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Fantastic Ideas
#11
I'll join this thread and post occasionally. 

Alamaze is always under development.  Heck, it's not even 40 years old yet, and like Tom Brady, we plan to play until 50.

There are dozens of things we could talk about.  The next release that I am working on presently is in kind of mid-stage design, so the specifics are not really settled.  I'm calling this release Evolutions. 

Evolutions will hopefully still be in the Maelstrom 4th Cycle engine.  I have plans for a greater project that would be 5th Cycle, working title as Alamaze Ultimatas.  So bear in mind that Evolutions is intended to be the best possible Maelstrom version of Alamaze.

There are pieces from the previous update that didn't get included at that time, that we will shoot for this time.  That spans several kind of small but important matters, like moving Dispel Magic before all battle spells including Summon Death and Wind Storm and some other sequence changes, including a Pre-battle Magic Phase in the battle results, to paint a clearer picture of the battle than we have at present, where something like Stun Leader isn't clearly indicated within the battle, or the effects of a Summon Death spell.  Also some PC Improvement Changes, notably castles will get tougher, do not sort of block Citadels, but also may be more expensive and do not prevent sieges.  Some spell and artifact changes we didn't implement. 

The focus of Evolutions though will be squarely on kingdom enhancement and balancing.  Kingdom balance has always been a hallmark of Alamaze.  Probably the last question to answer, once other questions are answered like how much can we do in this update is whether we can add new kingdoms without getting into an early 5th Cycle, especially if the new kingdoms add lots of new possibilities.

Just an aside, I'm not quite sure what tips the scales to 5th Cycle from a coding perspective.  Mike might explain but I believe it is significantly about how much change is imposed on the Order Entry and Verification site and it's code.  If that is true, I want to ask both you the players, and Mike as the architect about the ability to instead of nixing a design idea because its validation would be too involved, to instead of validating give the player the note - "RNV" meaning requirements for the order have not been verified, so in other words players would have to self check whether that order can work.  Order validation would still deduct the expected gold and food, as with Magic Research in a non-controlled (at the time) PC.

Would you want that compromise, or rather skip changes that don't get checked?

Well, this is already long.  The document I am working on for Evolutions is at 24 pages, so the ideas thing isn't really the problem it is again both the balancing and avoiding unintended consequences while providing fresh alternatives and making kingdoms even more interesting and so the underlying strategies as well, while also having it be practical to be implemented via Mike's Magic. 

I like Garth's Fantastic Ideas 2 & 3.  #1 will meet its fate as Garth described with ignominy.   Sad 

But now is the time (while a release is in development) to suggest tweaks as you wish but also to identify any consensus on major issues with any of the kingdoms.  

Traits will be updated and a few new traits introduced.  A review of which kingdom gets which traits will be thorough.
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#12
When I was a kid, I used to play this boardgame with my dad- Major Campaigns of General Douglas MacArthur. Korea and New Guinea were on one side of the board, and the Philipines on the other. Great game. Quite novel, too- fast to learn, hard to master. Very balanced.

The US/Filipino defense of the island, however, was not. The Japanese lost 9/10 once the defenders figured out how to do it. Still, when we chose red/blue at the beginning, I always took the Japanese, because that was fun.

The Sacred Order might be like that- fun to try to make it work. One glaring weakness is this- however. I'm sure there are more. The companion brigades offer NOTHING. Zealots are fear immune? The kingdom is already. Rohirrim can flank? The kingdom can already. War Machines barrage? Archery just got seriously nerfed.

I'm having fun playing the kingdom now, but man, talk about one hand behind your back.

Sorry for the long story- I just was kind of thinking about playing wargames with my dad.
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#13
I'll look forward to when I can share everything in mind for Evolutions.  The name itself refers to the upcoming changes in kingdoms.  The Sacred Order is the poster boy, but likely every kingdom will have some change and about half pretty significant changes, both some getting stronger and some taken down a peg. 

Besides direct changes to kingdoms and some to regions, customization will be expanded.  Again, the constraint is not ideas but what can be done somewhat expeditiously in the code.  For example, the number of points will probably double to 20, but the default cost before adjustment is that most of the current options would increase 50-100% in point cost, with some costing no more or less than present, some current ones strengthened like Ring of Protection is always effective rather than 50%.  Some traits would be customization options.  Potentially, some kingdoms might have more or fewer than the 20 points.

