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Advanced rule set - ver 1.32

Forums / Map making / Advanced rule set - ver 1.32

sabo

Posted:
2013-09-25 09:05

17 new units ~ update: 10/24/13 - 1.32


NEW Practice Map: http://warnet.ee/Game/viewMap/1536
1. go to options -> copy under your maps
2. go to Maps -> my Maps -> Hover over the picture of the map you copied and click edit link
3. Then goto Editor -> Test map in hot seat mode



Basic Units have had prices reduced, and many new advanced units have been added to this version. Building options have been modified.

The scout, peasant, torchman, mage, commando and general can capture.
The scout can capture, but he takes one extra turn.
The general & commando can capture and it does not the consume unit.


The Cargo Ship is a large shipping vessel made for speed. It can fast unload up to 8 units.

The Destroyer is a small boat loaded with a big cannon. It only gets 1 shot per turn and has a range of 3 hexes.

The Dreadnought is a huge battle ship made for invading. Long range cannons and it can fast unload up to 4 units. It can move or fire, not both. Only 1 attack per turn.

The Scout is a cheap unit that moves fast. It can capture, but it takes an extra turn. They cant attack!

Elite archers have a range of 3-4.

Axe Chucker's can move 3 and have a range of 2, can move and attack same turn.

Mage unit can attack up to range 4 with fire magic. He can capture.

Champion unit - is a battle hardened Centurion. very tough, can move 1 space after move & attack.

Light Cannon - do less damage but move faster. Less armor reduction. 2-4 range.

Arrow Cart - Siege weaopon with 1-4 range, moves slow.

Assassin - moves 1 space extra after move and attack. tough unit.

Chariot - fighting transport unit. It has 2 attack range and can fast unload up to 1 unit.

Commando - A tough unit that can capture without being consumed.

Heavy Trebuchet - 3-5 range heavy siege weapon.

The Ogre - A weak armored, slow moving, but very tough beast trained for battle.

The General - A very tough unit that can capture and not be consumed.

Heavy Cavalry - Moves slower, but has a lot more armor.



