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Greyhawk Wars: Re-envisioned and Relaunched

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Greyhawk Wars: Re-envisioned and Relaunched

panguitch
This post was updated on .


Download version 1.1 in-game now!

(Click Download Maps and look under Good Quality. Requires TripleA 1.9)




Greyhawk Wars is an immersive strategy game based on the World of Greyhawk, the classic setting of Dungeons & Dragons. Inspired by an out-of-print tabletop wargame and built on the TripleA engine, Greyhawk Wars offers world-spanning conflict, diverse factions, and flexible opportunities for conquest and diplomacy. Central to the game are the individual personalities who lead each faction, recruiting mercenaries and seeking magical artifacts to tilt the balance of power in their favor.

The following posts provide:
  • Excerpted game notes
  • A discussion of design goals
  • Outstanding issues and a changelog

Greyhawk Wars
TripleA in the original Dungeons & Dragons world

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Re: Greyhawk Wars: Re-envisioned and Relaunched

panguitch
This post was updated on .

In 2008 I tried to create a Greyhawk game using TripleA. The result (old forum post) was playable, but only a feeble glimpse of what I had envisioned. I came back recently and discovered that with the advancements made in the engine and some more elbow grease I could come much closer to my original goals.

Excerpted Game Notes

Remember to read the full game notes to avoid surprises.

Greyhawk Wars centers around each faction's leader and hero units, which recruit new armies, lead them in battle, hire mercenaries, and seek magical artifacts. There are ten factions, split into three alliances. Each faction has unique advantages and national objectives. (Alternatively, by enabling Politics a free-for-all game can be played.)



Events

Just as no plan survives contact with the enemy, no strategy can disregard the caprice of chance. Beginning in the second round, each faction may experience random events. These can have positive or negative effects, and they can be natural, like floods; or military, like rebellions; or political, like unforeseen allies that unlock new unit types.



Note: Two-hit units cannot be repaired, with the exception of Furyondy’s unique ability.


*Terrain:
+1 to attack and defense. Can blitz those terrain types. (All units can blitz normal terrain.) Also, land units suffer -1 attack in amphibious assaults (-2 for cavalry).

*Cavalry charge:
Cavalry get one free attack at the start of battle. If a fortification is present, defending cavalry still receive a free attack, but attacking cavalry do not.

*Blockade:
A faction loses one PU for every enemy galley or brigantine in sea zones that border their territories.

*Dragon abilities:
  • Raid heroes and leaders. Fear of the dragon reduces the hero's ability to raise armies (like bombing).
  • Can be shot from the sky by a bowman or giant, or intercepted by another dragon.
  • Scramble to defend ships within bordering sea territories or attack enemy ships landing troops.
  • Land on an undamaged galley.
  • Roll one die when defending, with a strength of 4 regardless of battle type.
  • Roll two dice when attacking, and have an attack strength of 2 in air battles, 5 in ground and sea battles. This makes dragons devastating against ground units, but makes dragon-on-dragon aerial combat equal.
  • Leaders and heroes can ride dragons.
*Giant abilities:
  • In addition to their great strength in battle, giants have a 2 in 6 chance of killing an enemy dragon when it raids or before a battle begins.
  • If multiple giants or dragons are present, the lesser number limits the number of chances the giants get; e.g., one giant gets one total roll against two dragons, and three giants get one total roll against one dragon.
*Bowman abilities:
Bowmen cannot participate in normal combat but can kill dragons, similar to giants.

*Leader and hero abilities:
  • Leaders give +1 attack and defense to ten allied units, heroes give +1 to five (fifteen and eight for Nyrond).
  • These stack with fortification, but not with each other.
  • Leaders and heroes can recruit units (like factories), hire mercenaries, and seek treasure.
  • Only leaders can recruit new heroes.
  • A faction can only have one leader unit.
  • A faction can only replace its leader using a hero in a victory city.
  • A faction can revive a vanquished ally's leader.
  • Leaders, heroes, and bowmen cannot fight battles on their own. Heroes and bowmen will simply be killed by the enemy army. Leaders will be killed if the enemy is another faction, or taken prisoner if the enemy is neutral.
  • If a faction loses its leader and all its heroes it is considered vanquished. Leaderless, its armies cannot be reinforced and are considered renegades, at war will all factions, even former allies.



