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AuthorTopic : Links to the New Version
Mog Gold Member
Joined 5/02/2004
Posts : 2663

Posted : Monday, 18 April 2005 - 02:57

Here are some links to various pages Requiem has released about the coming version of "War of Kings".
I know there are a lot more but I don't have them. If folks who have those links would post them, I'd appreciate it.


www.warofkings.com/

www.warofkings.com/combat.asp

waronline.net/zones.asp

www.reqoning.com/q1req/
The last one is about Req's other activities...









www.mpogd.com
Why not just go and vote for mercy sakes?

linkasy
Joined 1/08/2004
Posts : 651

Posted : Monday, 18 April 2005 - 07:00

bit more development wile I've been away then?, very nice.

huliojordio
Joined 3/03/2003
Posts : 58

Posted : Monday, 18 April 2005 - 19:55

Is there a date on its release yet?

I cant wait!!!!!!!!!!!

Last Edited : Monday, 18 April 2005 - 19:56

Demosthenes
Joined 26/02/2005
Posts : 367

Posted : Tuesday, 19 April 2005 - 00:08

Ok, im going to be my annoying logical self. . I have a question about the attack/defense system. Also, this ties into the zones. I see the binary number string, but wont that have to be much, much more complex?

Mog Gold Member
Joined 5/02/2004
Posts : 2663

Posted : Tuesday, 19 April 2005 - 00:18

Req says he's leaning toward a dice based system for it. Those 1's and 0's represent what is actually more of a coin toss. Each piece will have four attributes, life, attack, defense, movement and be a single individual, not a stack.

When one attacks in such a system the amount of 1's "rolled" represents the strength of the attack. Same with the defense. Theoretically a piece could miss entirely on an attack, with the possibility of a minimum attack from certain types.

So, on the combat calculator shown, it is a much, MUCH simplified mathematical formula to decide outcomes than is the current Byzantine system. He isn't done, just experimenting.

If you came to IRC chat you could ask him yourself. However, be forewarned that Req usually wants to show off what he's working on and will nearly ignore your bleating and whining for changes to the current game. Just an observation...

www.mpogd.com
If you don't go vote right now you will get a wart.

Demosthenes
Joined 26/02/2005
Posts : 367

Posted : Tuesday, 19 April 2005 - 01:56

Hmm...Math I can do without a graphing calculator! Cool. Demo likes.

Jodocus
Joined 6/03/2005
Posts : 41

Posted : Tuesday, 19 April 2005 - 08:32

When you look at the newer maps, there is alot of empty space, could that be made into water. And then there could be spaces, even though I know that would take a long time to program. I think ships would be good, because then the players in the isthmuses connecting two big areas would not be attacked from two sides by more than two enemy's.

Corflu
Joined 22/08/2003
Posts : 413

Posted : Tuesday, 19 April 2005 - 09:27

PLEASE do not add ships to WoL! ugh.

Jodocus
Joined 6/03/2005
Posts : 41

Posted : Wednesday, 20 April 2005 - 08:35

Why not?

blood monger
Joined 18/09/2004
Posts : 66

Posted : Wednesday, 20 April 2005 - 13:35

i dont think boats would be good (no offense i just personally dislike them) but i think there should be a quicker way to get from one side of the field to another think how long it would take on the 100 player campaigns !!!!!

linkasy
Joined 1/08/2004
Posts : 651

Posted : Wednesday, 20 April 2005 - 16:52

I must say, that I feel that the new attack defeance system sounds a bit like warhammer, which works very effectivly.

TaurusRex Gold Member
Joined 14/06/2002
Posts : 3595

Posted : Wednesday, 20 April 2005 - 17:45

I see three possible problems with boats/ships:

one is that there may be a graphic programming problem to show a unit that can move on the water but not on the land (i.e. e.g. unlike a boat, a flying unit moves over both land or sea so I think it would just be a matter of enhancing existing programming for land units to allow a flying unit);

a second problem would be that invading amphibious units might be quite vulnerable to attack from even small forces of waiting defensive land units so that a boat/ship would probably also need to be able to bombard or be accompanied by units that can bombard which entails more complication;

finally there is also a programming problem of ganging land units onto a sea unit for transport and I know it is done in other games and I'm sure Requiem given enough time could probably do it also but I'm also sure that we would all rather be playing the new version of the game soon.

