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 Pirate Kings Playtest

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Stoneskin

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PostSubject: Pirate Kings Playtest   Fri Dec 18, 2009 3:52 am

First topic message reminder :

I finished a new map, and it's ready for beta playtesting. I will wait a few days before I start the game, so whoever is interested in testing the map is welcome to join me.

Objective: accumulate 5000 gold
Features: most of the map is covered by sea, but a significant portion is continual landmass; all custom heroes and items

Dark Elves: Travis II
Humans: Stoneskin
Orcs: Oleg123
Undead: Lord AI
Note: except for Undead, race has little impact on strategy until the late game


Last edited by Stoneskin on Wed Dec 30, 2009 7:21 pm; edited 2 times in total
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Stoneskin

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PostSubject: Re: Pirate Kings Playtest   Thu Mar 11, 2010 12:04 am

How slow ? You should have at least 4 settlements by now.

ts
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Travis II

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PostSubject: Re: Pirate Kings Playtest   Thu Mar 11, 2010 12:38 am

I have the 1H and 2H near where I start, another 1H and another 2H. It's just so slow because of migrating.

Someone could Lizard rush Undead and they'd be toast with no way of counter-attacking them except the starting ship. Whoever rushed would likely have their ship full of lizards, so the Undead ship would be gone as well. Then teleport into the Azrac lands and jump right into the water and be safe from Undead.

One thing I was thinking might help the Undead is a shipyard that is on their island, not up north on that island west of wyverns.
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Stoneskin

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PostSubject: Re: Pirate Kings Playtest   Thu Mar 11, 2010 4:36 am

What about giving Black Despair and Catrina a level each ? Or another ship with a handful of units ? I could revert back to my original setup: give more gold to Black Despair and put a couple units in Haunted Crag. I could also give him a galleon with an extra unit instead of a galley.

I prefer the last option, with 50 gold coins to compensate, and probably a bonus watch tower to spot incoming ships from the west. Maybe even giving a ram as the bonus unit so that I can fortify Sanchi (no bonus gold in that case).

I am also tempted to change the power node for a death node (+5 mana), but I somewhat dislike that idea for conceptual reasons. Again, for conceptual reasons, I wouldn't particularly like putting a shipyard on a nearly woodless island, even if it could help Black Despair. Also, the first dragon ship wouldn't be produced before day 7; that isn't of a great help against a rush.

The idea is to get Black Despair to a good mainland position ASAP. I didn't put that teleporter there for nothing. The azrac land is full of resources (including experience), and is also a more defensible position. I did share your concerns about a rush. It bugged me for quite a while. Early unit production lags a lot behind the other players and leaves Black Despair in a difficult position against a rush. I think I found an acceptable solution (the galleon option). What do you think ?
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Oleg123

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PostSubject: Re: Pirate Kings Playtest   Fri Mar 12, 2010 2:03 am

Damn it, I really lost some time Sad When did you manage to develop them like that? Shocked
I attacked just to see how it would go, and even equiped with the items got slaughtered miserably.
I will have to replay this turn...
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Stoneskin

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PostSubject: Re: Pirate Kings Playtest   Fri Mar 12, 2010 8:04 pm

ts
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Travis II

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PostSubject: Re: Pirate Kings Playtest   Fri Mar 12, 2010 9:40 pm

Yeah I was wondering how it would be if you upgraded his ship. That last option would probably be a fine one to give him some needed help.

Extra levels might help, but wouldn't want to overpower them. Every one of my restarts is from one of them dying pale

It's kinda dumb that Undead units get regeneration but not the heroes. But that's a complaint against AoW, not the map Razz
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Oleg123

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PostSubject: Re: Pirate Kings Playtest   Sat Mar 13, 2010 1:57 am

If Orcs researched Dispell, it is game over for me. Meanwhile, I sunk their Dragon Ships loaded with troops
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Stoneskin

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PostSubject: Re: Pirate Kings Playtest   Sat Mar 13, 2010 11:55 am

Enough. Physical protection before turn 5 breaks the game. Oleg has already secured the victory.

I will need some time to ponder. I will contact you two when I have something more worthy. I hope you will still be interested in testing my map. I never anticipated that it would need SO MANY changes.
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Travis II

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PostSubject: Re: Pirate Kings Playtest   Sun Mar 14, 2010 1:17 pm

I think this quote is fitting Cool

“Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.”
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Stoneskin

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PostSubject: Re: Pirate Kings Playtest   Fri Apr 02, 2010 7:50 pm

New test turn 1 sent.

