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04-04-2017, 11:55 PM
(This post was last modified: 04-04-2017, 11:57 PM by JonDoe.)
(04-04-2017, 11:39 PM)Ry Vor Wrote: (04-04-2017, 10:40 PM)Calidor Wrote: How would spell lists be handled with Meditate? Would kingdoms be given full spell descriptions? Would we just have to cast the spell and see what happened? How would we even know what to put in certain columns?
All the spells available by level for each kingdom are shown on that kingdom's Dossier (setup) which you receive with your Turn 0 report. If you don't know what a spell does, you probably wouldn't meditate to use it. But you might have a Power 4 wizard and a Power 3 wizard and you could have the Power 3 meditate to use the P4 spells you know.
Would this also allow access to intrinsic spells for that level. Example a P2 meditates to a P3. P3s get spell 0 also they normall are able to cast the spell needed for superior encounter intrinsic. So they could then cast 101 for that encounter or group battle and actually be much stronger.
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Please fix the summon discrepancies. For example. DW can summon minotaurs but not until level 7 wizard but his guaranteed max advance is only 3. Would like to see other units that they can summon that is equivalent to their max magic level.
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Players who have followed the forum for a long time will attest most complaints are about making changes, not the lack of making changes.
In fact, we are missing about a dozen of our best players who have expressed they miss 2nd Cycle. I don't know what to do with that. We just can't go backwards. Old exploits are gone, yes.
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04-27-2017, 11:31 PM
(This post was last modified: 04-28-2017, 12:50 AM by RELLGAR.)
Considering the increase in research recently done. I think all guaranteed wizard power levels should be eliminated, no more cap. It would open up the games to so much more strategic game play. Wizards are still limited enough for diversity in number of starting wizards, Spell lists and research costs. I would like to test play kingdoms with this removed.
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04-28-2017, 12:35 AM
(This post was last modified: 04-28-2017, 12:38 AM by Thunderb0lt.)
I miss 2nd cycle but not sure i can re-memorize the rules nor do i remember the kingdom setups for that. I enjoyed the breakdown of the different kinds of bowmen, cavalry, infantry and that big wallmap i think i still have. Can we get 2nd cycle resurgent added to the list of available games to set up?
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(04-27-2017, 11:31 PM)RELLGAR Wrote: Considering the increase in research recently done. I think all guaranteed wizard power levels should be eliminated, no more cap. It would open up the games to so much more strategic game play. Wizards are still limited enough for diversity in number of starting wizards, Spell lists and research costs. I would like to test play kingdoms with this removed.
I've discussed something close to that. I don't think we will eliminate maximum wizard power completely, but will relax it. More changes to spell lists, for example, only a couple kingdoms get necro spells. Given the research cost and spell list variations, still won't be a great idea to try to rule the Dwarves as a magic kingdom, but perhaps late in a game, with great effort, they can protect their capital with a Dome of Invulnerability.
Again, the intent is there are no inferior or undesirable kingdoms, while trying to preserve the great differences in strengths and weaknesses. I think we do that better than anyone, but I could be biased.
Another somewhat confounding thing was a 2nd Cycle player came back briefly and said he couldn't keep up with all the kingdom traits. The traits were to systematize what had been a long list of one-offs. So likely this player didn't even attempt to track kingdom abilities in the old days, but now that it's organized, sees it as another thing to learn.
There is a lot of depth to Alamaze, and it is a bit testing on learning all the nuance, which I will try to eliminate if I get to do a new design to make the game more accessible to more players. But players that learn the game tend to enjoy the game and play for quite a long time. I'm pleased Alamaze can be a big part of our players recreational time. That's why we constantly try to improve Alamaze despite it not making anyone rich.
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The depth and richness of Alamaze is what i love about it. I dont want a game of checkers. My embrace of a kingdom is to assume its identity. Every aspect, every strength and weakness, every character, even the communities. To leave this world and zoom in on a kingdom with all its glories and all its dangers is an escape for me. It takes my mind somewhere else, better than even a good book can do. The value of the experience far outweighs the paltry monthly cost. Alamaze is a bargain. People spend way more on television or their daily cappucino. I support your efforts and applaud your progress. I am in it for the long run.
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04-28-2017, 08:52 PM
(This post was last modified: 04-28-2017, 09:02 PM by Ry Vor.)
(04-28-2017, 08:01 PM)Thunderb0lt Wrote: The depth and richness of Alamaze is what i love about it. I dont want a game of checkers. My embrace of a kingdom is to assume its identity. Every aspect, every strength and weakness, every character, even the communities. To leave this world and zoom in on a kingdom with all its glories and all its dangers is an escape for me. It takes my mind somewhere else, better than even a good book can do. The value of the experience far outweighs the paltry monthly cost. Alamaze is a bargain. People spend way more on television or their daily cappucino. I support your efforts and applaud your progress. I am in it for the long run.
Much appreciated. Means a lot to me. Thanks.
Gratitude also to Mike who has advanced the experience so much, and to David Pitzel, his predecessor, who made possible The Resurgence. And of course to my departed brother Phil, who kept things going for nearly two decades. Alamaze remains dedicated to him.