PS:
Otherwise I would certainly like someday in some future version of the game to be able to invade a territory from the sea and I would even like also to see someday an archipelago type randomly generated map.

Vote for us at:
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TR

TaurusRex Gold Member
Joined 14/06/2002
Posts : 3595

Posted : Wednesday, 20 April 2005 - 17:55

PPS:
Of course there is also the matter of providing the means to produce boats/ships, but I did assume that didn't even need to be mentioned;
although I did mention elsewhere once before that I have seen all the problems mentioned solved in two other games by just causing a *switch of graphics* (i.e. when a land unit enters the sea it becomes a sea unit and vice versa).

TR

Ghengis Khan Gold Member
Joined 24/03/2003
Posts : 828

Posted : Monday, 25 April 2005 - 00:15

Mog I want to make sure I understand this. In the new version defence will actually represent a units ability to prevent damage, not their ability to deal damage to the other unit?

Edit: Is that what the new castle looks like or is that just a representation of where the castle will be.

Last Edited : Monday, 25 April 2005 - 00:43

Mog Gold Member
Joined 5/02/2004
Posts : 2663

Posted : Monday, 25 April 2005 - 03:45

The defense, as I understand it, is how many defense dice get rolled, that is how much retal is done.

The castles are in the middle of a big hex and the idea is to take over other big hexes and build specialized towns there. The random nature of the map will allow much fairer distribution of area, I imagine.

I know others have links to cool stuff, please post them.

www.mpogd.com
If you go vote, you don't have to eat any Mogtreats© for a week!

Requiem [R]Gold Member
Joined 3/02/2000
Posts : 3851

Posted : Monday, 25 April 2005 - 21:30

hehe, that was TOP SECRET!

that whole attack/defense thing was just a test of a DICE system i was checking out.
i dont think it will work very well. far too much luck-based.

i will probably just go with a simple Attack Defense model, and a +/- 20% damage. I want the main system to be very simple to understand and use.

there will be no boats, etc.

the Zones as shown in the zone images will be different.
they will be much smaller.
basically a 7-hex (1 center hex, and the 6 surrounding hexes) tile for each zone.
the game will then be based upon each 7-hex zone, as will terrain types, buildings, income, walls, ownership, etc...

oh, and here's a sneak at a WoK design i started on a little while back.

www.warofkings.com/wok_demon1.gif
www.warofkings.com/wok_medi1.gif

TaurusRex Gold Member
Joined 14/06/2002
Posts : 3595

Posted : Tuesday, 26 April 2005 - 01:01

Actually yes, the "DICE SYSTEM" is almost all luck but there are still ways to "make your luck" (i.e. if the game allows for it). For example each unit might be allowed a roll of the dice but how many units are allowed in an attack?
If a player is allowed an unlimited number of attackers he might get several more dice rolls than the defender and so gain some control over the element of luck that way and possibly he might even be awarded some sort of bonus if he has an overwelming number of units advantage.

This idea however, seems contrary to the limited attack you advocate by limiting number of units to move/turn. I have seen games that when an engagement occurs, the action is transferrerd to a "battle board" where a battle within a campaign is fought to completion with each player moving a few units at the time, and really there is not a total feel for the campaign lost because each player puts on the board the units he is willing to commit to battle;
but it is not as good as our present way of campaigning IMO.

I can't see limiting the number of units that can be moved/turn unless a battle within a campaign can be fast forwarded (i.e. I move 5 units and end turn and then he moves 5 units and ends turn etc.) If two players at war within a campaign can go into some sort of "battle mode" I can see how it can be done but not really because I doubt that it can be done that way ... too many variables to try to control.

TR

Bloody_Wasteland Gold Member
Joined 10/12/2004
Posts : 175

Posted : Tuesday, 26 April 2005 - 10:22

WOW! Looking good Req


(Curiously wonders who the LUCKY 12 active members are...)

Mog Gold Member
Joined 5/02/2004
Posts : 2663

Posted : Monday, 30 May 2005 - 21:28

Bump for Indianraja.

indianraja
Joined 26/07/2004
Posts : 143

Posted : Wednesday, 1 June 2005 - 03:40

y bump for me?????

im was bout to get things rite in this game but now a new version is coming up, is this also gonna run simontanously or not????

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