Diplomacy

In addition to politics between the factions (if enabled), each faction can also exercise diplomatic options, attempting to bring neutral nations under their control through persuasion rather than violence. The chance for success depends on the cultural and historical inclinations of the neutral nation. Attempts at diplomacy cost PUs. If successful, you gain control of the neutral territories and receive a number of units typical to that nation.

Magical Treasure

Leaders and heroes can go questing for magical treasure in certain territories. These artifacts can be extremely powerful, but cannot be obtained without a fight, so a hero should not attempt this without the aid of supporting units. Even well-protected, there is always a small chance the hero (or leader) may fail and be slain in the attempt. These territories are ungovernable and new monsters will spawn every round. Magical treasure can vary by faction.

Mercenaries

Leaders and heroes in designated territories have a chance at recruiting mercenaries. These units are immediately placed, and the type of unit varies by faction and territory. Leaders and heroes cannot raise regular armies and recruit mercenaries in the same territory.


Victory

Victory conditions are based on victory cities. Additionally, an alliance or faction can claim victory if all others are vanquished.

Greyhawk Wars
TripleA in the original Dungeons & Dragons world

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Re: Greyhawk Wars: Re-envisioned and Relaunched

panguitch
This post was updated on .

Design Goals

These are my goals for Greyhawk Wars, and some of the ways I’ve tried to accomplish them. I do not think every TripleA game or map should be like this.

Make the game as user-friendly as possible.
  • Clear and concise game notes.
  • Extensive notifications that explain rules at point-of-need, such as explaining how dragons work when they are introduced.
  • I try not to assume players are already expert with the TripleA engine or other maps.
Make the game feel big, but keep the learning curve small and the pace quick.
  • There is a large variety of units, but each player only has a selection of eleven available at the start.
  • The support attachments are important but simple.
  • PUs are the only resource, there are no upkeep costs, and creating new units doesn’t consume a recipe of existing units.
  • There is no technology tree. Instead, technologies are one of the ways magic and events are implemented. In a sense, the technologies are all “behind the curtain.”
  • While the map is large, units have twice the movement range as in a typical WWII map, effectively reducing distances and forcing some shifts in strategy.
Provide a high replay potential.
  • The different factions have a variety of unique advantages, can produce different units, and some of the events and magic effects vary by faction.
  • The three-alliance setup offers an additional strategic dimension to a typical two-alliance game.
  • Optional politics allow for a free-for-all game, contained within a single map xml.
  • During a typical game a player will only experience a fraction of the possible events, magic, mercenaries, etc. There’s always something more across the horizon, and the chips may fall quite differently even if you play the same faction twice.
Emphasize a “story” design.
  • I think one way to describe strategy games is across two factors: puzzle and story. While, no game is solely one or the other, some tilt heavily in one direction. Chess, for example, is primarily a puzzle.
  • Many top TripleA players are puzzle players, approaching the game like a problem with an optimal solution, preferring to reduce the role of chance. But even for the most diehard puzzle player, part of the interest of a WWII map lies in the rich drama of the war’s history. On the other hand, much of what attracts many people to a game like Sid Meier’s Civilization is that it gives them the chance to, in a sense, create a story.
  • I think the story experience is particularly important to fantasy maps, where players don’t come to the game with a historical knowledge that can be taken for granted, as in WWII maps.
  • For this reason I have tried to enrich Greyhawk Wars with as much lore as I can stuff inside it, hoping to provide an epic, immersive context in which players can create their own stories of diplomacy, conquest, heroics, and magic. In this way I think it honors the story-creating origins of Dungeons & Dragons and the Greyhawk setting.
Center the game on leader units rather than capitals.
  • Capitals are important for a number of reasons, but if a faction loses its capital the game is far from over. The faction can still produce and place units without a capital. Instead, it is the loss of a leader that can be devastating, and the loss of both leader and heroes that is fatal.
  • This shift from capitals to leaders, from factories to heroes, requires a different strategic paradigm compared to the typical WWII map.
Implement new features developed for TripleA over the past six years.
There are too many to list, but it’s illustrative to consider that the xml for the old Greyhawk game, currently available on the repository, is 3,600 lines, and the new xml is over 32,000. Scrambling, paratroopers, terrain, user actions, variable chances, abstracted AA . . . it really is amazing how far TripleA has progressed, and how much more robust these advancements have allowed Greyhawk to become.

