Greyhawk Cataclysm 0.9.6 Updated

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Greyhawk Cataclysm 0.9.6 Updated

Zim Xero
This post was updated on .
Greyhawk Cataclysm v0.9.6 UPDATE for TripleA 1.6+ engines: http://www.mediafire.com/download/g8pb868b6kvzs0d/Greyhawk_Cataclysm.zip
Greyhawk Cataclysm Resource Pack:  - COMING SOON -












Greyhawk Cataclysm v0.9.6 beta for TripleA 1.6+ engines: http://www.mediafire.com/download/g8pb868b6kvzs0d/Greyhawk_Cataclysm.zip 

Greyhawk Cataclysm Resource Pack:  - COMING SOON -

Resource pack contains JPEG poster of units and stats, JPEG of in-game notes, Manual, custom sound effects, startup music, and  designer comments
'thats the way it is' makes it neither desireable nor inevitable
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Re: Greyhawk Cataclysm 0.9.0 for triplea1.4

Zim Xero
This post was updated on .
LOTS of minor unit tweaks, terrain effects balanced, Victory Message is automatic, air raids bombing balanced to not make it pointless to do air raids on units.  All playable bombing units do D2 bombing damage versus units hitpoints or to production capability of a factory(fortification).  Please give some comments so I know which direction to go with this before final.  Physical map changes are no longer possible without retro-engineering the map.  I am thinking about combining the 4 pirate types into one or two just to simplify.  The massive number of starting units is part of the game balance and uncertainty.  Greyhawk - Cataclysm is a high luck game, not a low luck game.  Dealing with it is part of strategy.
'thats the way it is' makes it neither desireable nor inevitable
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Re: Greyhawk Cataclysm 0.8.9 for triplea1.4

Zim Xero
This post was updated on .
RESERVED SLOT for UNITS
'thats the way it is' makes it neither desireable nor inevitable
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Re: Greyhawk Cataclysm 0.8.9 for triplea1.4

Eschelon
Still can't wait to play this.  I'm being singleminded in my focus right now (need to get my own scenario further along while the iron is hot), but this keeps looking better each time I look at this thread.

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Re: Greyhawk Cataclysm 0.9.0 for triplea1.4 is out

Zim Xero
This post was updated on .
In reply to this post by Zim Xero
new VERSION 0.9.2 CHANGES: faction color coded giant and rogue units.  Repair now costs 1pu each. airships 11pu, skyknights 13pu, gamenotes spacing fixed, redid alliance table, flipped galleon pics, removed decorations - reduced filesize to 6MB, put neutrals into the turn rotation instead of at the end, swapped artillery give/receive of archers and giantsize units, added receive artillery to medium inf/cav and gave their marine property to light inf/cav.  Exchanged the build/place requirements between INF/CAV and orc/halfling/goblin/elf/hobgoblin/dwarf.  Customized purchase panel tabs <all land air sea  unlimited limited capital>.  Made some triggers descriptive instead of numbered.  CAVALRY units are now -1 to attack Fortresses.  Added Fortress Defense triggers to fire if 5,10, or 15 enemy units are adjacent.  These triggers allow up to 3 archers to be called from reserves in a turn with a maximum of 9 per game.  This is designed to counter human advantage over AI in storming fortresses, without hurting overall balance.


old version 0.9.1 CHANGES:  has all map centers for text centered.  Cavalry given +1 attack/cost to make it functionally distinct from infantry(infantry and cavalry receive bonus when together).  Unit attack/defense modifiers simplified to a shorter table... with some changes.  Airships now give +1 defense to one of each type of ship in its zone.  Special forces now receives +1att/def per type of aircraft in its zone.  Added longform descriptions of TAGs...(see above if your screen is large enough).  Buccaneers, corsairs, swashbuckler, and seatrain ships removed... shifted Wild and Rebel ship spawns.... pirates exist for both.  All player ships have +1 added to their defense stats to make them more resilient to pure air attacks. Warships(the stealth sub-like unit) was given +1 attack instead of defense.



