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Author Topic: Map War 3 (WIP)  (Read 44866 times)

Bla

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Re: Map War 3 (WIP)
« Reply #90 on: July 10, 2016, 01:15:45 PM »
I was thinking the same. Added an update that still keeps the nation name colored.

Edit: Added water zones and an option to pick the percentage of zones to be water. Right now they can't be claimed.
« Last Edit: July 10, 2016, 03:11:58 PM by Bla »

atomic7732

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Re: Map War 3 (WIP)
« Reply #91 on: July 10, 2016, 04:05:34 PM »
why is the water percent so low

Bla

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Re: Map War 3 (WIP)
« Reply #92 on: July 10, 2016, 04:10:09 PM »
why is the water percent so low
Currently you can't claim water zones, so I set it low so there's a low chance of land zones getting surrounded by water, which would make the game impossible to win.

Also optimized the AI so it won't try to claim/conquer zones on the map multiple times anymore.

atomic7732

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Re: Map War 3 (WIP)
« Reply #93 on: July 10, 2016, 06:11:49 PM »
ok

here: ethanthova has no provinces, but exists



i think what might have happened is it died (i killed it) and it took its next turn thinking it had just started the game?

idk i just barely noticed it

vh

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Re: Map War 3 (WIP)
« Reply #94 on: July 10, 2016, 06:51:08 PM »
proposal for new mechanic:
Code: [Select]
[18:35] <+syule> every player gets a special zone
[18:35] <+syule> which starts on their first zone
[18:35] <+syule> and they can move it once each turn to an adjacent zone
[18:36] <+syule> and all construction and attacks on the zones on and adjacent to your special zone have half cost

the motivation:
Code: [Select]
[18:30] <+syule> one thing which is missing from map war 3
[18:30] <+syule> well map war in general
[18:30] <+syule> which might be interesting to add
[18:30] <+syule> but also might be bad to add
[18:30] <+syule> for reasons
[18:30] <+syule> which i will specify shortly
[18:30] <+syule> is logistics
[18:30] * Stowaway screams
[18:30] <+syule> like currently, if you have resources
[18:30] <+syule> you can move them anywhere instantly
[18:31] <+syule> you can build a city and attack a zone instantly
[18:31] <+syule> there's no need to strategize your logistics
[18:32] <+syule> with some game settings, warlight can do this really well
[18:32] <+syule> with the logistics of moving your armies
[18:32] <+syule> but i'm pretty sure we don't want to make map war a warlight clone
[18:32] <+syule> so how can this be done effectively but with a simple mechanic
[18:32] <Stowaway> logistics and infrastructure makes me wet but having to meticulously manage it in games kills me
[18:32] <Stowaway> liek in Wargame
[18:33] <+syule> yeah so the idea here is to make it a very simple mechanic without much micromanagement
[18:33] <+syule> but still maintain the strategy which it creates
[18:33] <+Yqt1001> sounds impossible
[18:34] <Floenne> uh
[18:34] <Floenne> i think
[18:34] <Tuto> which makes it really cool but
[18:34] <Floenne> board games can only get so complicated
[18:34] <Floenne> if you want to add logistics
[18:34] <Floenne> you need to start automating things
[18:34] <Floenne> start coding
[18:34] <Floenne> to keep track oveverything
[18:34] <+syule> >yes that's why i emphasized a simple mechanic
[18:34] <+syule> >to simulate logistics

details:
Code: [Select]
[18:36] <Floenne> interesting
[18:36] <Floenne> what happens if someone conquers the special zone
[18:36] <Floenne> anything?
[18:37] <+syule> the zone has to stay on your territory
[18:37] <+syule> so if it's captured you have to move it to you zone which is closest to it during your next turn
[18:37] <+syule> and if multiple are tied for closes you get to pick
[18:38] <+syule> although to prevent rule clutter
[18:38] <+syule> you might just let that special zone be anywhere at all

Bla

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Re: Map War 3 (WIP)
« Reply #95 on: July 11, 2016, 08:36:50 AM »
i think what might have happened is it died (i killed it) and it took its next turn thinking it had just started the game?

idk i just barely noticed it
I think I've fixed it for the next update I'll upload. Now players will only become dead if there are no unclaimed zones.

proposal for new mechanic:
Cool, thanks. I think it would be better to start by implementing the gameplay from Map War 2 before adding logistics, but maybe afterwards. But then I think something like armies would probably work better and seem more realistic than special zones like that. Maybe require that, to conquer zones, you need to spend resources on military forces you deploy to fight or something.