Just here early on, I will probably refrain from reacting to most posts, unless the poster asks me to, or if something is just not going to happen, or is incorrect.
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#14
If you're adjusting artifacts, you might want to dump Orb of Magic or downgrade it to excellent.
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#15
Really exciting tidbits, Ry Vor. Thanks.
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#16
RY Vor
I had suggested and gotten good comments for improving the heal spell but it had to be put on hold last time.  I am guessing this could be an easy code change.  As it is I think heal two types heals 15% for the first and 9% for the second.  Heal one type only heals 1 type for 15% so I NEVER use it.  I would suggest heal one type heals at least 20% but a little less than if you added the 15 and 9 for 24%.    20% to 22% would seem right. 
What say the others?
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#17
(05-06-2021, 10:02 PM)Wookie Panz Wrote: RY Vor
I had suggested and gotten good comments for improving the heal spell but it had to be put on hold last time.  I am guessing this could be an easy code change.  As it is I think heal two types heals 15% for the first and 9% for the second.  Heal one type only heals 1 type for 15% so I NEVER use it.  I would suggest heal one type heals at least 20% but a little less than if you added the 15 and 9 for 24%.    20% to 22% would seem right. 
What say the others?

Can we lower the order number of the heal or have it heal all experiences of a brigade  type?
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#18
Hey Kids! Welcome back to Fantastic Ideas! Let's take a moment to thank our very special guest for making an appearance last week .. Ry Vor! (applause) We got some exciting insights on the upcoming and much anticipated Phase 2, Evolutions. It sounds like they have a lot of ideas coming and I'm sure they are Fantastic. But rumor has it they are looking for new traits and ways to tweak existing kingdoms.

We'll have some of that and more, today, on Fantastic Ideas!

Fantastic Idea # 4

PATROL v PATROL COMBAT
A patrol sized group may elect to attack a patrol sized group of another kingdom in the same area. The patrol may choose to attack/defend with a tac selection 1-3. Attack/defend and Enemy/ally combat modifiers apply. Terrain modifiers do not. Patrols still may not attack brigade or larger sized groups and brigade or larger sized groups still may not attack patrols.

Wizards in a group may issue the following spells in Patrol v Patrol combat. 91 - 101 - 138 and 139. No other spells are permitted.

NOTES
-- This is basically like investigate encounter only instead of a monster/guardian your opponent is another kingdom's patrol.
-- Think: Ned Stark vs Arthur Dayne at the Tower of Joy.

Fantastic Idea # 5

The Dwarf receives 1/8 of all gold spent via 609 Construct Fortifications orders, realm wide.

NOTES
-- He used to receive 1/6 of all 600 orders for defense but nobody uses that anymore.
-- Sure, this will make the Dwarf rich. He's supposed to be.

Fantastic Idea # 6 New Traits

6.1) Miserly
This kingdom finds ways to save it's coin. 10% gold/food discount on all recruitment orders. 10% gold/food discount on monthly group consumption. -1000 gold per 510/511 orders. +2 Stir Unrest in all kingdom owned pops.

6.2) Disciplined
This kingdom has an advanced training regiment. -3 morale for force march (instead of -7) No morale loss for Intercept, entrenchment orders or ending movement in a hostile region. 1/2 retreat troop loss.

6.3) Educated
This kingdom prides itself on its libraries, guilds and university. But not for peasants. That's just silly. -1000 gold research cost per level for mages. -1000 gold per Train Agent order. -5% gold production in all kingdom owned cities.

6.4) Cautious
This kingdom is naturally suspicious, observant and careful. 10pts Counter Espionage on all kingdom owned pops. 10pts guard on all emissaries, leaders and mages.

6.5) Builders
This kingdom has a long history of architectural achievement. -10% food/gold cost for all 609/611 orders

6.6) Slavers
This kingdom has found ways to save on labor costs. -15% food/gold cost for all 609/611 orders. Order 160 Plunder grants 200% food/good and a slight increase in census for kingdom owned pops.

6.7) Arcane
This kingdom historically produces superior mages. All battle magic spells (Lightning Strike, Command Tornado, etc) are cast as if the mage were two levels higher. Mages with Presence 'cast' at 2 levels higher as well.

6.8) Quick Learners
The people of this kingdom are naturally astute. Brigades are more likely to be promoted to Veteran/Elite status. May issue 500 Train Agent order to same agent twice in one turn.


