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Just updated the new website and software to handle all kingdom traits (including Forethought which gives extra orders/standing orders). Let me know of any issues. Going to work on brigade-level effects next.
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(11-23-2015, 04:37 AM)unclemike Wrote: Just updated the new website and software to handle all kingdom traits (including Forethought which gives extra orders/standing orders). Let me know of any issues. Going to work on brigade-level effects next.
Hah. I just returned to say thanks for this. It works perfectly.
I am the greatest swordsman that ever lived. Say, um, can I have some of that water?
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Devout wasn't already insanely overpowered?
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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Definitely need more goodies for the Sacred Order 
When I look at the Tyrant's setup, I just feel envy.
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Would request all play testers post feedback here every turn. We've only heard from a couple here after turn 2. Come on, Rulers of the Unknown!
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I'm in the process of changing how Sea Patrols, Storm At Sea, Merchant Trading Vessel Missions, and Summon Kraken events interwork with each other regarding their limited sea route ranges. If you happen to issue one of the above in the test game then please list your sea route on the forum so that another kingdom may intersect with it and I can test if things are working properly. Each of those orders may share sea routes with each other so a storm route may share sea areas with your kraken if you wish.
However, some of these sea events are mutually exclusive with each other as in you cannot send out a merchant trading vessel if you've already assigned a sea patrol to be active on the sea. You may cast a storm at sea and release a kraken though, even using some shared routes, since the kraken is swimming around below the surface.
Some basic guidelines:
1. Your sea patrol stops you from issuing a trading vessel mission.
2. Your storm prevents you from issuing a sea patrol or trading vessel mission.
3. Your kraken doesn't prevent you from doing anything because he just doesn't care.
Before this upcoming release, storm and kraken used to behave like regional spells where you may only have one active on the sea (among all kingdoms). I'm in the process of changing that so each kingdom may issue a storm and kraken on the same sea (regardless of shared route areas). Though you're still limited to only one storm, one kraken, and/or one merchant trading vessel mission per sea.
The dispel storm at sea spell will gather each kingdom that issued a storm and randomly dispel one of them. There is no counter or dispel against the mighty kraken, just try to avoid that guy. I've changed the spell descriptions to fit the new modification (of not being a regional effect anymore) and the code should be ready by Wed if you wish to try them out on turn 3.
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(11-23-2015, 04:04 PM)unclemike Wrote: I'm in the process of changing how Sea Patrols, Storm At Sea, Merchant Trading Vessel Missions, and Summon Kraken events interwork with each other regarding their limited sea route ranges. If you happen to issue one of the above in the test game then please list your sea route on the forum so that another kingdom may intersect with it and I can test if things are working properly. Each of those orders may share sea routes with each other so a storm route may share sea areas with your kraken if you wish.
However, some of these sea events are mutually exclusive with each other as in you cannot send out a merchant trading vessel if you've already assigned a sea patrol to be active on the sea. You may cast a storm at sea and release a kraken though, even using some shared routes, since the kraken is swimming around below the surface.
Some basic guidelines:
1. Your sea patrol stops you from issuing a trading vessel mission.
2. Your storm prevents you from issuing a sea patrol or trading vessel mission.
3. Your kraken doesn't prevent you from doing anything because he just doesn't care.
Before this upcoming release, storm and kraken used to behave like regional spells where you may only have one active on the sea (among all kingdoms). I'm in the process of changing that so each kingdom may issue a storm and kraken on the same sea (regardless of shared route areas). Though you're still limited to only one storm, one kraken, and/or one merchant trading vessel mission per sea.
The dispel storm at sea spell will gather each kingdom that issued a storm and randomly dispel one of them. There is no counter or dispel against the mighty kraken, just try to avoid that guy. I've changed the spell descriptions to fit the new modification (of not being a regional effect anymore) and the code should be ready by Wed if you wish to try them out on turn 3.
Mike and I discussed this over the weekend and I think the points I want to make are:
1. Your navy in a given sea can do one of these in a turn: Sea Patrol, Transport groups, or Trade Mission.
2. Storm at Sea is a spell, so isn't something occupying your navy. You can issue a Storm at Sea (say in the south part of the Sea of Drowning and issue one of the orders in 1), in the northern part. Or, as Storm at Sea doesn't effect an Elite Ship, you can move a patrol with impunity through your own Storm at Sea.
3. The restriction on Storm at Sea or Regional Effect spells effecting groups (Blinding Light, etc) is that a given group can only suffer effects once per turn; not that only one spell can be effectively cast in the region or sea in a given turn.
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Any rules limit the number of noble maidens or priests at a pop center with a temple?
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(11-23-2015, 05:13 PM)VballMichael Wrote: Any rules limit the number of noble maidens or priests at a pop center with a temple?
No limit, hire as many as you like as long there's a temple at the specified location.
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New rules regarding fools that entertain the royal court:
1) Multiple chances of increasing influence: 25% for 0.3 gain, 50% for 0.2 gain, 75% for 0.1 gain. The most beneficial is rolled first.
2) May raise influence to the max of 25.0.
So slap those fools around and raise your influence !!
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