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Units with vanity will still kill stuff.  Just not intentionally.
Just drop few mythologicals in places you need cleaned up.
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Skyward Collapse / Re: Skyward Collapse Alpha 0.907
« Last post by orzelek on Today at 01:43:25 AM »
I would rather see some of the woes affecting ruins (like collapse?).

If god removes ruins then it will be quick preparation for Norse and Greek lesser god will have hard time. He will need to watch around every corner if there are no giants incoming.
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Skyward Collapse / Re: Skyward Collapse Alpha 0.950
« Last post by SRombauts on Today at 12:53:59 AM »
Great Update, many noticeable improvements!

Two minor things though.
UI playback:
http://www.arcengames.com/mantisbt/view.php?id=11606 : Save the speed of playback between game sessions

Gameplay:
http://www.arcengames.com/mantisbt/view.php?id=11607 : Bandit Keep can spawn in town radius!

Good job so far!
Cheers
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Skyward Collapse / Re: Skyward Collapse Alpha 0.950
« Last post by Cinth on Yesterday at 11:57:01 PM »
Just playing around with artificial handicaps, I've had total destruction of one faction.  Usually because of bandits.  One problem with the idea are woes that target towns, EoC and Ultima.  Those two drop both sides to one town each.  That would make both auto loss. 

Play a round with these two restrictions, no mythologicals and no siege units.  Bandits are a pain in the hind end the whole game.  It is fun though.  Snowballs know no limits :)
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Skyward Collapse / Re: Skyward Collapse Alpha 0.950
« Last post by Misery on Yesterday at 11:44:04 PM »
Well, there's ONE idea I had, but I dunno that it's a good one:  Instead of "total destruction", it could be "lose less than X town centers", wether that's over the full game, or by age.   The woes and score gate tend to very much lead to the NEED to make more of these, and the more there are the more the player would have to be careful of them.  And with the rules that make sure that each city does have to "take part", essentially, and bandits and woes that can happen anywhere.... And of course bandit forts and certain woes (and the score!) can force the creation of siege units.  hmm.   Yeah, this is the best suggestion I can think of at the moment.   TOTAL destruction seems to never happen.... but an individual city falling?   Definitely happens, and defending them isnt easy.


I'm not sure how that would fit thematically, but that one's not for me to have to figure out, hah.
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Skyward Collapse / Re: Skyward Collapse Alpha 0.950
« Last post by Misery on Yesterday at 11:33:08 PM »
I'm still going with "numbers are all off".   I've actually had quite a bit of combat in my current game despite the "vanity" thing, and I have.... 65 points on turn 20.   Without the vanity it'd likely be more like 120-ish, based on how many units have been produced.


Quote
The funny thing is, you're describing very well why a survival victory condition is completely broken. You have to go really out of your way just to get stuff destroyed. Notice in my save game how everything is nuts and complete destruction of a faction is not even close to happening.

Hm, it seems like individual units and buildings actually fall pretty easily.... but as the game goes on, the sheer numbers of each keep going up.   The more buildings there are, the harder it is to destroy the other guys completely... but the more UNITS there are, the more of a crowded mess the map gets, and the less building destruction is possible.

Overall then, I do agree with you on that one;  it's part of the reason why I love the score gate idea so much.  I get that the idea of the game is that if one side gets too strong, they'll start snowballing over the other side, eventually leading to destruction, but this is actually a pretty slow process and so far, not too hard to stop.   It's actually pretty easy to bolster the unit count of a given side, as military buildings (and heck, new cities entirely) are pretty easy to make.  You can also use mythological units of course, but not really in big numbers.... it's easy to get big numbers of human units to add to a side though.   And of course it's not JUST these.... you've got things like the big god powers that can fix things fast.  Heimdall's "kill everything" horn for instance can do this.

EDIT:   And there's also bandits!  Logically bandits should add to the danger, but I find that they tend to instead add to the DISTRACTION:  Units fighting bandits are NOT attacking the other side and thus not throwing off the balance at all.

I have to wonder if a different condition other than the "total destruction" one is necessary (and the score gate would be left in place).  Because you're right, it seems like it just doesnt quite work that way.  Not from my experience so far anyway.   I dont have any suggestions on what such a condition might be though.

The score one though is the one that interests me the most anyway.
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Units with vanity will still kill stuff.  Just not intentionally. 
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Skyward Collapse / Re: Skyward Collapse Alpha 0.950
« Last post by Cinth on Yesterday at 10:53:04 PM »
What I posted above was the result of woes.  Vanity was first followed by a strike.  I spent a lot of turns with no or very little combat and it carried through out the age.  I never drop mythologicals in the age of man but it was the only way to pressure those bandits. 

Killing 50 buildings in 30 turns is a crazy amount of turnover and resource cost (that happens twice over).  I can easily meet the 20k required for the final gate (I had 15k ignoring everything over the last 40 turns).  Players need time to get the ball rolling.

We should discuss this further. maybe in its own thread?
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Skyward Collapse / Re: Skyward Collapse Alpha 0.950
« Last post by Mick on Yesterday at 10:47:07 PM »
10 turns before the end of round one and I had about 40 units around the board all fighting. I need 3000 more points to make the gate (it's normal level). I bust out yggdrasil.

I am happy. THIS is the game that was advertised.