That's all for now, Kids! As always feel free to comment of share your own Fantastic Ideas!
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#19
(05-14-2021, 05:02 AM)Lord Garth Wrote: Hey Kids!  Welcome back to Fantastic Ideas!  Let's take a moment to thank our very special guest for making an appearance last week .. Ry Vor!  (applause) We got some exciting insights on the upcoming and much anticipated Phase 2, Evolutions.  It sounds like they have a lot of ideas coming and I'm sure they are Fantastic.  But rumor has it they are looking for new traits and ways to tweak existing kingdoms.  

We'll have some of that and more, today, on Fantastic Ideas!

Fantastic Idea # 4

PATROL v PATROL COMBAT
A patrol sized group may elect to attack a patrol sized group of another kingdom in the same area.  The patrol may choose to attack/defend with a tac selection 1-3.  Attack/defend and Enemy/ally combat modifiers apply.  Terrain modifiers do not.  Patrols still may not attack brigade or larger sized groups and brigade or larger sized groups still may not attack patrols.

Wizards in a group may issue the following spells in Patrol v Patrol combat.  91 - 101 - 138 and 139.  No other spells are permitted.  

NOTES
-- This is basically like investigate encounter only instead of a monster/guardian your opponent is another kingdom's patrol.  
-- Think:  Ned Stark vs Arthur Dayne at the Tower of Joy.

Fantastic Idea # 5

The Dwarf receives 1/8 of all gold spent via 609 Construct Fortifications orders, realm wide.

NOTES
-- He used to receive 1/6 of all 600 orders for defense but nobody uses that anymore.
-- Sure, this will make the Dwarf rich.  He's supposed to be.

Fantastic Idea # 6  New Traits

6.1) Miserly
This kingdom finds ways to save it's coin.   10% gold/food discount on all recruitment orders.  10% gold/food discount on monthly group consumption.  -1000 gold per 510/511 orders.   +2 Stir Unrest in all kingdom owned pops.

6.2) Disciplined
This kingdom has an advanced training regiment.  -3 morale for force march (instead of -7)  No morale loss for Intercept, entrenchment orders or ending movement in a hostile region.    1/2 retreat troop loss.

6.3) Educated
This kingdom prides itself on its libraries, guilds and university.  But not for peasants. That's just silly.  -1000 gold research cost per level for mages.  -1000 gold per Train Agent order.   -5% gold production in all kingdom owned cities.

6.4)  Cautious
This kingdom is naturally suspicious, observant and careful.  10pts Counter Espionage on all kingdom owned pops.  10pts guard on all emissaries, leaders and mages.  

6.5) Builders
This kingdom has a long history of architectural achievement.   -10% food/gold cost for all 609/611 orders

6.6) Slavers
This kingdom has found ways to save on labor costs.  -15% food/gold cost for all 609/611 orders.   Order 160 Plunder grants 200% food/good and a slight increase in census for kingdom owned pops.

6.7) Arcane
This kingdom historically produces superior mages.  All battle magic spells (Lightning Strike, Command Tornado, etc) are cast as if the mage were two levels higher.  Mages with Presence 'cast' at 2 levels higher as well.

6.8) Quick Learners
The people of this kingdom are naturally astute.  Brigades are more likely to be promoted to Veteran/Elite status.  May issue 500 Train Agent order to same agent twice in one turn.


That's all for now, Kids!  As always feel free to comment of share your own Fantastic Ideas!

You have a fertile mind, Lord Garth.
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#20
(05-14-2021, 05:02 AM)Lord Garth Wrote: Hey Kids!  Welcome back to Fantastic Ideas!  Let's take a moment to thank our very special guest for making an appearance last week .. Ry Vor!  (applause) We got some exciting insights on the upcoming and much anticipated Phase 2, Evolutions.  It sounds like they have a lot of ideas coming and I'm sure they are Fantastic.  But rumor has it they are looking for new traits and ways to tweak existing kingdoms.  

We'll have some of that and more, today, on Fantastic Ideas!

These are interesting and some are very close to what we have in mind for some areas, so I'll comment here.  One more cautionary disclosure - it has come down with each revision to prioritizing what can be implemented code-wise due to the availability of Mike's time and sometimes inclination against the miserly (see below) compensation he receives, which in turn is limited by the number of active players + increased by my optimism.  So get your friends playing and we can do more.  I'd love to have everything implemented and for free, but that doesn't happen.  Also along the lines of action and reaction, we have to avoid implementing one thing without implementing the counter-balance component.  