Keep the game AI-compatible.
  • To make the game compatible with AI, certain game features are disabled by default. They can be re-enabled for human players via game options or a user action in-game.

    Greyhawk Wars
    TripleA in the original Dungeons & Dragons world

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    Re: Greyhawk Wars: Re-envisioned and Relaunched

    panguitch
    This post was updated on .

    Outstanding issues

    Resolved (1) AI
    Thanks to redrum's patient explanations (link), I've been able to remedy the main incompatibilities between Greyhawk and the Hard AI. Greyhawk now plays, and the Hard AI can be a worthy opponent. Its two main deficiencies are that it doesn't realize the Scarlet Brotherhood is on a virtual island, nor will it transport heroes on ships.

    Stalled (2) Scrambling dragons
    • TripleA will allow a defender to call on unallied, third-party dragons/fighters to scramble to help defend. This is not desirable for Greyhawk, and I doubt it’s WAI for TripleA.
    • For example, if Suel ships attack Great Kingdom ships in Sea Barons, the Great Kingdom can force the neutral dragon in Lendore Isles to scramble to help defend.
    • If a Nyrondese dragon were in a neighboring territory, Great Kingdom could also call on it to help defend, even though Nyrond is at war with both Suel and Great Kingdom.
    • In other words, you can pull in any dragon from any player that's at war with your attacker, even if they're also at war with you. I’d like to prevent this somehow.
    (3) Renaming radar
    I would like to rename the aARadar tech to something more appropriate. But I don’t know how to do this and still have the modified radar graphics come into play. Likewise paratroopers.

    Resolved (4) Leaders getting six movement Update: Many thanks to redrum who figured this out for me (link).
    I’ve sometimes observed leaders getting six movement. At one point this was intended. Now it should be four.

    Resolved (5) “Loops not allowed in”
    This is no longer an issue because the Medium AI has been retired. Occasionally, the Medium AI suffers a game-ending crash with a “Loops not allowed in m_routes” IllegalArgumentException. It always involves an amphibious assault, with the second territory mentioned in the error report sometimes being adjacent and inland. Turning off scrambling prevents it.Further discussion.

    (6) "But mommy I don't want to be a paratrooper"
    The engine sometimes assumes heroes are riding on dragons when they aren't. This leads to a few bizarre situations. More detail.


