http://www.wargear.net/games/create?boardid=361
This board still needs a lot of work to balance gameplay. Currently, I'm working to reduce first-player and luck-based advantages to make the game a little slower and more fair.
Please leave your thoughts and comments here.
Preview of the map: http://www.wargear.net/boards/designer/361
@ Review board: Any comments? Is Total WarGear ready for public release?
game's not over yet is it?....shit i guess it is.
i guess i didn't realize (or forgot along the way) that the capitals were Capitals...shit i think if i'd have realized that the game would have been over long before it was...you changed the card scale, and i think that was the only major concern voiced. i guess i'm ok with it.
I miss the oil fields and moon, but I think it's good.
Vataro wrote: I miss the oil fields and moon, but I think it's good.
I'm saving those for the sequel =)
Ah, excellent :)
I like it as it is and look forward to playing some ranked games on it.
I'm still absorbing all the changes.. Some are subtle - Some not so subtle - The use of the capitals feature looks to be very appropriate for this board.
What happens to the scenario when the board is played by more (or less) than six players?
I would imagine the game was set for a min of 6 and max of 6 players. That's how I'd do it anyway.
It can be played with anywhere from 2-6, actually. In that case, several of the islands start off completely neutral, with an 8-unit neutral stack sitting next to the capital. I played a number of dev games with this many people before it went to review, and it seems to work out fine.
Kjeld wrote:It can be played with anywhere from 2-6, actually. In that case, several of the islands start off completely neutral, with an 8-unit neutral stack sitting next to the capital. I played a number of dev games with this many people before it went to review, and it seems to work out fine.
How do you get it to do that? I saw an invite for 4 players. What's to stop the engine from placing an extra two (for players 1 and 2) units in the remaining two capitals?
There's an option to "Destroy unallocated capitals" in the Starting Scenario drop-down in the rules tab of the map designer. Just select that option and the engine seems to limit the setup to 1 capital per player.
Kjeld wrote: There's an option to "Destroy unallocated capitals" in the Starting Scenario drop-down in the rules tab of the map designer. Just select that option and the engine seems to limit the setup to 1 capital per player.
Brilliant! I can't wait to try my hand at designing using some of these features. Unfortunately, I'm not flush with spare time these days.
Kjeld, I think the continent "Umay Caliphate 3" is missing a territory. Thanks for taking a look at this.
Norseman wrote: Kjeld, I think the continent "Umay Caliphate 3" is missing a territory. Thanks for taking a look at this.
Yep, you're right. It was missing Umay Caliphate 5. I've fixed the error and posted a revised version. Thanks for catching this!