Fantastic Idea # 4

PATROL v PATROL COMBAT
A patrol sized group may elect to attack a patrol sized group of another kingdom in the same area.  The patrol may choose to attack/defend with a tac selection 1-3.  Attack/defend and Enemy/ally combat modifiers apply.  Terrain modifiers do not.  Patrols still may not attack brigade or larger sized groups and brigade or larger sized groups still may not attack patrols.

Wizards in a group may issue the following spells in Patrol v Patrol combat.  91 - 101 - 138 and 139.  No other spells are permitted.  

NOTES
-- This is basically like investigate encounter only instead of a monster/guardian your opponent is another kingdom's patrol.  
-- Think:  Ned Stark vs Arthur Dayne at the Tower of Joy.

Yes, I liked that scene in GoT quite a bit, and of course it really advanced the story.

Patrol vs. Patrol combat is a favorite of mine to address, but could be almost a game in itself to do it right.  It won't be making an appearance anytime soon but instead in a new game, Alamaze based but more centered on characters and adventuring and with a whole fresh take on unusual encounters it will be a big attraction.  Again, doing that for Alamaze would about suck up an entire release in both design and development time.


Fantastic Idea # 5

The Dwarf receives 1/8 of all gold spent via 609 Construct Fortifications orders, realm wide.  
Will consider that - it is in keeping with the #600 special order, is pretty strong given the number of castles built. 

Dwarves will get Toughness and Builders trait and Mountain Pass special movement order which also increases Dwarven intercept range if from mountain area to mountain area.  Also Immunity to sleep and 50% battle magic resistance which is reducing damage 50% rather than the current 33% chance to not take damage.


NOTES
-- He used to receive 1/6 of all 600 orders for defense but nobody uses that anymore.
-- Sure, this will make the Dwarf rich.  He's supposed to be.

Fantastic Idea # 6  New Traits

6.1) Miserly
This kingdom finds ways to save it's coin.   10% gold/food discount on all recruitment orders.  10% gold/food discount on monthly group consumption.  -1000 gold per 510/511 orders.   +2 Stir Unrest in all kingdom owned pops.

6.2) Disciplined
This kingdom has an advanced training regiment.  -3 morale for force march (instead of -7)  No morale loss for Intercept, entrenchment orders or ending movement in a hostile region.    1/2 retreat troop loss.  
There are some changes to Military Tradition approximating some of this and other aspects.

6.3) Educated
This kingdom prides itself on its libraries, guilds and university.  But not for peasants. That's just silly.  -1000 gold research cost per level for mages.  -1000 gold per Train Agent order.   -5% gold production in all kingdom owned cities.
These are already covered in magic proficiency, Wizard Tower and agent training cost and Thieves Guild.

6.4)  Cautious
This kingdom is naturally suspicious, observant and careful.  10pts Counter Espionage on all kingdom owned pops.  10pts guard on all emissaries, leaders and mages.  
I have something similar to this in mind I call Xenophobic.

6.5) Builders
This kingdom has a long history of architectural achievement.   -10% food/gold cost for all 609/611 orders
Builders is a trait that didn't make it into the Maelstrom release.   Atlantians, Dwarves, Sacred Order are Builders.  Possibly Tyrant, Gnome and Halfling.

6.6) Slavers
This kingdom has found ways to save on labor costs.  -15% food/gold cost for all 609/611 orders.   Order 160 Plunder grants 200% food/good and a slight increase in census for kingdom owned pops.

6.7) Arcane
This kingdom historically produces superior mages.  All battle magic spells (Lightning Strike, Command Tornado, etc) are cast as if the mage were two levels higher.  Mages with Presence 'cast' at 2 levels higher as well.
I want to introduce a defense rating for battle magic, apart from the normal defense.  Most modifiers to base defense like leadership would not apply to battle magic.  I do want battle magic to become more attractive than the current reliance regardless of situation on Wind Storm, Fear and Valor.  Alternatively, there would be another trait and changes to current Battle Magic Resistance.

6.8) Quick Learners
The people of this kingdom are naturally astute.  Brigades are more likely to be promoted to Veteran/Elite status.  May issue 500 Train Agent order to same agent twice in one turn.
This pretty much covered in other traits and special orders like Military Tradition, Cunning, Secrecy, Spy Network, Underworld special orders.


That's all for now, Kids!  As always feel free to comment of share your own Fantastic Ideas!
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