    Excerpted Changelog

    Version 1.1
    • Release for TripleA engine 1.9.
    Version 1.0.7
    • A unique, high-powered unit has been added for each faction. These can only be obtained through magic or mercenary territories, and are very rare.
    • Three new random events have been added, and three new magical treasures.
    • The AI will sometimes acquire new territories through diplomacy.
    • Each faction now has seven options for gaining control of territories through diplomacy.
    • Now the PUs spent on a failed attempt at diplomacy aren't entirely wasted--your chances will improve next round. After you pay another bribe, of course.
    Version 1.0.6
    • Added a new random event: plague.
    • Players can now see whether a faction is immune to blockades by checking whether it has "Smugglers" on the tech panel.
    • Placement rules for fortifications and bowmen are now similar to placement rules for heroes: they don't count against the limit on the number of new units you can place in a territory.
    • Each nation now has a unique fortification image.
    • Custom tooltips have been added for units.
    • A number of territory names have been changed, improving fidelity to source material.
    Version 1.0.5
    • Giants now fire against dragons before any cavalry charge can kill the giants.
    • Bowmen can now retreat rather than being left behind to die while the rest of their army retreats.
    • Fortifications are more attractively priced at 8 PUs rather than 10.
    • Two new magical treasures have been added, both affecting fortifications, including giving them some movement.
    • Since Nyrond's extra hero kept getting killed by Great Kingdom before Nyrond could even use him, Nyrond now receives him at the end of the first round.
    • Even at a reduced frequency, the flood event kept having too great an impact on the course of a game. Instead of preventing all combat movement by ground units but allowing full non-combat movement, now it simply reduces movement of ground units by half for the entire round and prevents cavalry from charging.
    • The peasant revolt event was overpowered. No longer will it simply skip the faction's placement and production phases. Now, all PUs are lost, and the faction is instead able to place two free conscripts, plus an additional conscript for every four territories it controls.
    • If a faction manages to get magic treasure in the very first round of play, they now draw from the full range of possible treasures rather than the three it was unintentionally limited to before.
    • Now losing a leader feels like the disaster it is. If a leader is captured or slain, that faction suffers a 10 PU penalty in production every round until the leader is rescued or revived. As with many game mechanics, this affects AI players differently since the AI doesn't understand such rules.
    Version 1.0
    • For AI players, removed the penalty for ignoring event 14 (see 0.9.7 changelog) and added a chance every round for raiders to be removed since AI almost always ignores them.
    • Softened the Stack Tax for AI players, to prevent humans from crippling them by luring the AI into stacking.
    • Added a new event 12, neutral dragon raid, and combined the flood and peasant revolt as event 15, alternating every other round. Done to prevent the great negative impact caused when flood or revolt events repeated.
    • Damage from dragon raids (strategic bombing) is still limited by the PU value of the territory, but now each individual dragon can cause damage up to the limit, rather than the limit capping total damage.
    • Bowmen have been reduced in cost from 5 to 4 PUs.
    • Certain magical treasures have increased in power, for instance the Mighty Servant of Leuk-o now adds a defensive strength of 3 to fortifications, and the Spade of Colossal Excavation makes them cheaper.
    • Nyrond's national power has been increased so that heroes strengthen 8 instead of 7 units, and the leader 15 instead of 12.
    • The types of terrain included in Iron League's national power have been increased. Iron League human infantry now also receive bonuses and can blitz in any terrain. Iron League cavalry also receive bonuses in all terrain and can enter mountains and swamps, but can only blitz hills and forests.
    • Altered diplomacy and surprise alliance events to prevent them from immediately destroying enemy leaders or heroes who may be occupying affected territories.
    • Since it learned to protect them, AI will now spawn heroes less often.
    Version 0.9.9
    • With Hard AI performing well, default AI income bonus percentage now reduced to zero.
    • Changed "Placement Restricted By Factory" to false to disable the warning, because excess units are banked, not lost, and because mercenary territories throw off the calculation anyway.
    • Added a tips section to the game notes.
    • Increased giants' offensiveAttackAA and attackAA values to 2.
    • Known issue: if a player leaves all remaining leaders and heroes on transports, they are hidden from the condition that triggers vanquishing and will be changed to vanquished. Added triggers that un-vanquish such a player when they return a hero or leader to a land territory. Also added explanatory notifications.
    • Changed several national objectives from directOwnership to alliedOwnership, allowing their fulfillment even if an ally conquers the territories in question.
    Version 0.9.8
    • Added "isFactory" back to leaders and heroes because the Hard AI didn't recognize them as factories.
    • To keep the Hard AI from using them as cannon fodder, gave leaders, heroes, and bowmen "canNotMoveDuringCombatMove". Then created a user action where human players can freely gain a custom tech which activates triggers that change "canNotMoveDuringCombatMove" to false during their turn. Alternatively, a game option can be used for the same purpose. Greyhawk is now playable with Hard AI.
    • To prevent the AI from fixating on ungovernable territories, used "unitsNotAllowed" to prevent any units from entering them. This is disabled by the same "I am Human" custom tech.
    • With the Hard AI now recognizing them as mobile factories, was able to remove the stacking limit on heroes, and the triggers that flipped their support abilities off during movement.
    Version 0.9.7
    • Fixed the problem of leaders sometimes getting movement 6 (it was related to the reset after flood events--thanks redrum).
    • Fixed a trigger (Magic_18b) that was allowing Iuz to receive two magic items in a single round.
    • Updated event 9 (rebellions) to only fire if the faction owns all the involved territories, so that other factions can't lose territories through this event.
    • Using a negative national objective, created a -10 PU penalty for ignoring event 14 (neutral raid within your original territories). Previously it wasn't worth the trouble of quashing the rebellion.
    • Changed the sequence, moving Purchase from before CombatMove to before Place.
    • Consequently shifted the timing of all events to after Politics, all magic to before Purchase, and ungovernables to after Politics. This prevents a number of AI problems, including one that frequently caused Hard AI to crash. (Triggers changing territory ownership, spawning units, or removing units were the problem. The AI would make a plan and then the units it planned to do something with had disappeared.)
    • Introduced a "stack tax" using negative national objectives. Suffer a -5 PU penalty for every territory in which you amass more than 15 non-infrastructure units. Penalties increase with stack size until 50, at which point you lose all PUs.
    • Added a movement and placement (but not attacking) limit of 60 non-infrastructure units per territory. Stacks cannot exceed this rather generous limit.
    Version 0.9.6
    • Everything has changed.

