The Dawn Of Ages - Quenched

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The Dawn Of Ages - Quenched

Postby Kabanellas on Tue Jul 21, 2009 2:07 pm

The Dawn Of Ages quick guide – things you need to know about key elements

Every Settlement has its respective army Training Ground (TG) for bonus combination:
Elven town - Elven TG
Human village - Warriors TG or Horsemen TG
Orks camp - Orcs TG
Raiders inn - Raiders TG

Dwarves have 2 region types that yield bonus when combined:
Dwarves Stronghold (DS)– one-way assaults the region it's built in (Ex: Damkianna Stronghold one-way assaults Damkianna Region)
Dwarves Gateway (DG)– from where you get access to the Dwarves underground passage
Combine DS and DG for bonus [1 DG + X DS = X bonus (detailed in the legend box)]

Tower of Control - Can bombard all Receptacles; is bombarded by The House of Gods

Raider’s Haven - Can one-way assault all Ports; is bombarded by Sea Dragon

The House of Gods - Can bombard both Towers and the Sea Dragon

Sea Dragon - Can bombard Raider's Haven; is bombarded by The House of Gods; is one-way assaulted by all Ports

Scheme:
Image

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Races:

-Orks ,region names came from Mongolic etymology
-Humans/The Horseman (representing the Rohirrin), region names came from Sumerian etymology
-Humans/The Warriors (representing Gondor), region names came from ancient Egypt etymology
-Elves, region names came from Scandinavian mythology.
-Dark Elves, located in the forest of Logoth
-Dwarves, located in underground tunnels across the map

32 Regions to be distributed by all players
20 Starting neutral regions (with 1 killer neutral)
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Large map: http://i998.photobucket.com/albums/af105/Kabanellas/Dawn_of_Ages_Beta5_Large_img.png
Small map: http://i998.photobucket.com/albums/af105/Kabanellas/Dawn_of_Ages_Beta5_Small_img.png
XML: http://bolonniy.com/CC/Dawn_Of_Ages_v5.xml

Last Version

Large Image
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Small Image
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Version 1 - http://www.freewebs.com/kabanellas/Dawn_of_Ages.jpg
Version 2 - http://www.freewebs.com/kabanellas/Dawn_of_Ages_V2.jpg
Version 3 - http://www.freewebs.com/kabanellas/Dawn_of_Ages_V3.jpg
Version 4 - http://www.freewebs.com/kabanellas/Dawn_of_Ages_V4.jpg
Version 5 - http://www.freewebs.com/kabanellas/Dawn_of_Ages_V5.jpg
Version 6 - http://www.freewebs.com/kabanellas/Dawn_of_Ages_V6.jpg
Version 7 - http://i998.photobucket.com/albums/af105/Kabanellas/Dawn_of_Ages_V7_Small.jpg
Version 8.1 - http://i998.photobucket.com/albums/af105/Kabanellas/Dawn_of_Ages_V8_1a.jpg
Version 9 - http://i998.photobucket.com/albums/af105/Kabanellas/Dawn_of_Ages_V9a.jpg
Version 10 - http://i998.photobucket.com/albums/af105/Kabanellas/Dawn_of_Ages_V11_image-1.png
Version 11 - http://i998.photobucket.com/albums/af105/Kabanellas/Dawn_of_Ages_V11b.jpg
Version 12 - http://i998.photobucket.com/albums/af105/Kabanellas/Dawn_of_Ages_V12.jpg
Version 13 - http://i998.photobucket.com/albums/af105/Kabanellas/Dawn_of_Ages_V13.jpg
Version 14 - http://i998.photobucket.com/albums/af105/Kabanellas/Dawn_of_Ages_V14.jpg
Version 21 - http://i998.photobucket.com/albums/af105/Kabanellas/Dawn_of_Ages_V21img.png
--------------------------

And finally it’s done after a long time in the making.

The idea, as it was discussed before, is to make a map that brings back Tolkien’s spirit without interfering with any kind of royalties.

Being so I tried to make a map that conceptually would follow Tolkien’s Middle Earth matrix – without making any kind of reference to his (own) creations.

Therefore Orks have become Gorks – and their region’s names came from the Mongolic Age; The Rohirrin are now the Horsemen – and their region’s names are Sumerian; Gondor is represented by ‘The Warriors’ and their names came from the ancient Egypt. The Elves – remain elves for they are older than mythology itself, and their region’s names came from Scandinavian mythology.

The regions starting neutral are marked in the map along with their defined number.