COMING IN NEXT VERSION(s):
Hypothetical Tech List for Greyhawk Cataclysm:
COST=$10 per roll, non stacking
single tier(only top 6 unobtained are rolled on D6)

1) quests(warbonds)
2) guild tax (warbonds)
3) alchemy (50% chance receive free tech token each turn)
4) special ops (-2 sf cost, 3 blockade)
5) explosives (airships +1 attack) + 2 free war_machines
6) archery (rangers) archers +1 att/def, +2 cost
7) air power (sky knights & airships -2 cost)
8) infantry(-1 cost)
9) cavalry(-1 cost)
10) construction (defenses half price = $9)
11) ship yards (free ship every other turn)
12) dragon wars gain 5 dragons
13) EXPLOSION (-5 PUs every turn)


 
Renaming dungeon triggers to include the name instead of a number- since they show up in the Game History column.
 * Cities will disable blitz
 * Swamps will reduce all land movement by one point
 * Sulhaut mountains will reduce all movement by one point(this will help penalize using it as an air corridor
    and cause more of a commitment to wild units moving out of it - so they cant frenetically dungeon jump)
 * corner sea zones will reduce non-flagship ship movement by one
download full(under 7mb) Grewhawk Cataclysm 0.9.2 at: http://www.mediafire.com/?bz6ffa12r6zn21k
'thats the way it is' makes it neither desireable nor inevitable
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Re: Greyhawk Cataclysm 0.9.0 for triplea1.4 is out

wheels
Thank you for putting this together.  I am a big fan of Greyhawk.  Looking forward to playing..

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Re: Greyhawk Cataclysm 0.9.0 for triplea1.4 is out

Zim Xero
Planning to update this when triplea v1.5 is out.  Going to implement very little.  I've decided that technology will not add much to the value of this map.  Instead, I'm going to generate an automatic handicapping system... the game by default is 'easy mode' - will add a unit list for each nation playable in single player as normal mode or hard mode.  Would be nice to get some feedback on the bombing... I considered dropping the anti-bombing AA from most of the land units, to require AA combat units for protection.  The anti AA was put in for estimation complexity and a precaution against exploitation.
'thats the way it is' makes it neither desireable nor inevitable
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Re: Greyhawk Cataclysm 0.9.0 for triplea1.4 is out

stormyorky
I wonder why neutrals are revolting constantly in diffrent regions, if this is a feature or a bug? It basically means one cannot leave your lands undefended, so the game rewards turtling, playing safe until you have a huge army.
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Re: Greyhawk Cataclysm 0.9.0 for triplea1.4 is out

Zim Xero
This post was updated on .
For better or worse, it is intended.  The purpose was to add another factor of randomness to incorporate in strategic planning.  The original neutrals revolt in aphabetical order, a few per turn.   After the first few turns, nearly every white on the map is wild, not neutral.  Wild dungeon zones are all connected to each other via Sulhaut Mountains... allowing them to strike nearly anywhere anytime.  'Turtling' is a good strategy for a human player here since the AI will waste many forces attacking Wild and neutral for you.  This works especially well, when playing Raiders.  


NOTE: latest version not yet compatible with triplea 1.5 unstable.  New version coming with these fixes:

- removal of defensesW from the unit list, an unused unit with no stats causing the game to crash in 1.5
- overhaul of the resource and difficulty system
- scrambling added
- considering adding %chance options to some triggers
'thats the way it is' makes it neither desireable nor inevitable
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Re: Greyhawk Cataclysm new version in development

Zim Xero
This post was updated on .
last  VERSION: 0.9.3  compatible with 1.5 unstable engine:   http://www.mediafire.com/?r9ri3hezz47xi95
is being overhauled significantly.  Plan to release a 0.9.4 soon to show off some of the new features before a 0.9.5 beta to get feedback before finalizing version 1.0 for community download.

LIST OF COMING FEATURES:

 O  Incorporating an 8 resource economic system.  Each unit will cost varying amounts of four resources.
     'Trade Options' will be selectable from the unit menu - for human players.

 O  Installing 6 built-in gameplay modes: EASY, NORMAL, HARD, EXTREME, PvP, and QUICK CHALLENGE

 O  Adding technologies directly linked to highest number of dungeons each faction has controlled.
     1--> Golden Relic: gain 2 gold and 2 gems
     2--> Passage Scroll: gain mechanized infantry
     3--> Magical Beast: gain sky_knight
     4--> Blessed Artifact: gain paratroopers
     5--> Heroes: gain airship and rogue, 2 wizards, or 2 guardians
     6--> Ancient Lore: gain warbonds
     7--> Warhorn: gain 2 dragons
     9--> Alchemy: generates 1 of each resource per turn (except PUs)
   10--> Regeneration: dragons self-repair and cost 2 PUs less

 O  WILD game changer:  Sulhaut Mountains starts with 50 defenses instead of 30.  Each turn, there is a 1
      in 6 chance they will lose 5 defenses and gain an 'Abomination' unit.  There are 6 Abominations plus
      a 'Final_Abomination'.  Abominations autocreate smaller 'spawns' each turn.   The Final Abomination
      is the most powerful - a 6-6-1 double hit regenerating unit that makes 3x  2-2-2 spawns per round.