====================================
====================================

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<update property="unit.price" resourceId="1" value="50"/>
<update property="unit.primaryMovementPoints" value="4"/>
<update property="unit.weapon.minDamage" value="0"/>
<update property="unit.weapon.maxDamage" value="0"/>
<update property="unit.weapon.noOfAttacks" value="0"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="1" value="3"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="2" value="2"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="3" value="3"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="4" value="2"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="5" value="2"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="6" value="2"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="7" value="2"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="21" value="3"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="8" value="3"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="9" value="3"/>
<update property="unit.weapon.canAttackMovers" moverId="1" value="0"/>
<update property="unit.weapon.canAttackMovers" moverId="3" value="0"/>
<update property="unit.weapon.canAttackMovers" moverId="4" value="0"/>
<update property="unit.weapon.canAttackMovers" moverId="5" value="0"/>
<update property="unit.weapon.canAttackMovers" moverId="5" value="0"/>
<update property="unit.weapon.moverBonuses" moverId="1" value="0"/>
<update property="unit.weapon.moverBonuses" moverId="3" value="0"/>
<update property="unit.weapon.moverBonuses" moverId="4" value="0"/>
<update property="unit.weapon.moverBonuses" moverId="5" value="0"/>
<update property="building.buildsUnits" elementId="1" unitId="10014" value="1"/>
<update property="building.buildsUnits" elementId="2" unitId="10014" value="1"/>
<update property="building.buildsUnits" elementId="3" unitId="10014" value="0"/>
<update property="building.buildsUnits" elementId="4" unitId="10014" value="1"/>
<update property="building.buildsUnits" elementId="5" unitId="10014" value="0"/>
<update property="building.buildsUnits" elementId="6" unitId="10014" value="1"/>
<update property="building.buildsUnits" elementId="7" unitId="10014" value="0"/>
<update property="building.buildsUnits" elementId="8" unitId="10014" value="0"/>
<update property="building.buildsUnits" elementId="21" unitId="10014" value="0"/>
</action>
<action type="copyMetaUnit" basedOn="5" id="10015" name="Commando"/>
<action type="customizeRuleset" elementId="10015">
<update property="unit.clipName" value="MedievalPrince"/>
<update property="unit.armor" armorId="2"/>
<update property="unit.repairs" value="4"/>
<update property="unit.health" value="10"/>
<update property="unit.defense" value="12"/>
<update property="unit.visionPoints" value="4"/>
<update property="unit.primaryMovementPoints" value="4"/>
<update property="unit.price" resourceId="1" value="700"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="1" value="2"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="2" value="1"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="3" value="2"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="4" value="1"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="5" value="1"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="6" value="1"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="7" value="1"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="21" value="2"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="8" value="2"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="9" value="2"/>
<update property="unit.capturingChangesUnitTo" unitId="" value="10015"/>
<update property="unit.capturingConsumesUnit" value="0"/>
<update property="unit.capturingFinishesWhenTurnEnds" value="0"/>
<update property="unit.weapon.minDamage" value="12"/>
<update property="unit.weapon.maxDamage" value="12"/>
<update property="unit.weapon.moverBonuses" moverId="1" value="1"/>
<update property="unit.weapon.moverBonuses" moverId="3" value="1"/>
<update property="unit.weapon.moverBonuses" moverId="4" value="1"/>
<update property="unit.weapon.moverBonuses" moverId="5" value="1"/>
<update property="building.buildsUnits" elementId="1" unitId="10015" value="0"/>
<update property="building.buildsUnits" elementId="2" unitId="10015" value="0"/>
<update property="building.buildsUnits" elementId="3" unitId="10015" value="0"/>
<update property="building.buildsUnits" elementId="4" unitId="10015" value="0"/>
<update property="building.buildsUnits" elementId="5" unitId="10015" value="0"/>
<update property="building.buildsUnits" elementId="6" unitId="10015" value="0"/>
<update property="building.buildsUnits" elementId="7" unitId="10015" value="1"/>
<update property="building.buildsUnits" elementId="8" unitId="10015" value="0"/>
<update property="building.buildsUnits" elementId="21" unitId="10015" value="1"/>
</action>
<action type="copyMetaUnit" basedOn="9" id="10016" name="Elite Archers"/>
<action type="customizeRuleset" elementId="10016">
<update property="unit.clipName" value="MedievalArcher2"/>
<update property="unit.armor" armorId="2"/>
<update property="unit.repairs" value="2"/>
<update property="unit.health" value="10"/>
<update property="unit.defense" value="4"/>
<update property="unit.visionPoints" value="4"/>
<update property="unit.primaryMovementPoints" value="3"/>
<update property="unit.price" resourceId="1" value="500"/>
<update property="unit.weapon.minDamage" value="5"/>
<update property="unit.weapon.maxDamage" value="5"/>
<update property="unit.weapon.minRange" value="2"/>
<update property="unit.weapon.maxRange" value="4"/>
<update property="building.buildsUnits" elementId="1" unitId="10016" value="1"/>
<update property="building.buildsUnits" elementId="2" unitId="10016" value="0"/>
<update property="building.buildsUnits" elementId="3" unitId="10016" value="0"/>
<update property="building.buildsUnits" elementId="4" unitId="10016" value="0"/>
<update property="building.buildsUnits" elementId="5" unitId="10016" value="0"/>
<update property="building.buildsUnits" elementId="6" unitId="10016" value="1"/>
<update property="building.buildsUnits" elementId="7" unitId="10016" value="0"/>
<update property="building.buildsUnits" elementId="8" unitId="10016" value="0"/>
