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  • #16
    Almost done with playtesting, fixed many problems.

    1- Does anyone know how to make the AI keep from abandoning some of its most valuable cities? I would rather not use a unit that can`t move?
    This question has to do with my total lack of sleep for two days. You just set them to defend - am I right?

    Should be done with the final version very soon.

    I have enjoyed playtesting this scenario a bunch. Without any built in event constraints, the scenario, no matter who you play, mimics history very well. No nation is bound to history, it just seems to be the best option for survival and growth.
    The Carthaginians expand right along their true path of history, same goes for Athens and Sparta all when played by the AI. Very satisfied with the results so far.
    Setting this scenario up for single player so that the AI will not only give you a run for your money but could threaten your existence. No nation in the game is overwhelming and all are positioning for dominance.
    Other nations that did not grow quite as much in the given time frame also imitate history as they seem to not overextend and become vulnerable.

    You might have questions such as, why are there no terrain modifiers and why does most of the units have attack and defense strength of 25 or better?

    I did a bunch of research for this and playtested many different A/D strengths. I discovered that when the unit A/D and firepower are keyed up, you get a much more sophisticated combat system. This results in a dynamic of the random element that is missing in the 4 vs 3 combat system. When you introduce 35 attack points to 25 in defense it opens up to a much more subtle system. Try it yourself, you will see what I mean. Play with the combat factors and firepower up to say 90 points.

    Think of the combat factors on a percentile scale. 30 combat points means the unit will hit 30% of the time.
    OK- you can do the math to convert these numbers to the board wargame combat factors or something similar.

    I also learned that each hit point is equal to ten total points. So a unit with 10 hit points actually has 100 total.
    Do some conversion math - in my scenario 1 hit point equals 1000 men - and this system works to simulate very interesting possibilities.

    The only drawback is the fight to the death game engine.

    Firepower I am still experimenting with. Could be used a great deal for scenarios after gunpowder for conversion numbers.

    Anyone else use a system like this?


    The pictures get downloaded a bunch so here is a Greek Hoplite
    Attached Files
    You have made peace with the evil Wheredehekowi tribe-we demand you tell us if they are a tribe that is playing this scenario.
    We also agree not to crush you, if you teach us the tech of warp drive and mental telepathy and give 10 trinkets

    Comment


    • #17
      Mr. Temba's Charlemagne scenario used very high numbers.
      Lost in America.
      "a freaking mastermind." --Stefu
      "or a very good liar." --Stefu
      "Jesus" avatars created by Mercator and Laszlo.

      Comment


      • #18
        I Played a star trek mod whith very high numbers, (I.E 40a,40d,12h,6f,)
        It seemed to work nicely,
        I am not delusional! Now if you'll excuse me, i'm gonna go dance with the purple wombat who's playing show-tunes in my coffee cup!
        Rules are like Egg's. They're fun when thrown out the window!
        Difference is irrelevant when dosage is higher than recommended!

        Comment


        • #19
          Thanks Exile,
          I had never seen a scenario with high numbers and hit points. I was curios if this avenue had ever been explored.
          Have you ever keyed up the numbers?

          What mod was that Erika?
          You have made peace with the evil Wheredehekowi tribe-we demand you tell us if they are a tribe that is playing this scenario.
          We also agree not to crush you, if you teach us the tech of warp drive and mental telepathy and give 10 trinkets

          Comment


          • #20
            No, I never use the very high numbers, primarily because when I design, I'm attempting to recreate specific outcomes by trial-and-error, and keeping the unit stats basic makes this process easier. My own experience is that, once you elevate the numbers, the results become less predictable.
            Lost in America.
            "a freaking mastermind." --Stefu
            "or a very good liar." --Stefu
            "Jesus" avatars created by Mercator and Laszlo.

            Comment


            • #21
              Originally posted by fairline


              I still can't get my computer to run civ without overheating - as soon as I've sussed the problem I'll report back.
              There's this curious thing about the cv2 exe, in that for some reason it eats up all availiable CPU usage... (at least in my computer)... Thus, if your CPU is overclocked or undercooled, this can happen. Make sure that air can flow freely inside, and that the cooler fan and heatsink do not have too much dust.
              Indifference is Bliss

              Comment


              • #22
                Originally posted by Exile
                No, I never use the very high numbers, primarily because when I design, I'm attempting to recreate specific outcomes by trial-and-error, and keeping the unit stats basic makes this process easier. My own experience is that, once you elevate the numbers, the results become less predictable.
                I know what you mean. The randomness can be a plus. You can still limit the overall effects but it does seem to be less predictable, which is exactly what I was looking for.
                I created this sophisticated combat matrix, only to have the AI refuse to build the units - DO`H.


                Achilles
                Attached Files
                You have made peace with the evil Wheredehekowi tribe-we demand you tell us if they are a tribe that is playing this scenario.
                We also agree not to crush you, if you teach us the tech of warp drive and mental telepathy and give 10 trinkets

                Comment

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