Hope you like it, as much as I enjoyed making it.
--------------------------

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Last edited by Kabanellas on Mon Jun 28, 2010 4:15 am, edited 97 times in total.
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Re: The Dawn Of Ages (a tribute to J.R.R.Tolkien)

Postby kevusher on Tue Jul 21, 2009 5:37 pm

I think Gork may be copyrighted by Games Workshop, they certainly use it in some personal names within their own Ork race.....

although a quick ( :!: ) check seems to indicate it's not. ;)
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Re: The Dawn Of Ages (a tribute to J.R.R.Tolkien)

Postby WidowMakers on Tue Jul 21, 2009 6:53 pm

FYI. I don't think your Lost island game play mechanics will work with the current XML.

Neutrals reset at the beginning of every round when held by a player.
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Re: The Dawn Of Ages (a tribute to J.R.R.Tolkien)

Postby whitestazn88 on Wed Jul 22, 2009 12:54 am

too busy in the legend. not a fan of the color right now... too parchamenty, but not good like in age of merchants..
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Re: The Dawn Of Ages (a tribute to J.R.R.Tolkien)

Postby Kabanellas on Wed Jul 22, 2009 5:19 am

I had that same doubt. Couldn’t we just adapt the XML to fit something like that? (regions resetting to neutral every 10 turns)

Also, can we have that – holding 2 towers (2 regions) - feature that makes some regions loose 1 troop per round?
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Re: The Dawn Of Ages (a tribute to J.R.R.Tolkien)

Postby AndrewB on Wed Jul 22, 2009 6:31 pm

Kabanellas wrote:I had that same doubt. Couldn’t we just adapt the XML to fit something like that? (regions resetting to neutral every 10 turns)

Also, can we have that – holding 2 towers (2 regions) - feature that makes some regions loose 1 troop per round?


Not under the current XML engine.

But you can make that holding 2 towers will result in -1 troop in the total deployment, not into the specific territory.
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Re: The Dawn Of Ages (a tribute to J.R.R.Tolkien)

Postby Kabanellas on Thu Jul 23, 2009 12:53 pm

ok.. so anyone possessing the Tower of Control and the Tower of Doom will trigger a effect that will make anyone holding a receptacle have a -1 effect in his/her income. Not on the region itself....
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The Dawn Of Ages (a tribute to J.R.R.Tolkien) V2

Postby Kabanellas on Fri Jul 24, 2009 7:02 am

The all idea behind the Lost Island feature was to create a sort of medium-term investment that players could try. They could lose from 10 to 20 troops but the investment would pay in 4/5 turns the rest would be just gains – until the next eruption.

Apparently the XML doesn’t allow it... well, I could do something else instead, trying to maintain the concept though.

Players will have a one-time shot to overrun 3 + 3 killer neutrals, reach the Gods, and make an income of 12 troops in the following round if keeping the House of Gods for a turn. Don’t know if the XML will allow this – will the neutral killers from the region act first disabling the player from receiving the income from that same region?

Version 2

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Re: The Dawn Of Ages (a tribute to J.R.R.Tolkien) V2

Postby Kabanellas on Tue Jul 28, 2009 6:17 pm

Ok.. After talking to AndrewB about the XML concerning the Lost Island feature, and the impossibility of doing it in the way I initially wanted, we came up with the idea of equipping the House of Gods with the ability of bombarding the Tower of Doom. Pretty much the basic philosophy of Good vs. Evil – being that the tower of control already has the ability of bombarding the regions holding the receptacles.

Well, with no further delays, here is Version 3:

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Re: The Dawn Of Ages (Version 3)

Postby Barry Zuckerkorn on Sat Aug 01, 2009 2:37 pm

There is some really good artwork being displayed in this map -- its style will set it up there with some of the best maps on this site. I applaud the artist for the inspiration to turn CC into art
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The Dawn Of Ages (Version 4) UPDATED ARTWORK

Postby Kabanellas on Sat Aug 01, 2009 8:26 pm

Thanks a lot Barry! I appreciate.

I've added some artwork on the map. Hope you guys like it!

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Re: The Dawn Of Ages (Version 4) UPDATED ARTWORK

Postby AndrewB on Mon Aug 03, 2009 2:48 pm

Great addition, Kabanellas.

Here are some other comments:

1. The receptacles negative bonus cannot be implemented under current game engine.
2. +3 bonus for holding 2 territories is too much. Especially if one of them receives +1 autodeploy to start with. Same goes for the +2 bonuses of gorks and elves. I think all pairs should be worth +1 (this will clean up a legend slightly).
3. Can House of gods attack both tower? I think it should, especially if u are planning to give the positive bonus for holding both. Not just bombard, but attack too.
4. Raiders cave: "But cannot reinforce them" - Cannot be done with current game engine.
5. Is there particular need for the dwarfs gateway to be numbered? Kind of confusing to whose numbers mean.
6. I think there should be some bonus for holding the house of gods (some autodeploy one).
7. What can attack North Logof?
8. What South Logof can attack? Not clear from the map...
9. You might want to consider to turn the villages etc into the starting points. Make some other territories neutral? Like all the resources.
10 . Being in Addar it is not easy to get to the towers? Or it is not a concern?