    Greyhawk Wars
    TripleA in the original Dungeons & Dragons world

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    Re: Greyhawk Wars: Re-envisioned and Relaunched

    redrum
    Administrator
    @panguitch - So there are definitely a few features that you are using that aren't supported by the AI.

    1. The AI considers any unit that can produce units, can't move during combat move, and isInfra as a 'factory'. It will defend these and use them to produce units such as classic factories or generals in Napoleonic. If you change your leaders to have these properties you'll probably have better results with the AI.

    2. I'm not sure what the exact rules are around scrambling so not sure if that is a bug or not.

    3. Not sure.

    4. I'd need to see a save game with the incorrect movement.

    5. Does the error occur with the 'Hard AI' as well? If so then I'll look into it.

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    Re: Greyhawk Wars: Re-envisioned and Relaunched

    panguitch
    Thanks redrum. This is helpful.

    1. This makes sense. Leaders and heroes can produce units and are infrastructure. But to be able to perform many of their functions they must move during combat move. The hard AI uses them to produce units just fine. It's the protection part where they apparently don't qualify.

    Just wondering, but what would be the ramifications if the hard AI didn't have the "can't move during combat" expectation? I'm trying to think of any maps where that expectation is necessary to prevent suboptimal behavior. Maps with units that produce other units, are infrastructure, and can move during combat, but shouldn't be protected.

    5. I'll see if I can reproduce the error with hard AI, and will post it if I can. While the error text is mostly greek to me, I do notice that it mentions the StrongAI, and I was wondering if maybe there are elements shared by the different AIs, or if this might suggest any relevance to your AI?

    Greyhawk Wars
    TripleA in the original Dungeons & Dragons world

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    Re: Greyhawk Wars: Re-envisioned and Relaunched

    redrum
    Administrator
    @panguitch - Responses:

    1. So the issue really boils down to the AI not being able to handle units that both have combat value and unit production value. Since combat move tends to come before non-combat move, if the unit can move in combat move then it will use it for attacks. What you may want to try for now is making them "can't move during combat" and just having them as providing defense support. So that they are only used for defending and producing.

    5. Yeah, if the error text shows "strongAI" then it is the medium AI and if it shows "proAI" then it is the hard AI. They originally shared lots of code but are now completely separate.

