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Nighthawk42
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Post subject: Re: Water, Water...Everywhere Posted: Fri Feb 05, 2010 7:03 am |
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Joined: Wed Sep 09, 2009 8:55 am Posts: 138
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Chaos likes swamps. DL doesn't really benefit from them.
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Zurken
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Post subject: Re: Water, Water...Everywhere Posted: Fri Feb 05, 2010 4:26 pm |
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Joined: Fri Mar 27, 2009 8:01 pm Posts: 526
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Sunyaku but this already works! (only for Altren tho.. he seems to get tons of deserts around always when he plays DDs) but - nice idea maybe it should react on specific cards? Would make them bit stronger but.. I'd like to see Lost Oasis really used, for example.
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Sunyaku
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Post subject: Re: Water, Water...Everywhere Posted: Sat Feb 06, 2010 12:52 am |
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Joined: Sat Nov 01, 2008 2:51 am Posts: 584 Location: Madison, WI
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Zurken wrote: Sunyaku but this already works! (only for Altren tho.. he seems to get tons of deserts around always when he plays DDs) but - nice idea maybe it should react on specific cards? Would make them bit stronger but.. I'd like to see Lost Oasis really used, for example. Nah, I think I'd make the implementation simple. Set up rules for each domain, then before the map is created, look at the domains present in each deck... I wouldn't bother to look at what percentage of what domains are in both decks. So then you would have a random map-- and then the "modifier" would applied to all of the hexes... such that each hex would have a small chance of being influenced by the domains in that game. I would also have it look at both players separately. So if both players used a pure Ele deck, for example, there'd be a lot more desert and water. So if you had a pure domain deck, you'd have a 100% modifier for whatever the rule was. So if you applied it to a hex, let's say, for argument, that there's a 1 in 6 chance that the hex will change based on the domains available. THEN it randomly rolls from the domains available in the game pool and an effect is chosen. Another example... if you played MF/S and your opponent played MF, there would be two MFs in "the pool", and one S. With the one in six idea, there's a 17% chance that any hex can "change". When the random roll results in such a change, another roll occurs to decide how the hex is changed. In this case, there would be a 66.6% chance it would become mountain (or you could just raise it), and a 33.3% chance it would become forest (or just 'green' it).
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Sunyaku
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Post subject: Re: Water, Water...Everywhere Posted: Sat Feb 06, 2010 1:07 am |
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Joined: Sat Nov 01, 2008 2:51 am Posts: 584 Location: Madison, WI
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Revised suggested rule set:
Before map creation, TFW catalogues the domains played in this game. After map creation, there is a random 1 in 6 roll for each hex on the board. Rolls that result in "1" then have the following rules also randomly applied, based on the "pool" of domains available:
Possible Rule Set I:
MF: Apply mountain to hex. Oceans become plains. S: Apply forests to hex. Oceans become forested swamps. E: 30/80 chance to apply ocean or desert type, respectively. C: Apply swamp to hex. CI: Apply plains to hex. DL: 1 in 5 (20%) chance to apply an uncontrolled "the nothing" to hex. Otherwise no effect. Open to ideas on this one.
Possible Rule Set II:
MF: Raise hex S: Green hex E: 50/50 dry or lower hex CI: If plains, no effect. Else randomly move elevation or green status one move toward plains (i.e. if forested swamp, would make it either plain forest, or plain swamp.) C: If swamp, no effect. Else randomly move elevation or green status one more toward swamp. DL: For any hexes that will be modified, % chance of doing the opposite that opponent would want (i.e. chance of reversing above rules). % chance = to 1/% of DL in "pool". Also open to ideas here lolz. Silly DL (>.>)
Other Thoughts:
Could also make hexes 'adjacent' to starting flux wells immune to such modification. Also, we could use neutral domain to affect "pool" math, but would result in no modification.
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Sunyaku
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Post subject: Re: Water, Water...Everywhere Posted: Sat Feb 06, 2010 1:18 am |
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Joined: Sat Nov 01, 2008 2:51 am Posts: 584 Location: Madison, WI
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Oh gawd, so much for this being a simple implementation... (>.>) never mind that I said that...
Pay no attention to the man behind the green curtain...
(<.<)
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doiron
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Post subject: Re: Water, Water...Everywhere Posted: Sat Feb 06, 2010 6:54 pm |
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Joined: Sun Nov 02, 2008 10:04 pm Posts: 348
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"someone" eh? that wouldn't happen to be me, would it? the map extremes are always annoying. I think the main issue is actually that when the map goes overboard with one terrain type, that type is concentrated in one location. so you generally get a quarter of the map forest, or a quarter ocean (with a few stray tiles, of course). one way I thought about fixing that would be to just have a check per quadrant. you tally all the types of tiles, if one is grossly out of whack, regenerate. so a corner/quadrant that had 10 ocean would trigger a regen, for example. that way no one starting spot would be too screwed. remember, the generator works good in most cases, what we want to do is fix the outliers.
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Zblader
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Post subject: Re: Water, Water...Everywhere Posted: Sun Feb 07, 2010 12:59 am |
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Joined: Thu Nov 26, 2009 4:10 am Posts: 829
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Sunyaku wrote: There was an old old old idea proposed on the forum that I don't feel like digging for at the moment... Anyways, someone suggested that the domains played by both players have an effect on the random map generation... For example, sylvan would be more likely to get forests, ele would get water/desert, MF would get mountains, DL would get swamps... imperium could get plains... and maybe since everything's taken, chaos would increase the likelihood of a land type that opponent's would NOT likely want... or maybe randomly raise/lower or green/dry the map It does happen. I've tested it with single domain decks. With double and even triple domain decks, you'll get a mix of certain teritory. Although im not too sure about what Chaos does... make more Swamps perhaps?
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Zurken
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Post subject: Re: Water, Water...Everywhere Posted: Sun Feb 07, 2010 4:03 pm |
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Joined: Fri Mar 27, 2009 8:01 pm Posts: 526
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I don't like 1 thing: mountains screw MF as well as other domains, you'd need then Tunnel Guide in every deck! F.e. Epic Veteran with his 3 move points would be (is) doomed in rocky terrain..
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Zurken
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Post subject: Re: Water, Water...Everywhere Posted: Sun Feb 07, 2010 8:18 pm |
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Joined: Fri Mar 27, 2009 8:01 pm Posts: 526
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Now this was an interesting map. Starting on the wrong side I'd be doomed, more or less - but fortunately I've chosen the right half of the map so it was an easy win for me after all =) Red had almost no chance, definitely not with DL.. I'd be done on his place with my Dl deck as well..
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Zblader
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Post subject: Re: Water, Water...Everywhere Posted: Sun Feb 07, 2010 10:50 pm |
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Joined: Thu Nov 26, 2009 4:10 am Posts: 829
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Zurken wrote: Now this was an interesting map. Starting on the wrong side I'd be doomed, more or less - but fortunately I've chosen the right half of the map so it was an easy win for me after all =) Red had almost no chance, definitely not with DL.. I'd be done on his place with my Dl deck as well.. How strange, I just got something almost exactly like that.
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