Regarding the graphics:

1. It would be nice for the background to have some texture. For examaple like this:
http://www.rapidsharegfx.com/2008/10/09/old-paper-or-parchment.html
Or even this on is better:
http://www.filterforge.com/filters/1480.html
2. I really like the text which you have up top in the middle. Hopefully it can be some passage, encrypted using lets say simple replacement algorithm? ;) It would be pretty cool.
3. It is better for the border to go around all the edges, uninterrupted. I know, the real estate can be a problem, but it would look a lot nicer. But with the reduced legend (see comments above) you might get a lot of free area.
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Re: The Dawn Of Ages (Version 4) UPDATED ARTWORK

Postby Kabanellas on Tue Aug 04, 2009 10:27 am

AndrewB wrote:Great addition, Kabanellas.

Here are some other comments:

1. The receptacles negative bonus cannot be implemented under current game engine.
2. +3 bonus for holding 2 territories is too much. Especially if one of them receives +1 autodeploy to start with. Same goes for the +2 bonuses of gorks and elves. I think all pairs should be worth +1 (this will clean up a legend slightly).
3. Can House of gods attack both tower? I think it should, especially if u are planning to give the positive bonus for holding both. Not just bombard, but attack too.
4. Raiders cave: "But cannot reinforce them" - Cannot be done with current game engine.
5. Is there particular need for the dwarfs gateway to be numbered? Kind of confusing to whose numbers mean.
6. I think there should be some bonus for holding the house of gods (some autodeploy one).
7. What can attack North Logof?
8. What South Logof can attack? Not clear from the map...
9. You might want to consider to turn the villages etc into the starting points. Make some other territories neutral? Like all the resources.
10 . Being in Addar it is not easy to get to the towers? Or it is not a concern?

Regarding the graphics:

1. It would be nice for the background to have some texture. For examaple like this:
http://www.rapidsharegfx.com/2008/10/09/old-paper-or-parchment.html
Or even this on is better:
http://www.filterforge.com/filters/1480.html
2. I really like the text which you have up top in the middle. Hopefully it can be some passage, encrypted using lets say simple replacement algorithm? ;) It would be pretty cool.
3. It is better for the border to go around all the edges, uninterrupted. I know, the real estate can be a problem, but it would look a lot nicer. But with the reduced legend (see comments above) you might get a lot of free area.


Thanks, Andrew!

1- Maybe we could make it work in another way. They could give a 1 troop auto-deploy bonus, which could be lost if one player holds the 2 towers.
2- I’ll drop down those bonus
3- I’d prefer to stay with the Bombard Tower of Doom effect for the time being. Later on we’ll revise that.
4- That’s sad, I wanted it to be able to one-way assault ports but not being able to feed them.....
5- They need to be numbered or else I’d have to name them, which would make everything harder. I’m sticking to ‘Dwarf’s gateway 1’, ‘Dwarf’s gateway 2’, and so on....
6- There is – check the bonus scale :)
7- Only South Logoth can attack North Logoth (you need to be inside the Dark Elves realm to get to it, and the only way in is through South Logoth – I’ll drop this bonus too)
8- South Logoth has a both-way passage to the Hillmen region.
9- I think that in this map I’d prefer to make it all random everyone will get to choose what place f the map suits him/her better. The only problem is that a player could get instant bonus by getting deployed in both regions. I don’t know if we can avoid it with programming, I think so, if not we could make all cities and villages neutrals.
10- No, not really. The towers should eventually be owned by the player holding the orkish (Gorks) regions.

Graphics:
I’ve tried different parchments background. Actually I’ve tried your second option – very confusing the final result, believe me :)

The text in the middle is indeed Dwarf runes – and they have a meaning.... but you will have to discover it in deep dark caves of the Lost Civilization’s Library ..... :)

As for the border – that’s just a personal thing. Both in design and in architecture I prefer to avoid the obvious, which would be, in this case to make an all edge frame. I find the interrupted frame to be much more interesting. ;)
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The Dawn Of Ages (Version 5) Game-play in debate

Postby Kabanellas on Tue Aug 04, 2009 5:17 pm

Version 5, considering all Andrew's valuable remarks is now ready.

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Re: The Dawn Of Ages (Version 5) Game-play in debate

Postby captainwalrus on Tue Aug 04, 2009 6:44 pm

It sort of comes across as too much. Maybe simplfy the bonuses. less symbols.
Also, makeing it tell a story would give it more of a tolkin feel to it.
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