Piranha,
piranha wrote:I'm not sure how we are going to solve this at the moment as it will require quite a lot of programing. But one way to do something about it quite soon is to build a couple of maps that are made for less players.
Why would it require lots of programming? It's only a one time thing done at game setup. I coded the logic in Warlords4 in <100 lines of C code. I'll be happy to email you the logic. All it requires is that you have the X,Y co-ordinates of the cities on the map. Once you place 1 starting city all the rest fall into place quite easily.
for some reason we didn't think so much about 1v1 games for example and right now 1v1is more or less a race to capture cities until you have meet the winning percentage.
Yes, but this will change completely with FOW/Hidden Map options. Of course games that don't use FOW/Hidden will still suffer the 'race to capture cities' problem. That's why I suspect no one will play without either Hidden Map/FOW.
When I created river war I had the idea that I wanted to put many possible starting positions so you wont know where the enemy is located (with FOW). But for serious competitive play I know mirrored maps might be the most even way to go.
You don't need 100% complete mirror maps. Bullrun isn't a mirror map and it's been a successful map for a long time. Your Riverwar map is fine too and it's not a mirror map either. Maps just need to be reasonably well balanced in terms of cities/ruins etc. FOW/Hidden Map options will make a lot of maps that aren't 100% mirror maps, fine for play.
If you get the starting position problem + starting armies sorted out I'll bet you find a lot of things that look unbalanced now will be just fine. I say this because of experience with DLR / Warlords 4.
Wizards ok, it might be true. I think we will have to look at the start unit thing a bit more. If we should switch to players buying production in their first city.
If you switch to letting players buy their initial production I suspect you'll find that only a few units ever get bought. Depending on how many points you get, the units worth buying are Pegasi/Gryffon/Lt Cavalry/Elf Archer and *maybe* a spider (this assumes Wizards/Dragons/Archones etc can't be bought). I wouldn't even remotely consider any other unit. Generally I'd want to buy a Pegasi/Elf Archer for 1500 pts or Gryffon/Lt Cavalry combo for 2000 pts.
Light cav, do you think they should cost more to buy?
I think they are fine for 400 gold, 3 strength and 20 moves. Itangast thinks they need to be tweaked. Maybe they should instead go 2 strength with +2 bonus in the open. That makes them less valuable defenders/attackers of cities etc while retaining their usefulness of movement + attack in the open terrain.
Again though, if you remove them from the average neutral cities and force players to buy everyone for 400 gold (or get them from good production cities) then I suspect they won't be considered too good.
Bat, Im ok with lowering movement. On maps with lots of terrain scouts should still have a purpose.
Just drop the bat to 20 moves. But mostly when you get FOW going make sure it only sees 2 squares like it did in War2. If the Scout sees 5 squares it will always have a place in FOW games for it's view range + the ability to move units over rough terrain.
I get the feeling that many maps don't have a lot of terrain that are popular in the DLR community, is that right? a scout on bullrun would probably be useless, but on a map with a lot of terrain scouts should still have a place.
It depends on the map. I chose Bullrun because it has the smallest amount of terrain on it. Just enough to get in players way and to afford the occasional place to place armies on their native terrain to avoid being in the 'open'. This makes for a 100% complete contrast to your Riverwar map which is loaded with water + terrain. I did that just so that I could see how units behaved on different types of maps. For example on Riverwar, the Wizard isn't near as overpowering as it is on Bullrun because of the need to enter/exit the water all the time. But on Riverwar, flying units are much more valuable than they are on Bullrun.
Anyway, back to DLR. There are lots of other user created maps with heavy terrain like Riverwar. Most of those use terrain you don't have yet (desert, lava, ice, rock etc) so it's hard to chose one of those maps to bring over until (if) you add more terrain types. Other maps are mirror maps, some are 4 island maps with lots of water between the island etc.
In DLR it was found that the more difficult the terrain on the map, the better flying units became.
wolfrider, wolfrider have 15% critical strike. We will display critical strike values in beta3.
Cool. I didn't realize that. Even the Warpedia for units doesn't mention the critical strike chance so I had sort of forgotten what it was.
It would also be nice to have a stack menu (maybe a button next to the group/ungroup button) that pops up a stack menu showing all units in the stack along with their strength, moves, bonus's they are giving etc so players can see what their stack power is.
Also I keep forgetting to ask. But I've never seen a Ghost unit in any game. Do these units not come as allies? They definitely don't seem to appear in neutral cities.
I think our long term goal for the heroes is to make it a bit more roleplay like by awarding points when leveling and let the player add stats.I think would be cool is if you can decide if you want more movement, command, strength or critial strike.
This was the DLR model. There were 15 unique hero types (Warrior/General/Priest/Monk/Thief/Wizard etc) each with their own skills, spells etc. Some skills/spells obviously overlapped between heroes. Skills cost different amounts of points depending on the hero type. So a +X strength might cost 1 skill point while a +X command might cost 2 or 3 skill points. Players could save their points and spend them later as they saw fit.
This kind of change really strays away from Warlords 2 and into DLR territory. Not sure how much Warlords 2 players would like that.
One thought we have been discussing is to let people build things in their city.
I know this is not in the warlord games I played at least but I think that part is fun in many games.
I think we will add this at some point but keep a "vanilla" version for those who prefer the old school way and then add our own ideas to "modern" version.
Giving players points to buy their production from is not really like having a building aspect in the city but it's one step closer to it I think.
Yes it certainly is one step along that direction. What you are basically talking about here are what DLR had as 'sites' which gave bonus's to movement/strength/hit points/view range/production times/temple blessing etc.
Wizard towns are very high in deman atm - simply too good.
3 turns to produce a wizard is better.
I suspect they are in high demand in your capitol because on turns 1-5 you can eliminate a player on Smallworld/Bullrun thanks to the Wizard movement. In neutral cities I don't really care that much about getting a Wizard unless I manage to do so on turn 1 or 2.
Also once FOW comes into play they will be far less useful because they can't be used to cherry pick easy cities far away on the map or go right to enemy cities that are lightly defended because you won't know which ones are like that. If more starting units are introduced the Wizard becomes less useful than ever because players will start with 8-16 units and you won't be able to jump an empty capitol on turn 2-3.
Heavy infantary could use some love too... perhaps +1 in defence (?)
They seem fine to me. 3 strength with +1 in the open making them equal to Light Cavalry just with 12 moves instead of 20. They move 50% more than Pikemen/Dwarf Infantry which I find very useful. At worst they are too expensive to buy but they definitely are useful.
The unit I find completely useless is Lt Infantry.
Devil will only remove stack bonuses and terrain based bonuses. But right now he will remove attack bonuses as well which he shouldn't.
Wait, I thought the Unicorn removed terrain bonus's. Are you saying the Devil does too? I always thought the Devil only removed stack bonus's which are currently from the Pegasi/Dragon/Demon/Medusa. It should not for example remove the +1 in the Open bonus that a Lt Cavalry unit gets or the +1 City bonus a Minotaur gets.
KGB