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Author Topic: Warlight  (Read 106857 times)

atomic7732

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Re: Warlight
« Reply #180 on: April 05, 2013, 08:11:33 PM »
fiah go

Bla

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Re: Warlight
« Reply #181 on: April 06, 2013, 01:50:28 PM »

atomic7732

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atomic7732

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Re: Warlight
« Reply #187 on: April 11, 2013, 07:44:19 AM »
if he ignores this topic we're not getting anywhere

FiahOwl

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Re: Warlight
« Reply #188 on: April 11, 2013, 01:32:57 PM »

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« Last Edit: March 22, 2021, 01:50:26 AM by FiahOwl »

Bla

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Re: Warlight
« Reply #189 on: June 05, 2013, 01:35:14 PM »
Holykol

blotz

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Re: Warlight
« Reply #190 on: June 05, 2013, 06:17:17 PM »
still

FiahOwl

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Re: Warlight
« Reply #191 on: June 05, 2013, 07:23:18 PM »

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« Last Edit: March 22, 2021, 12:44:04 AM by FiahOwl »

Bla

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Re: Warlight
« Reply #192 on: June 13, 2013, 02:54:37 PM »
Our test game on Road to Utopia is finished:

http://warlight.net/MultiPlayer?GameID=3637725

Feedback is welcome.

I think the most problematic thing is the fact that if anyone gets ahead of the rest they end up being unstoppable. It would require a custom scenario to pump up the cost of the upper zones though.
Getting ahead making people unstoppable probably means the upper parts should not give as big bonuses.

Quick ideas:
- Penalty for owning for example Capitalism that can be negated by owning all Feudalism zones and Capitalism on either side.
- Penalties for owning tiles on the road which are negated by the bonus from owning larger parts of the road.

My own notes:

Zone Ca I32 should link to Ca I30
Some bonuses should not have the same names as some zones
16B should not link to Fe B6

Statistics below.
« Last Edit: June 13, 2013, 03:56:35 PM by Bla »

FiahOwl

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Re: Warlight
« Reply #193 on: June 14, 2013, 04:33:07 AM »

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« Last Edit: March 22, 2021, 01:49:42 AM by FiahOwl »

Bla

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Re: Warlight
« Reply #194 on: June 14, 2013, 01:01:45 PM »
The game disappeared because I turned the map into edit mode again. :l

Anyway, I just got an idea of - what if you added maybe a 5 army bonus to the start zone or something like that so your start bonus became say 10 and everyone could move up the road step by step from the beginning and not have to prioritize so they risk ending up very differently based on luck?
By default Primitivism is already a bonus, it just gives 0, but a game creator could change it.

Another good option I think is to reduce the income of the slave road and feudalism. I think my income spiked too strongly on the graphs when that happened. The road bonuses in general may have been too strong and the bonuses in the socialism stage.

Hmm - a good way to challenge the fastest players to advance could be to set negative incomes on strategic parts of the roads, so that you could walk around them and take them just before getting the entire bonus - get more income in the short run, but advance slower - or take them and rush to the next stage. Going to implement that.
« Last Edit: June 14, 2013, 01:10:02 PM by Bla »

vh

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Re: Warlight
« Reply #195 on: June 14, 2013, 04:02:32 PM »
name the strategic bonuses marx and lenin to simulate as if you've acquired them for communism or something like the us acquired all those scientists for the manhattan project

Bla

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Re: Warlight
« Reply #196 on: June 14, 2013, 05:05:44 PM »
I made a new test game on the Road to Utopia map, which I have just edited.

I invited everyone who joined the previous game except Yqt. If anyone else wants to join, just tell me.

Changes to the map:

1: The connections in central upper Socialism phase have been edited so that the road is always the fastest route.
2: Added "rushing" zones on the roads, which give negative income, but where you would alternatively be forced to use a longer route, forcing players to consider the balance of reaching higher epochs vs. short term income.
3: Changed a lot of bonuses, especially in capitalism and socialism, and the bonuses of all roads and epoch transitions.
4: Made a bonus of 5 armies default to primitivism, meaning players by default start with 10 armies instead of 5.
5: Added missing connection between the zones CaI32 and CaI30
6: Removed connection between 16B and FeB6.

Darvince

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Re: Warlight
« Reply #197 on: June 14, 2013, 05:20:08 PM »
i will into the joinings

Bla

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Re: Warlight
« Reply #198 on: June 16, 2013, 02:03:19 PM »
Replaced Naru's invitation with an AI and started the game.

atomic7732

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Re: Warlight
« Reply #199 on: June 16, 2013, 11:24:50 PM »
ok i don't really own a ton of montana but i started in glacier national park

Bla

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Re: Warlight
« Reply #200 on: June 19, 2013, 03:50:05 AM »
Godar.

Darvince

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Re: Warlight
« Reply #201 on: June 19, 2013, 03:58:04 AM »

Bla

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Re: Warlight
« Reply #202 on: June 22, 2013, 10:06:00 AM »
Bump Atomic, Bong, Darvince, vh

Darvince

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Re: Warlight
« Reply #203 on: June 22, 2013, 12:43:44 PM »

Bla

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Re: Warlight
« Reply #204 on: June 23, 2013, 06:32:07 AM »
Bump Bong, Darvince, Fiah.

vh

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Re: Warlight
« Reply #205 on: June 23, 2013, 09:00:04 AM »
what if told you

(pi^4+pi^5)/e^6 = 1
and
e^(pi*sqrt(163))-((2^6*10005)^3+744) = 0

the last one is pretty impressive, even though the two terms are on the order of 10^17, they have a difference of 10^-13
« Last Edit: June 23, 2013, 09:16:47 AM by vh »

blotz

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Re: Warlight
« Reply #206 on: June 23, 2013, 03:37:21 PM »
what if told you

(pi^4+pi^5)/e^6 = 1
and
e^(pi*sqrt(163))-((2^6*10005)^3+744) = 0

the last one is pretty impressive, even though the two terms are on the order of 10^17, they have a difference of 10^-13

wrong topic?

0CAPguy0

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Re: Warlight
« Reply #207 on: June 23, 2013, 04:00:45 PM »
Oh my goodness, I have that game too!  ;D I'm great in singleplayer, always lose in multiplayer.  :P

blotz

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Re: Warlight
« Reply #208 on: June 23, 2013, 04:54:56 PM »
cool waht's your username

0CAPguy0

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Re: Warlight
« Reply #209 on: June 23, 2013, 05:02:37 PM »
cool waht's your username
0CAPguy0, it's kinda my general internet username.