' - to allow sufficient generation of towers and other things without crashing.
How does this change the game? Similar to playing smaller land sizes in games like Master of Ortion, Heroes of Might and Magic, Civilization ---> You get to enjoy games that finish in about half as much time, possibly prior to the stage of 200+ skill and v.rare spells.
Example:
~ = ocean / tundra
@ = land
[~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~]
[~~~~~~~~~~~~~~~~@@@~~~~~@~~~@~~~~~~~~]
[~~~~~~~~~~@~@@~~@~~~@@@@@@~~~~~~~~~]
[~~~~~~~~~~@@@~~~@@~~@~~~@@~~~~~~~~~]
[~~~~~~~~~~@~@@~~~~~~@@@~~~~~~~~~~~~~]
[~~~~~~~~~~~~~~~~~@@~~~~~~~~~~~~~~~~~~]
[~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~]
o_O The point of Tiny landmass is to have a greater relevance of ships and naval battles, as well as less resources overall. Not to have faster games.
It's technically possible but having the capital of 4 wizards in a 15x15 area is all sorts of bad. I mean, you can reasonably expect to summon 10 hell hounds and banish everyone using them before the AI even hits the first "can attack the human player" turn. What's the point of that? In general, on a map like this, nothing but early game rush strategies would be viable.
The distance is necessary, it is what prevents the player from reaching every enemy before they can build up enough force to defend themselves.
(it's also worth saying the AI will not have good defenses in their capital prior to turn 40. They prioritize expansion in that part of the game. So when I say you can beat them with a swarm of hell hounds, I mean that literally. The AI might have as low defenses as 4 units in their capital during this time. In a normal game you can at best take one player out this way, but on a map like that, you can hit everyone.)
For shorter games, I would rather have an option to start everyone with a more developed empire, like, 5 cities with a total population of 50 distributed randomly...but doing that would be extremely hard.
December 30th, 2016, 11:40
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I would reaaaaly like an option to start with multiple cities. (Sorry nothing constructive to add right now, just fanboy squeeing that you would even say that)
December 30th, 2016, 13:52
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I too would love a multi-city start... or at least a multi-settler start.
Another thing that would be cool would be an option to start a wizard with random book/retort picks, in the same vein as how the AIs make their picks.
December 30th, 2016, 14:07
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(December 30th, 2016, 13:52)GermanJoey Wrote: I too would love a multi-city start... or at least a multi-settler start.
Another thing that would be cool would be an option to start a wizard with random book/retort picks, in the same vein as how the AIs make their picks.
There is an external random wizard generator included, though it doesn't use the same method as the AI. Hadriex used it for the last video but got some very...unusual, or maybe we can even say unfortunate result : https://www.youtube.com/watch?v=3YGfOT1rS2A
I hope he gets something more playable next game.
December 30th, 2016, 14:48
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Actually that's rather close to some of the games I play. I like specialist. Although, I don't like cult leader. Inquisitor and orcs is fine, though nature isn't so good with it..
December 30th, 2016, 15:33
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(December 30th, 2016, 14:48)Nelphine Wrote: Actually that's rather close to some of the games I play. I like specialist. Although, I don't like cult leader. Inquisitor and orcs is fine, though nature isn't so good with it..
I think the greatest problem with that random game was inquisitor on a large map with strong magic. If that's not bad enough by itself, Orcs don't have high resistance units and Nature is pretty bad on resistance as well, so a Death wizard is a guaranteed loss. He was lucky enough not to face any of those if I remember well, but even confusion and vertigo was pretty brutal. Imagine if someone knew Disintegrate or Massacre.
The only time ever when I didn't win a normal difficulty game was Orc inquisitor.
Specialist, Warlord, Archmage, Tactician, even Cult Leader are solid picks that work well with almost any setup and all 5 together covers all bases : strong armies, strong casting power and mana income to support it. It's almost like a perfect set of retorts. 5 books are low but still playable with such a strong foundation, even in Nature.
This game might have been barely winnable if he expanded like crazy and eliminated the red player right away. Trying to maintain peace and watching as lizardmen took over his entire continent, not so much.
Considering what the other wizards played, I have doubts about it. That Sorcery warlord specialist sage master archmage idk what else with elves and maniacal personality...if I'll ever see that in my game I might run away crying.
January 1st, 2017, 16:43
(This post was last modified: January 1st, 2017, 16:51 by zitro1987.)
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Concept - turning a generic and easily accessible retort (specialist) into something that has more identity and helps disadvantaged player wizard builds (10 book single-color with 1-2 retorts)
I suggest a strict requirement that wizard has 10 books of one realm, making it a more situational retort limiting its use to wizards specializing in sheer number of spells of one realm (usually a disadvantage). To balance disadvantage, the research bonus of +15% is boosted to +20% or +25%, making it easier to get advanced spells.
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