Bla

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Re: Map War 3 (WIP)
« Reply #96 on: July 11, 2016, 04:27:23 PM »
Today's update adds extractors with the 4 upgradeable levels and sea bases, and there's no longer a harsh limit on the fraction of sea zones, other than there always being at least one land zone per player.
Also added the option to change tech rates, and set AIs to change theirs randomly.

https://github.com/MapWar3/MapWar3/tree/2016


blotz

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Re: Map War 3 (WIP)
« Reply #97 on: July 11, 2016, 05:32:13 PM »
Kool

atomic7732

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Re: Map War 3 (WIP)
« Reply #98 on: July 11, 2016, 05:57:19 PM »
problems: there's no "not enough tech" message if you don't have enough tech

also if someone takes one of my level 2 production extractors and i take it back two things can happen. if i take click in the area of the extractor, it automatically upgrades (presumably one level) but it actually displays that it's level 2, instead of level 1. same thing happens if you only claim the zone and then upgrade the extractor afterward.

also, i just moved some of the nation names around in mapwar3.py so that their colors matched better

it'd be nice to have some sort of permanent or completely random association of the nation name, color, and ruler (for example storing them in a list of tuples, but then that would be the permanent route)

but i didn't want to mess with anything so i didn't do that
« Last Edit: July 11, 2016, 06:33:12 PM by atomic7732 »

FiahOwl

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Re: Map War 3 (WIP)
« Reply #99 on: July 11, 2016, 06:37:53 PM »

This message is only viewable with Universe Sandbox Galaxy Edition. Access it and much more with promo-code '172978'.

« Last Edit: March 22, 2021, 01:58:59 AM by FiahOwl »

vh

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Re: Map War 3 (WIP)
« Reply #100 on: July 12, 2016, 03:30:45 AM »
by the way i was going to refactor the code sometime if you guys don't mind because it seems like the entire game is encoded in one huge while loop spanning from like line 200 to 1250

Quote
But then I think something like armies would probably work better and seem more realistic than special zones like that.

right but adding an army system makes it
1. a lot like warlight
2. you have to do a lot more micro-management
3. implementation is a lot more complex

and part of the goal here was to find a simple mechanic to simulate logistics. i think the special zone captures the concept of logistics by rewarding strategic planning of where you want to attack just as well as armies would while being as minimal as possible
« Last Edit: July 12, 2016, 03:38:22 AM by vh »

Bla

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Re: Map War 3 (WIP)
« Reply #101 on: July 12, 2016, 06:03:24 AM »
Maybe we can implement the special zone idea, we can consider that later.

And I agree with moving the code to multiple files probably. You're welcome to try.

Added extractor error msgs + a small delay after clicking zones to solve the problem Atomic mentioned.
And you can make changes to the code if you want, just tell me then I can check the changes on Github, but I may revert if  there are problems with it. Later the plan is to have a txt file with nation, ruler and color combinations.
« Last Edit: July 12, 2016, 06:52:09 AM by Bla »

Bla

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Re: Map War 3 (WIP)
« Reply #102 on: July 12, 2016, 04:41:14 PM »
Added cities, except making them cost more to conquer.
Not all zones used to have cities be upgradeable all the way to level 6 either, that's not taken into account either.


blotz

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Re: Map War 3 (WIP)
« Reply #103 on: July 12, 2016, 07:39:19 PM »
should we wipe out master and make 2016 master

Bla

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Re: Map War 3 (WIP)
« Reply #104 on: January 30, 2017, 03:32:16 PM »
Added cities, except making them cost more to conquer.
Cities now cost more to conquer depending on their level

Also implemented the military base.

https://github.com/MapWar3/MapWar3/tree/2016
« Last Edit: January 30, 2017, 04:28:09 PM by Bla »