<update property="building.buildsUnits" elementId="21" unitId="10016" value="0"/>
</action>
<action type="copyMetaUnit" basedOn="9" id="10017" name="Axe Chucker"/>
<action type="customizeRuleset" elementId="10017">
<update property="unit.clipName" value="MedievalDwarf"/>
<update property="unit.armor" armorId="2"/>
<update property="unit.repairs" value="2"/>
<update property="unit.health" value="10"/>
<update property="unit.defense" value="10"/>
<update property="unit.visionPoints" value="3"/>
<update property="unit.primaryMovementPoints" value="3"/>
<update property="unit.price" resourceId="1" value="450"/>
<update property="unit.weapon.damageType" value="3"/>
<update property="unit.weapon.usage" value="default"/>
<update property="unit.weapon.minDamage" value="6"/>
<update property="unit.weapon.maxDamage" value="6"/>
<update property="unit.weapon.minRange" value="1"/>
<update property="unit.weapon.maxRange" value="2"/>
<update property="unit.weapon.bulletClipName" value="MedievalBolt"/>
<update property="building.buildsUnits" elementId="1" unitId="10017" value="0"/>
<update property="building.buildsUnits" elementId="2" unitId="10017" value="0"/>
<update property="building.buildsUnits" elementId="3" unitId="10017" value="0"/>
<update property="building.buildsUnits" elementId="4" unitId="10017" value="0"/>
<update property="building.buildsUnits" elementId="5" unitId="10017" value="0"/>
<update property="building.buildsUnits" elementId="6" unitId="10017" value="1"/>
<update property="building.buildsUnits" elementId="7" unitId="10017" value="0"/>
<update property="building.buildsUnits" elementId="8" unitId="10017" value="0"/>
<update property="building.buildsUnits" elementId="21" unitId="10017" value="0"/>
</action>
<action type="copyMetaUnit" basedOn="6" id="10018" name="King"/>
<action type="customizeRuleset" elementId="10018">
<update property="unit.clipName" value="MedievalKing"/>
<update property="unit.armor" armorId="3"/>
<update property="unit.repairs" value="3"/>
<update property="unit.health" value="99"/>
<update property="unit.defense" value="8"/>
<update property="unit.visionPoints" value="2"/>
<update property="unit.price" resourceId="1" value="4000"/>
<update property="unit.primaryMovementPoints" value="2"/>
<update property="unit.weapon.damageType" value="1"/>
<update property="unit.weapon.minDamage" value="11"/>
<update property="unit.weapon.maxDamage" value="11"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="1" value="2"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="2" value="1"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="3" value="2"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="4" value="1"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="5" value="1"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="6" value="1"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="7" value="1"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="21" value="2"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="8" value="2"/>
<update property="unit.capturingTakesNoOfTurns" buildingId="9" value="2"/>
<update property="unit.capturingChangesUnitTo" unitId="" value="10011"/>
<update property="unit.capturingConsumesUnit" value="0"/>
<update property="unit.capturingFinishesWhenTurnEnds" value="0"/>
<update property="building.buildsUnits" elementId="1" unitId="10018" value="0"/>
<update property="building.buildsUnits" elementId="2" unitId="10018" value="0"/>
<update property="building.buildsUnits" elementId="3" unitId="10018" value="0"/>
<update property="building.buildsUnits" elementId="5" unitId="10018" value="0"/>
</action>
<action type="customizeRuleset" elementId="15">
<update property="unit.slotsNeeded" unitId="71" value="1"/>
<update property="unit.slotsNeeded" unitId="10013" value="1"/>
</action>
<action type="customizeRuleset" elementId="19">
<update property="unit.slotsNeeded" unitId="13" value="2"/>
<update property="unit.slotsNeeded" unitId="14" value="2"/>
<update property="unit.slotsNeeded" unitId="15" value="2"/>
<update property="unit.slotsNeeded" unitId="45" value="2"/>
<update property="unit.slotsNeeded" unitId="72" value="2"/>
<update property="unit.slotsNeeded" unitId="10000" value="2"/>
<update property="unit.slotsNeeded" unitId="10003" value="2"/>
<update property="unit.slotsNeeded" unitId="10009" value="2"/>
<update property="unit.slotsNeeded" unitId="10012" value="2"/>
</action>
<action type="customizeRuleset" elementId="17">
<update property="unit.slotsNeeded" unitId="13" value="2"/>
<update property="unit.slotsNeeded" unitId="14" value="2"/>
<update property="unit.slotsNeeded" unitId="15" value="2"/>
<update property="unit.slotsNeeded" unitId="45" value="2"/>
<update property="unit.slotsNeeded" unitId="72" value="2"/>
<update property="unit.slotsNeeded" unitId="10000" value="2"/>
<update property="unit.slotsNeeded" unitId="10003" value="2"/>
<update property="unit.slotsNeeded" unitId="10009" value="2"/>
<update property="unit.slotsNeeded" unitId="10012" value="2"/>
</action>
<action type="customizeRuleset" elementId="10001">
<update property="unit.slotsNeeded" unitId="13" value="2"/>
<update property="unit.slotsNeeded" unitId="14" value="2"/>
<update property="unit.slotsNeeded" unitId="15" value="2"/>
<update property="unit.slotsNeeded" unitId="45" value="2"/>
<update property="unit.slotsNeeded" unitId="72" value="2"/>
<update property="unit.slotsNeeded" unitId="10000" value="2"/>
<update property="unit.slotsNeeded" unitId="10003" value="2"/>
<update property="unit.slotsNeeded" unitId="10009" value="2"/>
<update property="unit.slotsNeeded" unitId="10012" value="2"/>
</action>
<action type="customizeRuleset" elementId="10008">
<update property="unit.slotsNeeded" unitId="13" value="2"/>
<update property="unit.slotsNeeded" unitId="14" value="2"/>
<update property="unit.slotsNeeded" unitId="15" value="2"/>
<update property="unit.slotsNeeded" unitId="45" value="2"/>
<update property="unit.slotsNeeded" unitId="72" value="2"/>
<update property="unit.slotsNeeded" unitId="10000" value="2"/>
<update property="unit.slotsNeeded" unitId="10003" value="2"/>
<update property="unit.slotsNeeded" unitId="10009" value="2"/>
<update property="unit.slotsNeeded" unitId="10012" value="2"/>
</action>
</setup>
</script>

