Age of Realms: Magic [Quenched]

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Age of Realms: Magic [Quenched]

Postby DiM on Tue Dec 04, 2007 1:31 pm

the battle for uniting the lands raged on for years and when it was finally over only the fools thought all will be well. the desecration of the sanctuary has brought upon the land a terrible frost spell. many have died and many more will die unless the spell is broken. and the only way to do it is to go back in the isle of Remora and destroy the sanctuary. only then the spell will be broken.

that's what basically happens in this chapter. spell needs to be broken ad this means the sanctuary terit must be conquered. the trick is that it will have a bunch of neutrals on it. the castles now produce just 3 troops/turn and they're autodeployed. but the resource pairs are now more important. because the land is frozen and food is scarce, you can now attract more soldiers if you manage to harvest resources. so + 3 for holding a castle and resource pair and +3 for holding village and resource pair.

with the new bonus scheme it means the castles are no longer so important. surviving and perhaps turning the game will be possible even if you lost the castles. just get resources and villages and your army will grow.

number of terits: 93 (87 start neutral)
special features:
*lots of neutrals with various number of troops
*win condition (take and hold the sanctuary for 1 turn)
*decay
number of continents: 198

V12:
DONE:
*moved iburi name to make herakilla happy.

Image
Image

V11
DONE:
* shields adjustments
* snow adjustments

Image
Image


V10
DONE:
*made the ice in eon dock more realistic
*tweaked a few snowpiles

Image
Image

V9
DONE
*changed the wining objective explanation in the legend
Image
Image

V8
DONE:
* it was a real bitch but i finally decided what to do with the army circles. i wanted to change them to something more suited to the winter but at the same time i liked the fact that they were shields. so i tried adding fur rims on the shields and i failed because of the level of detail. in the end i chose what i think is the perfect way to switch from summer to winter and keep the same shields. adding snow on top of the shields :) this frickin snow on the shields took me almost 90 minutes to do. it's f*ckin horrible to draw snow pixel by pixel for 93 shields.
*and finally small version of the map.
*also made the sanctuary worth 75.
Image

Image

V7
DONE:
*added ships traveling on the open sea.
*added a small camp fire on the ice path near the southern road sign.
Image

V6
DONE:
*added paths on the land that lead to the ice bridge
*added the snow covered ruins of the rhit village
*broke the rhit dock to be clear that it is not usable
*added an ice trapped boat near the rhit dock.
Image

V5
DONE:
*added glow to the sanctuary shield
*froze rhit dock and moved village to ieme and built a new dock there.
*extended ice so the por, qasr and butchery names would be perfectly visible.
*moved the legend down a bit to indicate that sler is connected to the other docks.
Image

V4
DONE:
* replaced corn farm and corn mill with rabbit farm and butchery
* replaced wheat field and bakery with berry field and basket weaver
* added routes on the ice bridge to indicate it's purpose.
* added road signs on the ice bridge for feeling and for further indication that that's a path.
* modified the legend and resource graphics to represent the new changes.
* added a glow to the sanctuary to draw attention on it.
* drank hot chocolate while looking at family guy
Image

V3.
Image

V2.
Image

V1.
Image
Last edited by DiM on Tue Dec 18, 2007 7:25 am, edited 15 times in total.
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Postby yeti_c on Tue Dec 04, 2007 1:33 pm

First question (of many!)

How many on the Sanctuary?

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Postby DiM on Tue Dec 04, 2007 1:42 pm

yeti_c wrote:First question (of many!)

How many on the Sanctuary?

C.


to be discussed. as i told you in the pm i wanted to start with 10 neutrals and have 5 added each turn but since that's not possible there will be 50, 100 neutrals there.

btw i just updated the map in first post. it had a few problems like qasr dock filled with ice and other ice problems on the rivers. hit F5 to load the new image.
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Postby DiM on Tue Dec 04, 2007 1:45 pm

things that need discussion:

1. number of neutrals on the sanctuary.
2. what are the terits that should be connected by ice caps?
3. what terits should have frostybite and what should the decay value be?
4. are the wheat and corn resources realistic? should i change them? if i should, then to what?
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Postby wicked on Tue Dec 04, 2007 1:46 pm

Ok, so how will it work, if after I kill off everyone else, I go to conquer the Sanctuary but can't do it in one turn. I can't start the next round in freestyle, so then have to wait 12 hours to take my next turn? That's annoying. :wink:
Last edited by wicked on Tue Dec 04, 2007 1:48 pm, edited 1 time in total.
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Postby yeti_c on Tue Dec 04, 2007 1:47 pm

wicked wrote:Ok, so how will it work, if after I kill off everyone else, I go to conquer the Sanctuary but can't do it in one turn. I can't start the next round, so then have to wait 24 hours to take my next turn?


