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Has a kingdom ever been eliminated due to no population centers but still had a good stable of wizards? I am thinking more to the likes of a caster kingdom with Wraiths/Lich level casters still alive?
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(08-20-2016, 07:05 PM)Rogal Wrote: Has a kingdom ever been eliminated due to no population centers but still had a good stable of wizards? I am thinking more to the likes of a caster kingdom with Wraiths/Lich level casters still alive?
This seems like a question for a different thread but yes it happens from time to time in the warlord/team games when a kingdom is overrun to quickly to give them a chance to build a sanctuary
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Darn it, I thought I posted to the post about sanctuary thread.
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Drop Spell Density for New Spells
I would replace the spell density concept with new combat spells. It gets a little boring casting Earthquake all the time. I would rather cast new spells which is more interesting for everyone. Even low level battle spells could use some help. So instead of casting Firestrike against a pc, cast another like Torrent of Arrows that is more effective vs pc's than groups. In experimental game 300, we tried out a few new ones (though all high level) like Disintegrate and Acid Rain which is more fun than casting the same spells back from 1st Cycle.
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No Carry Over Effects Into Next Turn
Some players are confused on certain orders on whether they have a carry over effect into the next turn. Actually, I find the entire concept of rolling over effects into the next turn problematic because allowing certain effects to carry over can end up breaking the symmetry of the game.
For example, an agent's counter-espionage effect rolls over into the next turn to protect against poisoning (order 615) among others but doing so doubles the activity for the agent within the turn. In other words, can an agent that counter-espionages the previous turn also be able to train them (order 500) in the current turn (despite the carry over effect)? If so then that agent is performing double-duty in carrying out two actions during the turn while other agents are limited to only one action.
I would rather do away with all of the "hidden" complexity of carried over effects and just renumber certain counter/defensive actions earlier in the turn. So instead of an agent's counter-espionage being 920, just renumber it to 20 or 30 and have the agent protect against events that occur within the current turn. That way, you eliminate the problem of having an unbalanced game with certain figures performing two activities in a turn when they are only allowed one.
Actually, I just recently investigated an issue regarding the agent guard prisoner (order 299) and the sleep/ward spells (orders 300+). Since sleep/ward/bless carry over into the next turn (up to a point), the player couldn't guard his prisoners since he was still sleeping as a carry over effect from the previous turn and thought his bless didn't work.
Problems like those will become worse as the game progresses into the future with new releases so I would prefer not to have any carry over effects in the game and just renumber certain defensive/counter orders to occur during the present turn.
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UM, if you have the ability to get rid of the carry over affects, I am all for dropping them! Like the one where a Maintain Status Quo this turn impacts a Diplomacy the next turn...
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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Anyone with ideas to help Ry Vor with new brigade types for the upcoming release? We've heard the usual fare of Centaurs, Tree Ents, and such but how about something off the wall like Ochre Jelly! Hey, Ochre Jelly weighs 5,600 pounds (D&D wiki), that guy just won't retreat
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(08-21-2016, 06:29 PM)unclemike Wrote: Anyone with ideas to help Ry Vor with new brigade types for the upcoming release? We've heard the usual fare of Centaurs, Tree Ents, and such but how about something off the wall like Ochre Jelly! Hey, Ochre Jelly weighs 5,600 pounds (D&D wiki), that guy just won't retreat 
Kobolds
Hobgoblins
Different types of Giants (perhaps some treated like the dragons)
I like the idea of more one-off monsters that can only be found in unusual sightings, through Quests, or by taking just the right pc. Wouldn't it be cool to casually attack a random village and be rewarded by attracted a unit of Owlbears? Or a Fire Giant that serves as a P2 Firestrike?
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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One idea is that we do not have to exclude races that we already have. For example, We have the Elves & Dark Elves. We could introduce a different race of Dwarves that is an offshoot of the Mountain Dwarves we already have that gets different bonuses, penalties, traits, etc...
Other idea:
Winged Elves (or Fairy Elves, or Fae)
Scar-back Elves (that once could fly, but have since lost their wings - evil)
A Half-elf race
Goblin/Hobgoblin/Kobold
Nephilim (Demi-God race)
Djinn/Effreet (another magic kingdom)
Dryads (an offshoot of the Druid)
Lycan (A wolf/human half-breed, with wolf riders & wolf companions)
Minotaur/Centaur/Satyr
Elementalist (another magic kingdom) that controls the elements
The Frost Lord,
Centurion in the Military War College
Pioneer of Alamaze
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I have a small idea. Can certain spells cost additional funds? Say a dome of invulnerability cost 5000 gold due to the materials needed? This might limit the magic kingdoms a bit but it might give the military kingdoms a chance.
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