 O   Randomizing Rebellions and Wild event spawns while reducing the extent of event unit spawns to
      eliminate (or reduce frequency of) round 25 and round 35 game crashes.

 O  Adding 'Greyhawk - Cataclysm' logo to Azure Sea, visible canals to show sea connections across land
     and arrows to show land connections across water.

 O  more... better game notes, in game 'Tooltip Tips' tab on unit selection menu, simple 'working' victory
     conditions with automatic messaging, scrambling fully functional and made consequential, units and
     map being lightly rebalanced, custom sound effects (only if engine will allow it).

The best feature of the game, i hope, will be its true challenge in solo play, while still allowing PvP play.  The PvP mode might even be fun for solo players - for its alternate playstyle.

'thats the way it is' makes it neither desireable nor inevitable
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Re: Greyhawk Cataclysm new version in development

Zim Xero
This post was updated on .
DEVELOPMENT STATUS: 70% finished.  Should be ready in July.  Got technology working using 22 custom made technologies.  The Achilles heel of the project will be the Java Heap space, which prevents games from going over 30 rounds.  Here is a screenshot and my remaining list of 'To Do' notes.

"deleted for load time increase.  see top for latest technology"
'thats the way it is' makes it neither desireable nor inevitable
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Re: Greyhawk Cataclysm new version in development

Veqryn
Administrator
have you tested with triplea 1.6?

does the heap space still have a problem?

if so, please send your map zip, and a savegame, to me, and I will look at it.

I will try to figure out where the memory bottleneck is, and if I can't, then i will just increase the heapspace by another 256mb

however, i want to try to reduce our memory footprint first, because i increase the heapspace.  maybe there is a memory leak, or something that is not clearing.
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
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Re: Greyhawk Cataclysm 0.9.4 demo available

Zim Xero
This post was updated on .
In reply to this post by Zim Xero
version 0.9.4 status: 90% COMPLETE
0.9.4 playable demo for TripleA 1.5+ engines:  http://www.mediafire.com/?c29p2f0t53wnl4h or http://www.sendspace.com/file/mveci8 
demo version does not contain updated game notes
------------------------------------------------------------------------------------
ALL TECHNOLOGIES CODED AND WORKING
------------------------------------------------------------------------------------

----- notes and remaining tasks for completion ----
o  give AI's +1PUs per turn for each unusable technology they learn
o  write special triggers to separate AI versus HUMAN Force Fields technology.(AI will quit placing all units when out of room for Force Fields)
o  Adjust giant resources slightly to balance resources.
o  Tone down intercept/escort power to a balance
o  Check all Tags/support attachments and terrain effects.  Update and clean up unused
o  game notes
o  tooltips and tooltip tip units
o  Jpeg Poster and Custom Sound download pack
o  submit bugs and feature requests
o  release new beta version & update forum
o  examine ai java movement code for aa units and write patch allowing non-AAgun AA units to move freely for combat
o  keep Greyhawk Cataclysm and Pacific Theater Solo Challenge Udated
o  plan next 2 games:
 + Dice Pirates: Carribean game as pirates versus 5 superpowers switching between war and ally
 + European Theater Solo Challenge: German ww2 solo game with fantastical technology variation.


TECHNOLOGY: becomes available at X-1 VC level. d20 chance to get available techs if X+ VC level. Obtaining technologies directly linked to highest number of dungeons each faction has controlled.