Turn 2 sent.

Turn 3 sent.

Turn 4 sent.
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Travis II

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PostSubject: Re: Pirate Kings Playtest   Wed Apr 14, 2010 10:34 pm

I'm going to resend this to Oleg.
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Stoneskin

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PostSubject: Re: Pirate Kings Playtest   Thu Apr 15, 2010 7:32 pm

Turns are moving around again !!! Turn 5 sent !!!
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Travis II

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PostSubject: Re: Pirate Kings Playtest   Thu Apr 15, 2010 9:03 pm

Turn sent Smile
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Stoneskin

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PostSubject: Re: Pirate Kings Playtest   Fri Apr 16, 2010 3:02 am

Turn 6 sent.

Turn 7 sent.
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Travis II

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PostSubject: Re: Pirate Kings Playtest   Sat Apr 17, 2010 7:25 pm

Turn sent

Who is Dark Elves?
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Stoneskin

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PostSubject: Re: Pirate Kings Playtest   Sun Apr 18, 2010 6:01 pm

Oleg is playing them.

Turn 8 sent.
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Travis II

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PostSubject: Re: Pirate Kings Playtest   Sun Apr 18, 2010 8:54 pm

Turn sent
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Stoneskin

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PostSubject: Re: Pirate Kings Playtest   Sun Apr 18, 2010 10:23 pm

Turn 9 sent.
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Travis II

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PostSubject: Re: Pirate Kings Playtest   Sun Apr 18, 2010 11:00 pm

Turn sent

I enjoy the speed of these games, but I wonder if we could find a 4th to join in next time? It's the only way to truly test it as a pbem map.
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PostSubject: Re: Pirate Kings Playtest   Wed Apr 21, 2010 4:06 pm

Holy crap... I'm really sorry for randomly disappearing for... well... four and a half months or whatever. It's not that I've lost interest in the game, I just... I've had the most random few months of my life lately. Every time I'd try to get back into Age of Wonders, something else would come up and finally, FINALLY everything seems to have calmed down. If anybody would like another person to join a game I'm completely available, I'll probably be starting a couple games in a bit as well if there's anybody willing to join.

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Stoneskin

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PostSubject: Re: Pirate Kings Playtest   Thu Apr 22, 2010 4:10 pm

It is the second time you sent me your unfinished turn, Oleg. That's why you get restart messages.

Turn 10 sent.
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Oleg123

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PostSubject: Re: Pirate Kings Playtest   Fri Apr 23, 2010 3:13 am

Darn, my game seems to lose it again. I surely click on the end of turn each time. There was also one real restart - I was short of time and chose AC. The last enemy unit managed to cause the first casuality to my 10 units - the leader Sad I mean, WTF is wrong with this AI?! II could bear a loss of a unit, but did it have to be the leader?! I replayed the battle in TC later and lost only 2 HP grand total. Arrgh...

ts
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PostSubject: Re: Pirate Kings Playtest   Fri Apr 23, 2010 1:44 pm

Indeed, the AI is absolutely horrific. The worst thing is that you can abuse it to no end if you prepare correctly for a fast combat, but you can't do that most of the time...

For my part, I lost a ram and two pikemen today to a pair of medium cavalry that was "hiding" in a small bunch of unexplored terrain. What the fuck they were doing there, I don't know...

Turn 11 sent.
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Oleg123

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PostSubject: Re: Pirate Kings Playtest   Fri Apr 23, 2010 5:01 pm

Darn, another restart. My computer froze as it does sometimes, of course when all that was left was to click the end of turn button. There were no battles fought. More than that, there were not even any allien units in reach.

ts
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PostSubject: Re: Pirate Kings Playtest   Sat Apr 24, 2010 1:29 am

Oleg, stop worrying about the restarts. As I said before, I really don't care about it. It doesn't matter at all in a playtest. Just don't try to get the upper end against a player with restarts, that's all. You may restart battles against players if you want (I did) to test some things, just don't try to act smart about it. The goal is just to see if the map is worthwhile. The most important objectives are to have a very similar statistical curve until day 30 and to find flaws in the map.

Turn 12 and 13 sent.
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