    Question: How did you make it so a player loses if it doesn't have any leaders/heroes left? Is it just all triggers?
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    Re: Greyhawk Wars: Re-envisioned and Relaunched

    panguitch
    This post was updated on .
    1. So the AI would need to check for production value before using a unit in an attack (using an inverter or NOT operator?), and then be more conservative with that unit. But you making that happen for the benefit of just this map is not something a reasonable person could ask, given the other priorities and wider audience on your plate.

    So... sadness. Part of the intention for the game was to provide a new strategic context, one where you have to decide whether to risk leaders and heroes by using them to lead attacks. I would truly hate to lose this aspect of the game by making them more like traditional factories.

    Moreover, some of their functions are entirely dependent on their moving during combat move. For instance, you can only move into or out of magical treasure territories during the combat move phase, because there are respawning neutral units there that you have to fight to earn the magical treasure.

    I'll keep trying to see a way around this--since every time I play with the hard AI reminds me of how suboptimal the medium is--but the active participation of leaders and heroes is a central concept for the game design.

    4. Leaders moving 6: When I've noticed this before it's been when a leader I was controlling got 6 movement. But in playing around with the hard AI today I noticed an AI-controlled leader getting 6 movement. It was Beygraf Zoltan, Ket's leader, and he moved 6, from Mitrick to Fellreev South. You can see this in the saved game I'm attaching if you go back and look at Ket's round 5 combat movement. Don't know if it helps, but also attaching xml export.
    BeygrafMoved6.tsvg
    xml_2015_02_18_Greyhawk_Wars_round_6.xml

    Again, I can't find anything in the game xml that explains why a leader would ever get anything but 4 move, except when riding a dragon.
    Update: Many thanks to redrum who figured this out for me (link). Problem has been solved.

    redrum wrote
    Question: How did you make it so a player loses if it doesn't have any leaders/heroes left? Is it just all triggers?
    Yeah, there are triggers that "decommission" a faction if it loses its leader and heroes. These take away all PUs, increase the number of capitals required from 0 to 2 (so that purchase and placement steps get skipped), and change all relationships to "vanquished" (a type of war). And of course deliver a nice "you're dead" notification.

    If an ally revives a vanquished leader, that faction gets "re-commissioned."

    If politics are enabled (for FFA), then you get a victory condition if all other factions are vanquished. If politics aren't enabled, you get a victory condition if all the factions in the opposing alliances are vanquished.

    Greyhawk Wars
    TripleA in the original Dungeons & Dragons world

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    Re: Greyhawk Wars: Re-envisioned and Relaunched

    Epervier
    In reply to this post by panguitch
    I was a fan of you old map... This is simply awesome! Many thanks.
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    Re: Greyhawk Wars: Re-envisioned and Relaunched

    Cernel
    In reply to this post by panguitch
    I suggest the old greayhawk remaining available in depot beside the new one.
    History plays dice
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    Re: Greyhawk Wars: Re-envisioned and Relaunched

    panguitch
    @Epervier

    Thanks. I've occasionally gotten inquires about Greyhawk through the years, especially from people who are D&D fans but new to TripleA. So it seems to help fill an niche here. Which is part of the reason why I decided to come and see if I could take another stab at it, and I'm glad I did.


    @Cernel

    I've gone back and forth on this. The benefit of replacing the old map with this new version is that anyone with the old map installed would get a notification about the new one. But I think I agree with you. I'll ask that it be uploaded as a separate map. And then perhaps upload a new version of the old map that just has an explanation in the game notes pointing people to the new version.

    I've also thought about adding a custom game option that would disable all the bells and whistles (magic, mercenaries, diplomacy, etc.), thereby having a simple version somewhat like the original map. But that would be more work than I think it's worth, and it wouldn't really preserve the original as it is.

    Greyhawk Wars
    TripleA in the original Dungeons & Dragons world

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    Re: Greyhawk Wars: Re-envisioned and Relaunched

    Irinam
    panguitch wrote
    I'll ask that it be uploaded as a separate map. And then perhaps upload a new version of the old map that just has an explanation in the game notes pointing people to the new version.
    You *could* update the old map with the new one.
    And the old Version gets a new upload als "Greyhawk - Old Version"
    With an explanation in each game notes pointing to the other version.

