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Who here is good at balancing
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# ? Jan 31, 2017 22:36 |
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# ? May 10, 2024 14:09 |
Amuys posted:Who here is good at balancing I can walk for at least 5 feet on a rail road rail without falling off
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# ? Jan 31, 2017 22:45 |
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How do I make ma Ys less bad?
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# ? Jan 31, 2017 22:55 |
Tagichatn posted:How do I make ma Ys less bad? delete the ocean
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# ? Jan 31, 2017 23:10 |
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Get rid of the coastal recruits only bullshit. They can swim in the loving reservoir.
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# ? Jan 31, 2017 23:28 |
Decrepus posted:Remove all water nations.
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# ? Jan 31, 2017 23:32 |
Tagichatn posted:How do I make ma Ys less bad? e: adding a master password to the game and only playing on ones you personally host also helps.
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# ? Jan 31, 2017 23:34 |
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Amuys posted:Who here is good at balancing Emphatically not me. Which reminds me: I made an updated version of my bear tribe mod. It was supposed to just be a simple update to reduce the insane power level. It actually ended up as a huge rewrite that added a civil war between the religious and secular factions via some crazy event modding. This is how most of my projects go. Get it here
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# ? Feb 1, 2017 00:08 |
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Debug testing province connections: Looks good to me..? Type of connection still to come, of course. And, as a reminder, province centerpoints will be adjusted for province shape - just not part of the debug visualization atm.
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# ? Feb 1, 2017 01:20 |
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Voyager I posted:If you have the two underwater players start in the same body of water like that, doesn't it risk the shared sea immediately becoming a Thunderdome where the winner gets to play the game with tons of provinces and two capitals? It doesn't seem like you can reliably assume the land nations will be able to interact with the water in the very early game, so the UW guys won't be facing the same risks for committing hard to an early war that a land nation does. All I can say is pretty much what everyone else has said: water is very poorly implemented in Dom4 and mapgen alone can't save it. The only kinda interesting water game I've played had 4 waters nations and actually saw some diplomacy due to multiple borders; anything else is just thunderdome or wanking off irrelevantly in the corner. I tend to think thunderdome is the more interesting option of the two.
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# ? Feb 1, 2017 01:40 |
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that looks good to me
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# ? Feb 1, 2017 01:41 |
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Split a map 50/50 between water and land, and have equal numbers of water and land nations, maybe?
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# ? Feb 1, 2017 01:45 |
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Leperflesh posted:Split a map 50/50 between water and land, and have equal numbers of water and land nations, maybe? Considering the limited number of water nations in any given era, that requires a low player count. A possible example:
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# ? Feb 1, 2017 01:55 |
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Leperflesh posted:Split a map 50/50 between water and land, and have equal numbers of water and land nations, maybe? more like Decrepus posted:Remove all water nations.
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# ? Feb 1, 2017 02:09 |
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Autocast that global that lets everyone go underwater at the start of every game.
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# ? Feb 1, 2017 02:12 |
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Corbeau fucked around with this message at 02:28 on Feb 1, 2017 |
# ? Feb 1, 2017 02:15 |
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Corbeau posted:Considering the limited number of water nations in any given era, that requires a low player count. I think ideally you'd want the map to encourage all water nations to end up bordering all other water nations. Everyone having either one or two neighbors makes it pretty thunderdome-y even with a relatively large player count.
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# ? Feb 1, 2017 02:18 |
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scrap the project it's gone sour
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# ? Feb 1, 2017 02:27 |
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Actually all this talk got me to re-tweak my algorithms on island placement and throne depth - and I like the results: I'd play on this. Assuming there were enough water nations, of course. e: or this: Corbeau fucked around with this message at 02:33 on Feb 1, 2017 |
# ? Feb 1, 2017 02:28 |
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Posting to be authenticated on Brainwrinkle
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# ? Feb 1, 2017 05:09 |
Corbeau posted:Considering the limited number of water nations in any given era, that requires a low player count.
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# ? Feb 1, 2017 05:46 |
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I'm at a loss, that throne placement makes winning much harder for the nation starting far from then than for the one starting right next to them.
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# ? Feb 1, 2017 07:52 |
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I don't get it.
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# ? Feb 1, 2017 08:03 |
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Loss.jpg And here I was looking for the ring.
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# ? Feb 1, 2017 08:16 |
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Oh goddammit Decrepus.
