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Test Game (pre-beta)
HA

I didn't find any pcs in my region either and the Tyrant, a handsome fellow, landed on one of my villages.
 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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for Turn 2, let's hear about any battles mainly.  Likely only one group v group, and I don't think any kingdom can use barrage at this point.

Also maybe some commentary on the spell lists, since you got your kingdoms entire potential in T0.

And any other impressions on the order entry and kingdoms.
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Turn 2

Battle:
I split off my troops from my main group to make my main a patrol on turn 1. wanted to give my artifact hunters the 32 movement points that goes along with being Riders. so this battle is those troops 2 NO brigades and 2 ZA (Zamorians)brigades. vs PC 7854 PC D 2664 2.94 ratio at almost 3 to 1 i figured an unkind battle would result in the loss of 1 brigade hopefully not a kingdom. From the results it says 26% but I lost 1 kingdom and 1 zamorian. so really lost 50% of my force.


Assault by the 4th Nomad division on the Neutral village of Cold Orchid, located in area

XO of Southern Sands: Paid informants revealed that Cold Orchid relied on a low hardwood

wall, gapped in many places, to protect its defenders. In the first hour of morning, the

group's little known leader commanded his 4th Nomad division to engage the village. As the

attackers advanced through the rolling plains, the first missles sang out. Early in the

battle, defending missilers were skilled, and stalled the attack in the early going. The

Nomad ranks claimed heavy casualties upon the village's protectors. In the initial minutes

of battle, defending missilers were able to eliminate entire companies of the attacking

force. The Nomad lines dealt out tremendous damage upon the village's wall defenders. It

readily became apparent that the defending troops were of typical quality for the region.

Within a few hours, the village defenses were obliterated and an unconditional surrender

was offered. The Nomad banner now waves nobly in Cold Orchid! Nomad casualties were put at

26%. In the heroic tradition of the Nomad kingdom, a valiant leader has risen in this

engagement. He is Centurion Bravo. Group morale was unaffected by the combat.


Order checker: working on the 2nd turn things went very smooth. I actually only looked at my turn result one time while working the orders and that was to see what names were already taken. with a couple of redo orders I still got my turn done within 30 mins at a relaxed pace. I am really beginning to like this order checker a lot. I find it very easy to update the map get a basic plan of what I want to do. I go through and do my must orders then fill in the extra stuff with what is left without really needing to check the turn. TIP for those looking for a quicker movement order entry. after you select the first move box hit tab it will move you to the next box and you can just type the two letter code for where you want to move. the exception is it does not let you type the same letter twice like OO for example.

Game wise: I am restricted from hiring a noble maiden until turn 4. I think this should be changed to turn 2. allow the hiring of the maiden on turn 2 then turn 3 test for the gift and finally on turn 4 be able to actually start divining things. having to wait until turn 6 to divine your first bit of information does seem to take to long.

quesiton: I landed on an excellent encounter. I have the mage strong enough to cast the encounter spell. it is intrinsic does that mean I need to issue the order but it does not count as my 1 spell that turn or do I do nothing and it will do its own thing. or do I need to cast 101/139 to engage and the spell will also cast on its own now that the wizard is in the fight as well? or something completely different Smile
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Good feedback, Nomad. 
1.  Nomads and Zamorans are wearing skins, for the most part, so not known for their defense.  When we represent a value vs. PC with one number, we have considered just putting nothing there at all, as it ignores so many factors: defense, case in point here.  Also no leadership, and an aggressive move to me attacking a decent town with 4 maybe average brigades with no leadership or magic.  But, who am I to dispute tactics with possibly the best Alamaze player?  The testers can see we have expanded the group display section of turn results, and we want to add values in terrain and vs. PC by the brigade, sans leadership, and leadership is added where it is now, at the group level.  The 26% sounds reasonable to me - we will have to look at why that second brigade was eliminated.
2.  Great to hear about the web order entry.  I was thinking most players will have worked it better with one turn experience, and it will keep getting to be more natural.  I think the first gen order checker eliminated at least 80% of order entry miscues by players, and I think now with 2nd gen we have or will shortly, 19% of the remaining 20%.  Mike was really striving to make it easy for new players to not have to deal with the syntax of the orders, and I think we all like the clean look.
3.  I think we had when a Maiden can be hired as a loose end.  I agree that a player should be able to follow the Sequence for HP beginning on turn 1.  For now though, we have too much to get done in a week to move hiring a HP for kingdoms that begin with a temple up to turn 3.  So in other words, the intention is a Maiden can be found the turn after a temple is constructed, but Test for the Gift cannot be done until turn 4.
4.  Well, we shall see if designer and developer communicated precisely: you will be the first to try it!   The idea is that when Light of the Evening Star becomes intrinsic, usually Power 2, that the barrier to continuing in the encounter is removed, without the wizard casting the Light spell.  However, yes, the wizard must participate in the encounter in order to bring his spell or intrinsic ability into play.  Can't stay outside with the horses.  Once intrinsic, you can cast a different combat spell, or still go self invisible, but they have to participate by being given a command for the Unusual Encounter.
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Just updated the new website and order checker software to handle all 3rd Cycle spells (except for Create Time). Also, this update has fixes for some cross-browser issues like the message box being truncated for Firefox and Safari. Refresh your browser when you have a chance to pick them up. Going to work on finalizing traits next. Hoping to get everything done in a couple of weeks then I'll be gone for a while.
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WA here...