    The map tiles are different, right?
    Because it would be possible to have more than one XML file for a map.

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    Re: Greyhawk Wars: Re-envisioned and Relaunched

    panguitch
    @Irinam

    It's not just the xml that's different. And not just the relief tiles. There are additional units, renamed units, and perhaps most importantly, there are almost 10% more territories and many others have been renamed. All the centers, placement, polygon, etc., files are changed accordingly.

    So as far as I know, there's no way to fold the old version into this one.

    Greyhawk Wars
    TripleA in the original Dungeons & Dragons world

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    Re: Greyhawk Wars: Re-envisioned and Relaunched

    panguitch
    In reply to this post by panguitch
    Releasing version 0.9.7
    Link in first post updated.

    Changes Include:
    • For leaders and heroes removed "isFactory" and added "canProduceUnits" and "canBeDamaged" so that they can still produce and be bombed, but don't have the placement limits/behavior of factories (they are still isInfrastructure).
    • Changed "Scramble To Any Amphibious Assault" to false, since "Scramble To Sea Only" is true, and since dragons themselves are the only air bases and can already have air battles.
    • Fixed the problem of leaders sometimes getting movement 6 (it was related to the reset after flood events--thanks redrum).
    • Fixed a trigger (Magic_18b) that was allowing Iuz to receive two magic items in a single round.
    • Updated event 9 (rebellions) to only fire if the faction owns all the involved territories, so that other factions can't lose territories through this event.
    • Using a negative national objective, created a -10 PU penalty for ignoring event 14 (neutral raid within your original territories). Previously it wasn't worth the trouble of quashing the rebellion.
    Significant Changes:
    • Changed the sequence, moving Purchase from before CombatMove to before Place.
    • Consequently shifted the timing of all events to after Politics, all magic to before Purchase, and ungovernables to after Politics. This prevents a number of AI problems, including one that frequently caused Hard AI to crash. (Triggers changing territory ownership, spawning units, or removing units were the problem. The AI would make a plan and then the units it planned to do something with had disappeared.)
    • Introduced a "stack tax" using negative national objectives. Suffer a -5 PU penalty for every territory in which you amass more than 15 non-infrastructure units. Penalties increase with stack size until 50, at which point you lose all PUs.
    • Added a movement and placement (but not attacking) limit of 60 non-infrastructure units per territory. Stacks cannot exceed this rather generous limit.
    • *perhaps temporarily* Added a movement and attacking limit for all heroes. A faction cannot have more than 1 hero per territory. Attempting to keep Hard AI from bunching them up and then not being able to place its new units.
    • *perhaps temporarily* Added triggers that remove the support function of leaders and heroes during movement phases, restoring them for purchase and battle. Attempting to keep Hard AI from thinking of them only as cannon fodder. Mixed success.

      Greyhawk Wars
      TripleA in the original Dungeons & Dragons world

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    Re: Greyhawk Wars: Re-envisioned and Relaunched

    GaryG
    In reply to this post by panguitch
    Re: Old Greyhawk Wars.  The ability to go to certain islands has disappeared. (A known bug.)  Are there updated/replacement files for this problem?  (polygon? centers? x?)  Help would be really appreciated.
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    Re: Greyhawk Wars: Re-envisioned and Relaunched

    Zim Xero
    This old version i did (not even sure if it works) has a working set of  polygon files.  Don't copy the connections though, since the map is quite modified.

     https://www.myflare.com/0/io/hotlink/JNSlb8FpEeSQ-yICChKQSw/Greyhawk_Cataclysm.zip
    'thats the way it is' makes it neither desireable nor inevitable
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    Re: Greyhawk Wars: Re-envisioned and Relaunched

    panguitch
    In reply to this post by GaryG
    Thanks for the reminder, Gary. When I put the new Greyhawk out, I'll be putting out an updated version of the old game. The only updates will be a note pointing people toward the new game, and I'll also fix this island problem.

