Starting packs

Any other ideas that does not fit to the specific categories.
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balint
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Starting packs

Post by balint » Thu Jan 15, 2015 10:26 pm

On random maps, you start with a single builder. I think it would ve better to add several start-up.
Such like:
Workers! the Tc is filled with workers
Scout you start with 3 scout and a flying scout
This, is . SPARTA! The TC is filled with spartans

:)
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COOLguy
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Re: Starting packs

Post by COOLguy » Fri Jan 16, 2015 12:22 am

I like :)
Thanks!
Josh

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Re: Starting packs

Post by Stratego (dev) » Fri Jan 16, 2015 5:28 am

yes, my approach was minimal/normal/many units that will mean different unit sets.

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ollie444
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Re: Starting packs

Post by ollie444 » Sat Jan 17, 2015 10:31 am

You could do more packs like:

Offensive - 1 knight, 2 sword, 1 archer
Defensive - 2 Shielder, 1 pikeman, 1 healer
Expansive - 2 scout, 1 bird scout, 1 knight
Constructive - 4 worker
Fire Power - 1 ballista, 1 worker
General - 1 man-at-arms
Tactical - 1 templar, 1 pikeman, 1 archer, 1 worker
Strike team - 1 wagon, 3 swordsman
Strength - 4 man-at-arms
Custom - Own choice?

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balint
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Re: Starting packs

Post by balint » Sat Jan 17, 2015 6:47 pm

uno custom :D
I wjld use that all the time :)
3 xatapult and a spartan
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ollie444
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Re: Starting packs

Post by ollie444 » Sat Jan 17, 2015 7:46 pm

Nononononono!

I meant every player starts with the same pack :)
Otherwise - very op!

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ejm29
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Re: Starting packs

Post by ejm29 » Sat Jan 17, 2015 10:13 pm

If you even it out and let each player choose a different pack, it would be great for multiplayer. :D

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ollie444
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Re: Starting packs

Post by ollie444 » Mon Jan 19, 2015 6:02 pm

What if you could buy new packs as upgrades?

Or if you win a game with one pack, you unlock the next pack? :ugeek:

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Re: Starting packs

Post by Pepe » Wed Jan 21, 2015 7:58 pm

Or maybe you could have x turns to purchase units / technologies. Replace x by the number of turns you want (5, 10, 15, 20, 25...).

What would you guys do with 15 turns?

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balint
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Re: Starting packs

Post by balint » Wed Jan 21, 2015 8:14 pm

nooooo

that is very op.
I would build a half castle and 2 cataoults by that time :)
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Re: Starting packs

Post by Stratego (dev) » Wed Jan 21, 2015 8:31 pm

and what would you do with those against my ton of knights bursting to conquer? :)

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balint
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Re: Starting packs

Post by balint » Wed Jan 21, 2015 9:39 pm

actually, my catapults shoot your advancing knights, while I train pikeman and finish the castle :)
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balint
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Re: Starting packs

Post by balint » Wed Jan 21, 2015 9:41 pm

If we count it, yoj would be able to train only 3-4 knights which can be taken out easiliy if I fortify my positions in a narrow pass. So it depends on the terrain, and my luck (with hitchanche)
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Re: Starting packs

Post by Stratego (dev) » Wed Jan 21, 2015 9:50 pm

while I train pikeman and finish the castle
oh... sorry i thought all players have only 15 turns to build, and after that they cannot train anything, they must win with the trained units they have.

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ollie444
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Re: Starting packs

Post by ollie444 » Wed Jan 21, 2015 9:53 pm

Yeah, but after that, I come in and finish you both off :)
With man at arms army

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balint
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Re: Starting packs

Post by balint » Wed Jan 21, 2015 9:54 pm

abd then, I appear on the battlefield with my shining armor, and destroy everything in my way :D
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COOLguy
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Re: Starting packs

Post by COOLguy » Wed Jan 21, 2015 11:38 pm

Workers FTW!! Building castles fortresses towers catapults... :D
Thanks!
Josh

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ollie444
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Re: Starting packs

Post by ollie444 » Sat Jan 24, 2015 11:07 am

Lucky dip - random selection of units

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patroid
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Re: Starting packs

Post by patroid » Mon Feb 02, 2015 7:09 am

What about let the player add his own starting idead??

I know its possible to do this and what u need for this
Is to type in rhe name of the starting set and then
In a 'pop-up' list you select a unit write down
How many of them and then you can do it again and
Again Until you have mybe a maximum of ten.

Tgen you press add to list ir a button like that and
Its inckuded and you can always use them in
Random or not random games...

Patroid

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Coronel
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Initial units - Random Games

Post by Coronel » Sat Feb 07, 2015 8:26 pm

When you make random games it only allows you to have minimal troops to (a builder and a tc), you should add an option to change the numbers of starting troops. Also you should add an option to add units anywhere (custom), though not create a map, just add units on an existing map. However, custom shouldn't be enabled in Multiplayer so people don't rig the game in their favor.
Nerdfighters Unite! DFTBA!

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balint
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Re: Initial units - Random Games

Post by balint » Sat Feb 07, 2015 10:16 pm

well, this is already under considering in a topoc somewhere on the forum
(I would give a link but I can't)
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patroid
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Re: Initial units - Random Games

Post by patroid » Sun Feb 08, 2015 9:08 am


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balint
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Re: Starting packs

Post by balint » Sun Feb 08, 2015 9:11 am

I like that.
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Re: Initial units - Random Games

Post by Stratego (dev) » Sun Feb 08, 2015 9:25 am


Pepe
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Re: Starting packs

Post by Pepe » Sun Feb 08, 2015 5:20 pm

I like the option of the starting TURN pack. You can use 10-12 turns to create your starting pack. With 12 turns you could have 4 workers, or some technologies...

This will bring in many more options and strategies to the game

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patroid
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Re: Starting packs

Post by patroid » Tue Feb 10, 2015 3:35 pm

Nice idea!

Alex486
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Re: Starting packs

Post by Alex486 » Wed Feb 11, 2015 2:52 pm

I like the idea of who ever sets up the game picks the oack. All players get the same pack.
Anything is feasible with enough money and power.

Get ready to get your teeth kicked in, it will make for a good education.

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ollie444
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Re: Starting packs

Post by ollie444 » Tue Feb 17, 2015 4:32 pm

Did anyone else get extremely confused with the merged packs? Gets me ever tim. ;(

Anyway, so my question is for the turn limit idea thingy:
Do you mean so like the turns are "currency" and you "buy" each tech and unit at a before game phase? Basically just skipping some of the boring turns from the start? I like this idea.
So like a game host can set the turn limit to say 12, and a player could buy e.g. "writing" tech, a horse-archer, a worker and a swordsman. (btw technology units e.g. catapult would be disallowed, unless you already got the tech).
What would be the turn limit scale? They can choose like from 2 turns to 20 turns?

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DoomCarrot
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Re: Starting packs

Post by DoomCarrot » Sat Mar 21, 2015 11:58 pm

well unless one of the starter packs is a wagon and 3 catapults, there is honestly no reason for anyone with half a brain to choose anything other than 4 workers.... i would rather 2 workers over 4 spartans in early game
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ollie444
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Re: Starting packs

Post by ollie444 » Sun Mar 22, 2015 9:18 am

So how are you going to grab all the TCS around the map? And what if I come with my four horses, and wreck you...

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