====================================
====================================

dwachs

Posted:
2013-09-25 09:22

sounds impressive!

Do you have a map with these settings to try it out ?

sabo

Posted:
2013-09-25 09:49

http://warnet.ee/Game/viewMap/1443

you can take that script and paste it into any map.

sirwhale

Posted:
2013-09-25 19:44

This is a very interesting development. It may well need a lot of work to become balanced. I've just had a little play and found mages to be very powerful.

sabo

Posted:
2013-09-25 22:11

well I wanted mages to be pretty powerful, but I am always open for suggestion. Also there is the raw code, feel free to mod it.

sirwhale

Posted:
2013-09-26 15:31

My map making days have come to a halt I'm afraid and to be honest I know very little about scripts. Have you spoken to Balduran about your creation? Did he have any plans for those units?

I think you have put in a lot of time into this but making sure the units are balanced will definitely be the hardest and longest effort.

sabo

Posted:
2013-09-26 16:15

well the balance is the fact everyone has access the the same stuff, the real issue comes down to how much a unit costs really. I think I did a pretty good job with the pricing, but yes, some units are going to be tougher then others.

I think mostly this just adds more strategy, because if you just buy all expensive units, you could be over run by cheap units. Every unit I made has weakness. Mages are tough, but still will die easy. Cheap long bows, and a multitude of ranged units keep them in check.

As for modding the units above, its pretty simple. You can see "mage" unit, and see its cost value at 400. just change the price. All the hard stuff is done, its easy to just go in and tweak the varriables.

I havent talked to Balduran about any of this, I was just messing around with his editor.

and balance wont come till people play the mod, I just started my 1st game of it, so I will see how it goes. But even the original game isnt very balanced, you still want some units more then others. This mod spreads that out a bit and gives people different strategies of what units they use.

I am open to all suggestions on this, and again I invite anyone to test, provide feedback, or even take the code and tweak it themselves.

More then anything this was an example for people to see how powerful the editor is, and to give them some examples of how to create their own units.

I didnt really see this replacing the game or anything, I am a programmer, and I just like to mess with stuff like this.




sirwhale

Posted:
2013-09-26 16:49

I just thought that it may have been some sort of collaboration towards thinking about future options. It is definitely worth doing if it helps the game develop and it has been a very interesting contribution. I have put a lot into maps for the game but you are one of very few who are pushing ideas with scripts and easily the only to push it so far. My scripts are simple, and made by other people who have helped me.

sabo

Posted:
2013-09-26 19:53

I thought posting up my code would help others to understand it. the scripting is very simple when you get it. It took me a few tries for sure.

I am more then happy to keep working on this, feel free to post ideas or feedback.

Here is some quick help to modify these units, or make your own.



These 2 links are needed for modding, you will reference these a lot.

http://warnet.ee/Scripting/index/1/Elements
http://warnet.ee/Scripting/index/1/Actions/CustomizeRuleset

*The customize ruleset page shows all data varriables.*


Here is a Unit I make, this has to be done in the <setup></setup> tags

So I am copying the transport unit (Id of 45 - on elements list url above), give it the id # of 10000 and name it.
<action type="copyMetaUnit" basedOn="45" id="10000" name="Chariot"/>

Now I customize this unit and defined by its id number
<action type="customizeRuleset" elementId="10000">

Here I change the Icon. (these are listed on the CustomizeRuleset page URL above.)
<update property="unit.clipName" value="MedievalTransport2"/>

Change cost
<update property="unit.price" resourceId="1" value="600"/>

Here I change the armor type. All tye Ids are listed on the elements page url (linked up top)
<update property="unit.armor" armorId="2"/>

these are self explanitory
<update property="unit.health" value="10"/>
<update property="unit.defense" value="10"/>

How much the unit repairs when you heal it in a turn.
<update property="unit.repairs" value="2"/>

I made this a transport with only one cargo slot & changed the movement points
<update property="unit.slots" value="1"/>

Here I update the movement - most units just have primary and secondary at 0.
<update property="unit.primaryMovementPoints" value="4"/>
<update property="unit.secondaryMovementPoints" value="2"/>

Now the original transport didnt attack so I had to set up a weapon and who it could attack
<update property="unit.weapon.name" value="Bolt"/>
<update property="unit.weapon.type" value="ranged"/>
<update property="unit.weapon.usage" value="default"/>