As current game - if you kill everyone you win anyways...

It's an objective that short circuits the killing everyone process... hold it for one turn - the game is yours...

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Postby wicked on Tue Dec 04, 2007 1:49 pm

Oh OK. I was going to suggest the normal way to end the game too. Gotcha.

So wait, it's not just taking the Sanctuary, it's holding it?
Last edited by wicked on Tue Dec 04, 2007 1:50 pm, edited 1 time in total.
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Postby gimil on Tue Dec 04, 2007 1:50 pm

Im thinking of a few things.

Reduce the number of villages, and increase 1 or 2 to city sizes spead over 2-3 terrs.

Ice path between croch and voigth and stop posts stuck inside that area from attacknig the ones outside.

Change the sheild this one to move away from the medieval feel of the map.

have the surrounding terrs of the santuary also have high neutrals
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Postby DiM on Tue Dec 04, 2007 1:50 pm

wicked wrote:Ok, so how will it work, if after I kill off everyone else, I go to conquer the Sanctuary but can't do it in one turn. I can't start the next round in freestyle, so then have to wait 12 hours to take my next turn? That's annoying. :wink:


take the sanctuary and hold it for 1 turn and you win regardless of how many active players are in the game.
but if you first kill everybody you win without having to hold the sanctuary.

it acts like a shortcut for a surprise win (especially with fog)

edit// fast posted by a mile :lol:
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Re: Age of Realms Trilogy - chapter 2 - Age of Magic

Postby wicked on Tue Dec 04, 2007 1:51 pm

DiM wrote:that's what basically happens in this chapter. spell needs to be broken ad this means the sanctuary terit must be conquered.


Dim, just checking to see if what Yeti said is correct? That killing off everyone will end it too w/o conquering sanctuary?
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Postby wicked on Tue Dec 04, 2007 1:52 pm

OK gotcha. Your first post said must, hence my confusion. You have to take and HOLD for one turn. lol I don't see anyone bothering?
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Postby Telvannia on Tue Dec 04, 2007 1:53 pm

if say you added an ice cap between Roc and Rongar. Could you make it so that the ports, Vesk, Eon and Ikalu connect to each other but to no other ports. You could add to the legend:
Ports can only attack other ports connected by open sea.


You could also remove some over the rivers and make them passable.

I think wheat and corn should be removed, but i dont know what you could change them to right now.

Some of your territory borders seem to go into the water ect.

I think some more things in a bit.
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Postby Coleman on Tue Dec 04, 2007 1:54 pm

I'm not sure why I'm thinking this but I want Croch to be a village.

However, since I have no logical reason for it you can probably disregard.
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Postby gimil on Tue Dec 04, 2007 1:55 pm

I also think that all the rivers should have frozen over.
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Postby DiM on Tue Dec 04, 2007 1:55 pm

gimil wrote:Im thinking of a few things.

Reduce the number of villages, and increase 1 or 2 to city sizes spead over 2-3 terrs.


i'm not fond of this. where would those cities be located? wouldn't that make the gameplay imbalanced? imagine a guy getting a castle near a city and his opponent getting a castle with nothing, not even a village.

gimil wrote:Ice path between croch and voigth and stop posts stuck inside that area from attacknig the ones outside.


this i like. it add a twist and it's realistic.

gimil wrote:Change the sheild this one to move away from the medieval feel of the map.


the map is still medieval, it's just that it's frozen medieval :)
but i will change them when i get an idea to what.

gimil wrote:have the surrounding terrs of the santuary also have high neutrals


the surroundings of the sanctuary will have decay on them no need for high neutrals.
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