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# ? Feb 1, 2017 08:47 |
Culka posted:I'm at a loss, that throne placement makes winning much harder for the nation starting far from then than for the one starting right next to them. Winning is often hardest on the new Pantokrator.
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# ? Feb 1, 2017 12:47 |
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lmao
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# ? Feb 1, 2017 14:36 |
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Tagichatn posted:How do I make ma Ys less bad? Make the lowest-tier Morgen mage-commandress recruit-anywhere. Give the Merrow Druid s1 so they can communion. Edit: you can either make them w1s1?1 or w1e1s1?1. Either works. Speleothing fucked around with this message at 18:12 on Feb 1, 2017 |
# ? Feb 1, 2017 15:43 |
- Increase Merrow base att/def to make up for them being 12 gold. - Reduce cost of their stuff in general - Make the swans actually sacred - Give Morvach Knights an AoE1 steam weapon U/W - Delete them from the game after doing this because UW is not good, conceptually.
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# ? Feb 1, 2017 17:41 |
jBrereton posted:- Increase Merrow base att/def to make up for them being 12 gold. jBrereton you are gonna have to walk me through your red text because man I do not get it.
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# ? Feb 1, 2017 22:23 |
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i would also like to know
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# ? Feb 1, 2017 22:27 |
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Just in: province types! Maps for critique - though keep in mind that border terrains (mountains, rivers) aren't yet implemented. If you see a farmland next to a cap, know that there is 100% going to be a mountain range between the two provinces (likely completely impassable, but a mountain pass connection is possible). Debug Color Guide: Land: Light Green: Farmland Mid Green: normal boring average province Dark Green: Forest Beige: Wasteland Sea: Light Blue: Kelp (Farmland Sea) Mid Blue: Sea Dark Blue: Deep Sea Pink: Coral (Forest Sea) Special: Red + white dot: starting location. [anything] + red dot: throne location. I may implement underwater wastes (dead zones/algae blooms), and I definitely will implement caves (likely both land and sea versions). Swamps will come with rivers and generally either appear where rivers run into the sea or where they peter out into flatland.
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# ? Feb 1, 2017 22:35 |
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Ramc posted:jBrereton you are gonna have to walk me through your red text because man I do not get it. Someone in the UK thread in D&D has a very oblique sense of humour. There's one poster with red text about their taste in wallpaper, and another one about bolognese. Probably a few others that I forget.
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# ? Feb 1, 2017 23:30 |
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Also, caves:
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# ? Feb 1, 2017 23:50 |
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And impassable mountains, which I'll be adding passes to and/or breaking up in order to prevent dead-end provinces. Am also testing most kinds of special starts. All except cave, swamp and mountain are working right, I think. The above map was testing forest starts so there are a shitload of forests on it. e: for laughs, this is what all wasteland starts looks like: Nobody actually starts *in* wasteland when they're tagged for a wasteland start, but they'll have wastelands nearby. Lookin' at you, Hinnom (and successors). Corbeau fucked around with this message at 03:29 on Feb 2, 2017 |
# ? Feb 2, 2017 03:24 |
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Looking really cool, Corbeau! Is your plan to get all of the mechanics behind the generation ironed out, and then create beautiful pixel art to populate the maps?
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# ? Feb 2, 2017 03:41 |
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How are u posted:Looking really cool, Corbeau! Is your plan to get all of the mechanics behind the generation ironed out, and then create beautiful pixel art to populate the maps? Yup. Everything that I've posted so far is for visualization of the raw map data; I'll probably keep some form of simple display in the program so that you can quickly check a map using the visualizer (which takes 2-3 seconds to create and display) before committing the time to render that data into a nice higher-res pixel map (which will take longer - I'd like to think I can improve on the Dom4 map generator speed, but no promises).
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# ? Feb 2, 2017 03:47 |
New patch is out, dogs are smaller.
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# ? Feb 2, 2017 17:06 |
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Interesting issue: How will sailing nations work with such tiny sea zones? Normally sailing is a super amazing ability, but looking at the map it seems like you don't get much utility at all from the 2 sea zone skip. Maybe sailing distance should be increased to compensate?
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# ? Feb 2, 2017 19:29 |
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# ? May 10, 2024 14:09 |
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VerdantSquire posted:Interesting issue: How will sailing nations work with such tiny sea zones? Normally sailing is a super amazing ability, but looking at the map it seems like you don't get much utility at all from the 2 sea zone skip. Maybe sailing distance should be increased to compensate? fuckem.
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# ? Feb 2, 2017 19:47 |