EDIT: Score achieved on turn 37. Phew!

EDIT2: Attached a save for anyone interested. Pure chaos.

Hm, I'm already finding that the points may be WAY out of wack here;   Yggdrasil, as far as I can tell, is the *only* way to reach certain numbers of points in certain situations (not a good thing!).   I cant imagine how in the bloody hell I could possibly get 5000 at the end of the first age WITHOUT it, because there's just no way to get that many units out that fast, and tokens arent really worth anything anymore (seriously, you could actually just take the score off of those at this point).  The low score on the tokens also seems to create alot less reason to use those:  Alot of tokens actually DO NOT result in more kills to buildings/units (and thus more points), they simply shift the balance so the kills are happening on one side as opposed to the other;  only tokens that actually CREATE more units can really affect score all that much. Alot less of a risk/reward thing now, it's back to a risk/necessity sort of idea.  Again, Yggdrasil seems to be the only exception, and MAYBE Eldhrimner to a point (but it's a muuuuuch weaker effect).   The score gates seem like they were very definitely balanced (or at least somewhat balanced, hah) around the original score values of the tokens and such.   ....is it just me, or is a single kill worth exactly FIVE points?   I'm pretty sure that's what I'm seeing here.  I hadnt really looked at the numbers that hard before.

And that's all BEFORE taking woes into effect.    My current game is starting me with the serial murderer one, which..... yeah, that aint gonna help here, heh.   Might have to actually turn the score gating off here for now.

5000 points is just 50 building deaths. So you really need to go crazy with the siege units. If buildings don't get killed you won't get close to what you need.


Hmm.... still seems really unbalanced to me.  "Spam siege units" isnt a very interesting strategy, not to mention that FIFTY buildings in one go is....  well, particularly in the first age, I'd basically be creating entire cities JUST to allow them to be wrecked.   AKA, build cities made of nothing but the cheapest buildings, no military at all (so they cant defend and thus slow it down), and put them in the dumbest possible spots (the spots that make it super easy for enemies to get there).   Definitely seems to still be a major problem.

And this, of course, is assuming that the siege units do their job without being wrecked by stuff (unlikely!).   I think Cinth's screenshot there is a good example of the current unbalance.

For now, I am indeed just turning it off.... the numbers are much too screwed up at the moment.    Again though, I dont think the system itself should be changed whatsoever, I absolutely love the idea.... it's just the actual numbers that need tweaking.

The funny thing is, you're describing very well why a survival victory condition is completely broken. You have to go really out of your way just to get stuff destroyed. Notice in my save game how everything is nuts and complete destruction of a faction is not even close to happening.
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Skyward Collapse / Re: Skyward Collapse Alpha 0.950
« Last post by Misery on Yesterday at 10:40:37 PM »
10 turns before the end of round one and I had about 40 units around the board all fighting. I need 3000 more points to make the gate (it's normal level). I bust out yggdrasil.

I am happy. THIS is the game that was advertised.

EDIT: Score achieved on turn 37. Phew!

EDIT2: Attached a save for anyone interested. Pure chaos.

Hm, I'm already finding that the points may be WAY out of wack here;   Yggdrasil, as far as I can tell, is the *only* way to reach certain numbers of points in certain situations (not a good thing!).   I cant imagine how in the bloody hell I could possibly get 5000 at the end of the first age WITHOUT it, because there's just no way to get that many units out that fast, and tokens arent really worth anything anymore (seriously, you could actually just take the score off of those at this point).  The low score on the tokens also seems to create alot less reason to use those:  Alot of tokens actually DO NOT result in more kills to buildings/units (and thus more points), they simply shift the balance so the kills are happening on one side as opposed to the other;  only tokens that actually CREATE more units can really affect score all that much. Alot less of a risk/reward thing now, it's back to a risk/necessity sort of idea.  Again, Yggdrasil seems to be the only exception, and MAYBE Eldhrimner to a point (but it's a muuuuuch weaker effect).   The score gates seem like they were very definitely balanced (or at least somewhat balanced, hah) around the original score values of the tokens and such.   ....is it just me, or is a single kill worth exactly FIVE points?   I'm pretty sure that's what I'm seeing here.  I hadnt really looked at the numbers that hard before.

And that's all BEFORE taking woes into effect.    My current game is starting me with the serial murderer one, which..... yeah, that aint gonna help here, heh.   Might have to actually turn the score gating off here for now.

5000 points is just 50 building deaths. So you really need to go crazy with the siege units. If buildings don't get killed you won't get close to what you need.


Hmm.... still seems really unbalanced to me.  "Spam siege units" isnt a very interesting strategy, not to mention that FIFTY buildings in one go is....  well, particularly in the first age, I'd basically be creating entire cities JUST to allow them to be wrecked.   AKA, build cities made of nothing but the cheapest buildings, no military at all (so they cant defend and thus slow it down), and put them in the dumbest possible spots (the spots that make it super easy for enemies to get there).   Definitely seems to still be a major problem.

And this, of course, is assuming that the siege units do their job without being wrecked by stuff (unlikely!).   I think Cinth's screenshot there is a good example of the current unbalance.

For now, I am indeed just turning it off.... the numbers are much too screwed up at the moment.    Again though, I dont think the system itself should be changed whatsoever, I absolutely love the idea.... it's just the actual numbers that need tweaking.
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