    -X-
o    2-->1 Magical Beast: gain sky_knight
o    2-->2 Golden Relic: gain 5 gold and 2 gems
o    2-->3 Passage Scroll: gain mechanized infantry
     3-->4 Foraging: +1 resource gained in territories with an airship or defenses. (cities, dungeons, and water excuded)
o    3-->5 Ancient Artifact: gain paratroopers
o    3-->6 Heroes: gain 2 rogues, 3 guardians, or 4 wizards and airship
o    4-->7 Mana Crystals - Gain 20 mana
o    4-->8 Ore Deposits - Gain 20 ore
o    4-->9 Subterranean Pact: - Gain 3 bio per turn
o    5-->10 Forgotten Ways: gain warbonds
o    5-->11 Lumber Mills - Gain 3 wood per turn
o    5-->12 Alien Remnant: Gain 40 tech
o  5/6-->13 Plague: Lose all resources(-20 all standard resources)
o    6-->14 Explosive Archery +1 ATT/DEF (AA lost, ai can now move them) (archerX)
o    6-->15 Dragon Lore: dragons self-repair and cost 2 PUs and 1 Mana less. Double Bombing.
o    6-->16 Alchemy: generates 1 of each resource per turn (except PUs)
o    7-->17 Legendary Treasure: 60 PUs
o    7-->18 Force Fields: construction. gain 1 per turn to place. Unstackable. 0-1-0.  D1 x 6 versus wild creatures and air units
o    7-->19 Spy Network - new unit becomes available in Kindom Options (spy is att=5, def=5, move=5) kamikaze suicide unit, scramble=5 at power 5
o  7/8-->20 Implosion: lose all(100) PUs
     8-->21 Adventuring: Each turn gain rogue(2:6), guardian(3:6), or wizard(4:6).  +1 gold and 2 PUs per dungeon with adventurer in it.
o    8-->22 Tech Age: gain 1 tech & 1 PU for each of these 10 techs learned.(10,11,12,14,15,16,17,18,19,& 21)
o    8-->23 Illumination: gain all low technologies 1-12

     0   00 Monument: gain gem,mana,tech, and PU each turn. Counts as Dungeon toward technology. Repairs Giant-Type units.  Non-humans get 1:40 chance to get monument each turn.  Placed in homeland .
     0   00 Call of Ages: Requires Monument Non-humans get 1:20 chance to get each turn if they have a monument already.


MODES(finished): Winning in any mode requires VCs and control of 5 Fortresses. [Azure sea will count as a Fortress]
11 VCs Fast BONUS UNITS=YES  -6 PUs/round
12 VCs PvP          BONUS UNITS=NO   +4 PUs/round     +1 Gems/round
13 VCs Easy BONUS UNITS=YES  +2 PUs/round
14 VCs Normal BONUS UNITS=NO   +4 PUs/round     +1 Gems/round
15 VCs Hard BONUS UNITS=NO   -6 PUs/round        Wild+5PUs
16 VCs Extreme BONUS UNITS=YES -16 PUs/round     -1 Resources  Wild+10PUs
----------------------------------------------------------------------------------
0.9.4 playable demo for TripleA 1.5+ engines:  http://www.mediafire.com/?c29p2f0t53wnl4h  or  http://www.sendspace.com/file/mveci8
demo version does not contain updated game notes
'thats the way it is' makes it neither desireable nor inevitable
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Re: Greyhawk Cataclysm 0.9.4 demo available

hepster
This post was updated on .
Like the concept Zim.

But the map is very confusing.  So many different types of unit images, no Index on the map to show who is who, terrain is very hard to figure out,  you have land zones that are sea zones, a lot to figure out.

I really like the idea though.  Just very hard to follow.


I would have to say given the complexity this game is much further away from completion than 90%.  

Plays fun even when you have no idea what is going on.  This game could really benefit from a detailed instruction manual.

Also the Neutral or wild unit images are just about impossible to see on the battle board.

“A man can never have too much red wine, too many books, or too much ammunition”― Rudyard Kipling
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Re: Greyhawk Cataclysm 0.9.4 demo available

Zim Xero
Thanks for the review and suggestions.   I will implement what I can from them.  There is a newer version of the demo out btw which is more complete.  The game needs to be played with view 'details' on in order to see terrain and connections properly.
'thats the way it is' makes it neither desireable nor inevitable
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Re: Greyhawk Cataclysm 0.9.4 demo available

hepster
I'm playing that right now on the 1.6.1 lobby.  ;)
“A man can never have too much red wine, too many books, or too much ammunition”― Rudyard Kipling
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Re: Greyhawk Cataclysm 0.9.4 demo available

hepster
This post was updated on .
Tried the newer version.  Very much improved.

A few questions/observations?  

1)  Are the purchased game modes supposed to be placed some where?

2)  Why are so many land terr. done as water?

3)  Are there plans to visualize the different resources on the map?

4)  Why are the P.U. images done as paper currency?  Wouldn't it make more sense for them to be coins?

6)  Playing around with colours would definitely make the map more visually effective.

7)  Adding a white out line on the interior of the Wild units would improve visibility in the Combat Window.

8)  Changing the wild terr. to a light grey would also improve the map visually (because you can see no unit quantity numbers).

9)  Consistency of the unit images would improve the game visually.

10)  A stand alone guide book or instruction manual is almost a necessity for a game of this complexity.

11)  Greater ability to identify unit allegiances in some units would help.