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(04-28-2017, 07:44 PM)Ry Vor Wrote: (04-27-2017, 11:31 PM)RELLGAR Wrote: Considering the increase in research recently done. I think all guaranteed wizard power levels should be eliminated, no more cap. It would open up the games to so much more strategic game play. Wizards are still limited enough for diversity in number of starting wizards, Spell lists and research costs. I would like to test play kingdoms with this removed.
I've discussed something close to that. I don't think we will eliminate maximum wizard power completely, but will relax it. More changes to spell lists, for example, only a couple kingdoms get necro spells. Given the research cost and spell list variations, still won't be a great idea to try to rule the Dwarves as a magic kingdom, but perhaps late in a game, with great effort, they can protect their capital with a Dome of Invulnerability.
Again, the intent is there are no inferior or undesirable kingdoms, while trying to preserve the great differences in strengths and weaknesses. I think we do that better than anyone, but I could be biased.
Another somewhat confounding thing was a 2nd Cycle player came back briefly and said he couldn't keep up with all the kingdom traits. The traits were to systematize what had been a long list of one-offs. So likely this player didn't even attempt to track kingdom abilities in the old days, but now that it's organized, sees it as another thing to learn.
There is a lot of depth to Alamaze, and it is a bit testing on learning all the nuance, which I will try to eliminate if I get to do a new design to make the game more accessible to more players. But players that learn the game tend to enjoy the game and play for quite a long time. I'm pleased Alamaze can be a big part of our players recreational time. That's why we constantly try to improve Alamaze despite it not making anyone rich. Exactly, a few more options for those disadvantaged magic kingdoms will really improve game balance and fun, especially in the end of game.
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05-13-2017, 09:50 PM
(This post was last modified: 05-14-2017, 12:54 AM by Ry Vor.)
As usual, the formatting from Word doesn't come through on the forum but the words are the same.
PC Improvements are a big part of Maelstrom, and we may have 20 or so different ones. Here is some work on Castles, along with what villages can do to enhance their defense.
PC Improvements:
Each requires a character other than an agent, fanatic or HP to construct an improvement located in the same area as their controlled PC and counts as the sole action for the character. Order sequence 608 – 611 depending on improvement type, improvements within the category chosen from a drop-down list. Only one improvement per PC per turn unless allowed by a trait.
· Mott and Bailey. Available to villages only. +2000 defense. +1 Maintain Status Quo. +0.1 influence, 10 points counter-espionage (like L1 agent) for PC when constructed. Reduces gold and supply production at the PC by 300 when constructed. 5k gold, 5k supply to construct. Not considered a castle: i.e., not a separate entity but a PC improvement.
· Wooden Towers. Requires controlled Mott and Bailey. +1000 defense, plus 15% damage inflicted to attackers in missile phases. Wooden towers provide level 1 recon and an additional 10 points counter-espionage for a total of 20 with Mott and Bailey (as L3 agent). To construct, costs 3k supplies and 3k gold.
Castles.
Castles provide defense and also imbue the PC with immunity to rebellion and usurpation, unless the castle is first captured or destroyed. Also, the castle must be captured (successful #145) or destroyed (sabotage, meteor strike, plunder) before the PC can be attacked. So the castle is a separate entity that shares the area of the PC it protects. Castles reduce the income from the PC in the area. Castles cannot be diplomicized (only taken through military conquest).
New order Attack Castle at #145. If successful in conquering or destroying, can attack PC same turn #150 but with potentially group weary (-15%).
Groups are no longer weary (-15% next battle that turn) in any battle if less than 5% casualties were sustained.
Castles can also be sieged #189 Siege Castle. A sieging group cannot also siege the PC. Three turns to siege a Castle, four for Great Castle, five for Legendary Castle.
· Castle. Requires town or city (not village). Is built in stages, only one per turn:
o Foundation. No benefit yet. Costs 10k gold and supplies. Stage 1.
o Construction. Requires Foundation. Costs 10k gold and supplies. Stage 2.
o Castle. Requires Construction. Has 12,000 defense, possibly increased by trait. 25 points CE (as L4 agent) for both PC and Castle. Give 0.3 influence when built. No MSQ for castles, as they are impervious to political action, as are the PC they share an area with. Costs 15k gold, 15k supplies. Reduces PC production 2k gold and 2k supplies for castle upkeep.
· Greater Castle. Only in city (including minor cities). Replaces Castle. Is built in two stages, during which Castle benefits continue.
o Expansion. Costs 15k gold and supply. Retains Castle bonuses.
o Greater Castle. Requires Expansion of Castle. Costs 15k gold and supply. 24,000 defense. 30 points CE (as L6). +1.0 to Rulership, 0.5 to Influence.
· Legendary Castle. Requires Greater Castle. Three stages (retains Greater Castle while under construction):
o Improve Walls. 20k gold and supplies.
o Build Parapets, Moat and Murder Holes. 20k gold and supplies.
o Legendary Castle. 20k gold and supply. Replaces benefits of Greater Castle. 72,000 defense. +1 Rulership and +1 Influence. Replaces Greater Castle (prerequisite).
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