and i decided to use some time to make the combat part more automated.
For this i made a pretty complex Excel sheet. and are now looking for your input for tha game it self.
GAME IDEA:
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Okay, so the game would be two part.
one "world map part" and one battle part.
World map, would be a open for all voting based stage, in this stage an army is moved around, decrees are written, tax is collected and units are recruited.
All Forumites would be able to vote in this stage, dictating the "will of the king/emperor/chief of who ever..."
This "king" would be sitting on the "treasure room" and would dictate where the army should go, and if a hero is allowed to recruit the units he wishes in towns/cites over the map.
The more units and leaders the army has the more expensive it will be, so the "king" must take resources into consideration. the king can allow an army to grow more costly than the kingdom can pay, but this will make people (and the army) angry over time...
The Battle part would be for 3 "Hero players" these players would each control a single Hero, each with a number of units under their command. (1 unit consists of 1-100 troops, each with Race, Class, Level, Health, Blesses, Curses and a Leader)
in the battle mode the players issues commands to their units. such as "Unit I, cover behind the cliffs to your left" and "Archers, rain arrows over that hill"
The units would then start doing that action, and will continue to follow that command until somehow stopped, a new command is issued or some other thing comes in the way.
That means, players don't have to respond every "round", if no new command is given, the units will just follow their last command/defend them selves if no command is given.
in the same way, when I start to update ill give a (12?) hours notes, from the notes is given, the players may issue new commands, if I've not updates said unit yet, it will follow the new command, if i have they will follow it from the next round.
In the same way, if players command their units to "march forward" i may "fast forward" and make the next update when something happens.... such as a new enemy unit spotted, or a group charging....
how does that sound? ideas?
one "world map part" and one battle part.
World map, would be a open for all voting based stage, in this stage an army is moved around, decrees are written, tax is collected and units are recruited.
All Forumites would be able to vote in this stage, dictating the "will of the king/emperor/chief of who ever..."
This "king" would be sitting on the "treasure room" and would dictate where the army should go, and if a hero is allowed to recruit the units he wishes in towns/cites over the map.
The more units and leaders the army has the more expensive it will be, so the "king" must take resources into consideration. the king can allow an army to grow more costly than the kingdom can pay, but this will make people (and the army) angry over time...
The Battle part would be for 3 "Hero players" these players would each control a single Hero, each with a number of units under their command. (1 unit consists of 1-100 troops, each with Race, Class, Level, Health, Blesses, Curses and a Leader)
in the battle mode the players issues commands to their units. such as "Unit I, cover behind the cliffs to your left" and "Archers, rain arrows over that hill"
The units would then start doing that action, and will continue to follow that command until somehow stopped, a new command is issued or some other thing comes in the way.
That means, players don't have to respond every "round", if no new command is given, the units will just follow their last command/defend them selves if no command is given.
in the same way, when I start to update ill give a (12?) hours notes, from the notes is given, the players may issue new commands, if I've not updates said unit yet, it will follow the new command, if i have they will follow it from the next round.
In the same way, if players command their units to "march forward" i may "fast forward" and make the next update when something happens.... such as a new enemy unit spotted, or a group charging....
how does that sound? ideas?
► Show Spoiler
Okay.. the Excel sheet (im proud of this one)
This sheet allows me to quickly create units of 1-100 troops each. by selecting "fraction/player hero", race of troops, class of troops, leader bonus, blessing bonus, curse effect, level and number of troops in the unit.
(The "Hero bonus" has been changed to leader bonus, since the Hero is the player, but the player also gives a bonus.
This part of the sheet also calculates teh price of each unit, giving me a price for the army's upkeep.
The unit then gets data from a collection of what player controls them (fraction) race, classe, leader bonuse, blessing and curse, all collected under one unit id.
Racse and class gives base stats, while player, leader, blessing and curse bonuses are multipliers.
Lastly, all this data can be used in the battle simulator.
Under the battle simulator I may choose who attacks who. what type of attack (or magic) they use, and if they attack directly or indirectly (fighting blind, raining arrows, or throwing magic on an unseen opponent would be indirect, while close combat in daylight, ranged combat within sight and range and spells thrown on a known opponent would be direct attacks)
Attacks deals damage that results in a number of kills, limited to the number of attacking and targetd troops, while doing magic created magic power, needed to cast spells. (each spell is different, and requires different magic power)
Talking about spells. each Unit class may know up to 3 schools of magic from the following 6: Fire, Ice, Death, Mind, Good, Evil.
The power behind them are based on what "rank" it has. so first school they know has a multiplyer of 1. second has one of 0,8 and last one has 0,6.
so, any suggestions?
If anyone wish to see this excel sheet, I'm willing to share it...
This sheet allows me to quickly create units of 1-100 troops each. by selecting "fraction/player hero", race of troops, class of troops, leader bonus, blessing bonus, curse effect, level and number of troops in the unit.
(The "Hero bonus" has been changed to leader bonus, since the Hero is the player, but the player also gives a bonus.
This part of the sheet also calculates teh price of each unit, giving me a price for the army's upkeep.
The unit then gets data from a collection of what player controls them (fraction) race, classe, leader bonuse, blessing and curse, all collected under one unit id.
Racse and class gives base stats, while player, leader, blessing and curse bonuses are multipliers.
Lastly, all this data can be used in the battle simulator.
Under the battle simulator I may choose who attacks who. what type of attack (or magic) they use, and if they attack directly or indirectly (fighting blind, raining arrows, or throwing magic on an unseen opponent would be indirect, while close combat in daylight, ranged combat within sight and range and spells thrown on a known opponent would be direct attacks)
Attacks deals damage that results in a number of kills, limited to the number of attacking and targetd troops, while doing magic created magic power, needed to cast spells. (each spell is different, and requires different magic power)
Talking about spells. each Unit class may know up to 3 schools of magic from the following 6: Fire, Ice, Death, Mind, Good, Evil.
The power behind them are based on what "rank" it has. so first school they know has a multiplyer of 1. second has one of 0,8 and last one has 0,6.
so, any suggestions?
If anyone wish to see this excel sheet, I'm willing to share it...
I have a lot of art ready for this game, but I'll keep that secret for now
EDIT 1:
Added another page to the sheet:
ELPLANATION OF NEW PAGE
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So hte new page collects all the Hero fractions key data in one page.
Telling both economy, army size and number of special units... even calculating cost in PP, GP, SP and CP for the army upkeep and allowing for "other expenses" to be factored in round by round...
Telling both economy, army size and number of special units... even calculating cost in PP, GP, SP and CP for the army upkeep and allowing for "other expenses" to be factored in round by round...