12)  Reducing the unit scale or enlarging the map would help also (especially since zoom is so much better on 1.6.1.)
 

Just curious because the game definitely has potential.
“A man can never have too much red wine, too many books, or too much ammunition”― Rudyard Kipling
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Re: Greyhawk Cataclysm 0.9.4 demo available

Zim Xero
1)  Are the purchased game modes supposed to be placed some where?  On Fortress territory - the one with a large shield or symbol

2)  Why are so many land terr. done as water? I wanted naval combat/transport to be a factor and did not want a single choke point or closed sea without an exit
since all lands are connected, however, naval transport is not required.

3)  Are there plans to visualize the different resources on the map?the territory visual detail terrain determines most resources.
hills       ---> ore
trees       ---> wood
swamp       ---> mana
1PU plains   --> mana
2PU+ plains ---> food
covoy zones ---> tech
fortification -> food+tech
dungeon ruin --> gold+tech
Fortress     --> gem + several bonus resources

4)  Why are the P.U. images done as paper currency?  Wouldn't it make more sense for them to be coins? I was concerned players would think coins were gold.
It would look more aesthetically pleasing, perhaps i'll add some 'silver' coins to the pic.

6)  Playing around with colours would definitely make the map more visually effective. Example?

7)  Adding a white out line on the interior of the Wild units would improve visibility in the Combat Window. I'll experiment. Left them transparent so they
would not cover the terrain/words underneath them.

8)  Changing the wild terr. to a light grey would also improve the map visually (because you can see no unit quantity numbers). I'll experiment.  Wish I could
change the color of the numbers instead.

9)  Consistency of the unit images would improve the game visually. Agreed.  All that artwork takes time.  I had to compromise in order to finish.

10)  A stand alone guide book or instruction manual is almost a necessity for a game of this complexity.  Will do, good idea.

11)  Greater ability to identify unit allegiances in some units would help.  I'll try adding a legend of 'whos who' in one of the corner sea zones.

12)  Reducing the unit scale or enlarging the map would help also (especially since zoom is so much better on 1.6.1.) Yikes, not sure I wanna attempt that, but if I
have time i'll try a diff scale and see what it looks like.
 

Thanks for the great comments and questions Heps.  The game has a few non-java trigger bugs in it.  I apologize.  Have not playtested much since adding the latest round of techs.  I noticed
that some or all of the factions are getting an automatic chance to build monuments.  This was meant only for AI.
'thats the way it is' makes it neither desireable nor inevitable
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Re: Greyhawk Cataclysm 0.9.4 demo available

hepster
I'm glad you took my comments in the right context.  I truly provided them as constructive questions and suggestions...  especially since you are obviously still polishing this off.

I'll elaborate on a few of my previous comments.

2)  I totally understand what you are going for. Just seems odd that vast tracks of land play out as ocean or water zones.

3)  I had sort of already made the connection between terrain type and resource generation.  But I think given the scale of the game and the large number of strategic and tactical decisions, visual ques on the map might be very helpful.

6)  During the design process I found that changing Territory colours from robust primary(ish) like colours to more muted or darker colours gives everything a grittier feel.  Just a suggestion.  At the end of the day its all about personal preference.  As an example I've provided a sample...

Before
 

After


7)  He is a example of how dramatic a difference it makes on the map just changing the Wild units slightly.  You will also notice that with the neutral or Wild terr. shaded everything stands out even more...



8) See above

12)  You will see in the picture above that I have reduced the unit images to 75%.  The reason I am suggesting a reduction of the image size is because of the vast number of different units for this map.  A smaller unit size (done during the auto-placement finder) will provide many more spots per territory.  This will be very helpful in eliminating the extension bars from many of the territories, especially some of the smaller ones.


Just trying to provide helpful suggestions... so please don't take offense to my input.
“A man can never have too much red wine, too many books, or too much ammunition”― Rudyard Kipling
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Re: Greyhawk Cataclysm 0.9.4 demo available

Veqryn
Administrator
I have a few opinions on this map:

1. decrease the default unit size (in map.properties) to something a lot smaller.  

2. Make units more consistent in size, or provide a reason why some are bigger and some are smaller

3. Give all units a subtle drop shadow

4. Somehow show which units belong to which nation, either by coloring them for that nation, or by including a flag of that nation

5. Use the same kind of art for all units.
some units are silloettes,
some units are highly detailed pictures
it really makes the map look very very confusing

6. Make the map less confusing
right now, I doubt anyone but you knows what on earth is going on in this map....
Please contribute to the TripleA 2013 donation drive:
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