These are self explanitory weapon properties
<update property="unit.weapon.noOfAttacks" value="1"/>
<update property="unit.weapon.damageType" value="5"/>
<update property="unit.weapon.minDamage" value="5"/>
<update property="unit.weapon.maxDamage" value="5"/>
<update property="unit.weapon.minRange" value="1"/>
<update property="unit.weapon.maxRange" value="2"/>
<update property="unit.weapon.attackingBonus" value="3"/>

This gives a bonus vs light foot movers - the ids are listed on page http://warnet.ee/Scripting/index/1/Elements
<update property="unit.weapon.moverBonuses" moverId="1" value="1"/>

This makes it so when you attack a unit, it lowers that units defence by a percentage.
<update property="unit.weapon.targetDefensePenalty" value="10"/>

Here I change the attack icon clip - again listed on http://warnet.ee/Scripting/index/1/Elements
<update property="unit.weapon.bulletClipName" value="MedievalArrow"/>

Now I had to tell it, that it could attack things. Again the moverId # is listed on http://warnet.ee/Scripting/index/1/Elements
<update property="unit.weapon.canAttackMovers" moverId="1" value="1"/>
<update property="unit.weapon.canAttackMovers" moverId="3" value="1"/>
<update property="unit.weapon.canAttackMovers" moverId="4" value="1"/>
<update property="unit.weapon.canAttackMovers" moverId="5" value="1"/>
<update property="unit.weapon.canAttackMovers" moverId="5" value="1"/>
<update property="unit.weapon.canAttackMovers" moverId="6" value="1"/>
<update property="unit.weapon.canAttackMovers" moverId="7" value="1"/>
<update property="unit.weapon.canAttackMovers" moverId="21" value="1"/>

Here I just modify where this unit can be built.
Again the elementId is the building id #, the value of 1 means it can be built, 0 means no.

<update elementId="4" property="building.buildsUnits" unitId="10000" value="1"/>
<update elementId="7" property="building.buildsUnits" unitId="10000" value="0"/>
<update elementId="9" property="building.buildsUnits" unitId="10000" value="0"/>

End this action of moding this unit
</action>

Balduran

Posted:
2013-09-26 21:01

Woaaah, this is huge!

If you get a game going, sent me an invite. Would be fun to play a game where I don't know all the rules exactly

sabo

Posted:
2013-09-26 23:09

Here is he map I have it on:

http://warnet.ee/Game/viewMap/1443

its a 6 player map.

sabo

Posted:
2013-09-27 19:01

some small but needed edits, now the transport and chariot can be loaded into the ships.

assassin does a little more damage.

=========================

Added a Practice Map vs AI : http://warnet.ee/Game/viewMap/1536

1. go to options -> copy under your maps
2. go to Maps -> my Maps -> Hover over the picture of the map you copied and click edit link
3. Then goto Editor -> Test map in hot seat mode


==========================

1.2 fixes some loading issues
1.21 fixed bug with chariot damage not being set

sabo

Posted:
2013-10-03 01:11

need to work on this some when I get some time, please give me feedback on the units. some of the units were bugged due to undefined damage types, that should be fixed, but this hasnt been 100% tested. Still playing some games with it.

Mendacious

Posted:
2013-10-05 01:59

This is briliant sabo. I will be borrowing some of these units for my games later.

sabo

Posted:
2013-10-07 03:15

thanks.

1.3
all units should be attacking as normal.
loading issues resolved.
some unit balance.

sirwhale

Posted:
2013-10-10 19:55

I think those chamions are too strong, they move too far and are far stronger than they should be for their price.

sabo

Posted:
2013-10-11 06:49

what were you thinking balances it?

thing was I wanted the castle and fort to have strong units. I havent tested 1.3 yet, so all feedback helps.

sirwhale

Posted:
2013-10-11 10:12

They out perform centurians so much that they are not worth buying

sabo

Posted:
2013-10-11 22:43

yea Ill bump up the price some on them, next version...

fixed, still needs testing... and feedback

finn leason

Posted:
2016-10-10 03:02

I'm loving your work, Sabo, why has this stopped? This should be all over warnet!

How could you make the graphics better though? they seem pretty fuzzy and don't quite suit the units.

Also, is it possible to change and make actual buildings and terrains? Some dry, arid, Mordor-like wastland would be wicked, and taller snowcapped mountains which very few units can climb, and for buildings, a church will be neat where units heal a whole lot faster... I guess the thing is you need more graphics.

But this is so neat,

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