    In the meantime, you can download this polygons file and copy it over the existing one in the folder containing the old Greyhawk map.

    polygons.txt

    This will make the islands work, but it introduces some unsightly lines. When I roll out the change for real I'll cover the lines with relief images. I can't say when that will be at this point, as it depends on the roll out for the new game, which is the only one I'm really going to be supporting.

    Greyhawk Wars
    TripleA in the original Dungeons & Dragons world

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    Re: Greyhawk Wars: Re-envisioned and Relaunched

    panguitch
    In reply to this post by panguitch
    Version 0.9.8 now available
    The link in the first post has been updated.

    Changes revolve around making Greyhawk compatible with the Hard AI, since that's the only AI that will receive development moving forward. This has required disabling certain features. These can be re-enabled for human players via game options or by a user action.

    The bottom line is that the Hard AI no longer uses leaders and heroes as cannon fodder. Nor does it fixate unproductively on the ungovernable territories.

    In fact, in the casual playtesting I've done recently, the Hard AI has kicked my teeth in. I've scaled back the AI income bonus percentage, but may need to do so further.

    At the risk of jinxing myself, I feel like I'm getting close.

    Please give it a try and disillusion me if necessary.

    Greyhawk Wars
    TripleA in the original Dungeons & Dragons world

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    Re: Greyhawk Wars: Re-envisioned and Relaunched

    redrum
    Administrator
    @panguitch - Good to hear its getting close to ready! I'll download it and do some AI testing to see how its playing. If you have any save games you'd like me to take a look at just let me know.
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    Re: Greyhawk Wars: Re-envisioned and Relaunched

    Irinam
    This post was updated on .
    In reply to this post by panguitch
    Trying your map for the first time.
    Playing the "Howling North" against HardAI playing the rest.
    In the Moment, Round 3 has ended.

    My impressions so far:

    Many good ideas, especially limiting the unit stocks to a soft limit of 15 units an a hard limit to 60 is really nice!
    The good defended mountain areas with no PU Value gives the map a nice strukture, as every player tries to avoid them.

    Because of the many different units it is difficult to evatuate dangers.
    The double range of all units makes it worse.
    Got a defeat, as Furyondy attacked me with 10 Veterans, 8 Champions and 4 Knights i didn't see comming...

    Will be interesting, if i will get a chance to recover...

    Oh, why i wanted to post:
    In mercanary territiories you can not place normal units. I know this is intended!
    If you buy too many units, you always get a warning, telling you how many units you can max place.
    Now, the code producing this warning can not recognise, how you prevent units from being placed in these territories.
    Perhaps take a look at the 300 BC map of Echelon
    300 BC Wars

    He has splited the PU Produktion of the territories from its unit produktion.
    Perhaps you kann make those territories "produce" 0 units right off,
    so the engine can sum up properly?


    Edit:
    1. New to the map it is difficult to find all the territories, you can bribe to join you.
    Is there any posibility to help a new player find the territories?
    2. It is nice to get the info, witch territories give bonus PU if you conquered them. But like 1, if one don't know the map, you have problems to recognise where they are.
    And one or two rounds later... I can't memorize all territories...
    Would be nice to be able to reread them, perhaps in the Gamenotes?


    Edit2:
    3. Your mercanary all have a cost of 0.
    This makes them the first choise for casualities.
    Now to tell the truth, this may jaust be right from the storytelling...
    Don't know if is intended...

    4. Looking at the history, it seems like you have set the trigger too easy for this message
    tripleA wrote
    Note to players Nyrond: Human Player Detected!Based on the sheer, shall we say, "genius" of your strategic maneuvering, it would appear that you are a human player, and not an AI. When the User Actions dialog next ...
    as it pops up for the HardAI quite often.
    Or HardAI is too "genius" :-)

    Great map!
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