Nothing really of note other than an encounter.  I'm a little surprised at the results.   
See for yourself:

Reconnaisance of unusual sighting in area XX by a patrol of the 5th Warlock:

As natural adventurers, our kingdom has access to all unusual sightings that we may
encounter in the realm. A patrol consisting of Captain Harpoon and a dozen hand-picked
troops rode ahead to investigate the sighting. It had been decided that the patrol will
only scout the area and will retreat if danger presents itself. Without a wizard present,
the force was at a disadvantage. Rounding the next bend in this mountain path the patrol
enters into a plateau. Seen directly ahead is a monument to some important figure the
patrol is abruptly attacked by a dark paladin mounted upon a pitch-black stallion. With
his charger breathing fire and the shadowy rider adroitly manipulating his impressive
lance to best advantage the patrol is taken aback. Within a few seconds 4 warriors were
slain by this fiendish enemy. With a bold shout, the patrol's heroes attacked with rage.
The melee was violently intense. Tragically, the Warlock Captain Harpoon did not survive.
In the heroic tradition of the Warlock kingdom, a bold champion has distinguished himself
in this battle. He is Centurion Zemon. The contest raged on, it's outcome in doubt. The
next few minutes saw 5 warriors perish. Hope ran high, though, as the foe was weakened.
The dark paladin clearly proved to be an exceptionally deadly adversary. The battle raged
on, furiously contested for what seemed hours. Finally the dark paladin had been
destroyed. The valiant patrol was victorius. An ornate gold key, and a parchment written
in a nearly forgotten tongue: Only he who possess The Key of the Maker can hope to obtain
the Ring of Power. A group possessing this key will grant access to investigate the Ring
of Power's encounter. The impressive foe subdued, the surviving patrol members found upon
him valuables worth 9,000 gold. The Key of the Maker provides access to the Ring of Power.


That's all folks.
I am the greatest swordsman that ever lived. Say, um, can I have some of that water?
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Wow, that was easy!
 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.





Reply

(11-22-2015, 04:36 AM)Madmardigan Wrote: WA here...

Nothing really of note other than an encounter.  I'm a little surprised at the results.   
See for yourself:

Reconnaisance of unusual sighting in area XX by a patrol of the 5th Warlock:

As natural adventurers, our kingdom has access to all unusual sightings that we may
encounter in the realm. A patrol consisting of Captain Harpoon and a dozen hand-picked
troops rode ahead to investigate the sighting. It had been decided that the patrol will
only scout the area and will retreat if danger presents itself. Without a wizard present,
the force was at a disadvantage. Rounding the next bend in this mountain path the patrol
enters into a plateau. Seen directly ahead is a monument to some important figure the
patrol is abruptly attacked by a dark paladin mounted upon a pitch-black stallion. With
his charger breathing fire and the shadowy rider adroitly manipulating his impressive
lance to best advantage the patrol is taken aback. Within a few seconds 4 warriors were
slain by this fiendish enemy. With a bold shout, the patrol's heroes attacked with rage.
The melee was violently intense. Tragically, the Warlock Captain Harpoon did not survive.
In the heroic tradition of the Warlock kingdom, a bold champion has distinguished himself
in this battle. He is Centurion Zemon. The contest raged on, it's outcome in doubt. The
next few minutes saw 5 warriors perish. Hope ran high, though, as the foe was weakened.
The dark paladin clearly proved to be an exceptionally deadly adversary. The battle raged
on, furiously contested for what seemed hours. Finally the dark paladin had been
destroyed. The valiant patrol was victorius. An ornate gold key, and a parchment written
in a nearly forgotten tongue: Only he who possess The Key of the Maker can hope to obtain
the Ring of Power. A group possessing this key will grant access to investigate the Ring
of Power's encounter. The impressive foe subdued, the surviving patrol members found upon
him valuables worth 9,000 gold. The Key of the Maker provides access to the Ring of Power.


That's all folks.

And I agree with JF on the awesomeness of the order checker.  
I am the greatest swordsman that ever lived. Say, um, can I have some of that water?
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I got stone of all minds right off the bat with the illusionist in the Alpha game. It is kind of happy sad that it is a test game when you get something so strong
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Did not comment on the spell lists. I think it is great move to add the lists it was one of the things the experienced players had over new guys. I am always for playing on an even playing field
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