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Risk map settings suggestions: 7/4/2012 15:59:36


Dry Drunk Emperor
Level 55
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I've been messing around with the settings to try to get a game as similar as possible to Risk. Anyone got suggestions on how to make the cards work in that setting?
Risk map settings suggestions: 7/4/2012 18:34:56


Moros 
Level 50
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No cards except for the reinforcement card, do it in 3 pieces with 10 armies.
Risk map settings suggestions: 7/4/2012 19:31:50


Ironheart
Level 54
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use small earth that is a risk map
Risk map settings suggestions: 7/5/2012 04:06:28


Blue 
Level 51
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Random Full distribution no limit.
Extra army every 3 territories.
No Fog
Risk map settings suggestions: 7/5/2012 08:13:01


Ska2D2 
Level 55
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http://WarLight.net/MultiPlayer.aspx?TemplateID=199933

Here's one I made a little while ago.

Moros - you might note the card is in 4 pieces - that is because in a risk game you have to trade a 'set' of cards out of a maximum of 5 - and there is no guarantee you can trade in while you have 3 cards - nor is there a guarantee you will have to wait until 5. So 4 is a medium number.

As for the rest of the settings

6 players so the map has an equal full distribution
100% luck to factor in the dice
Cyclic turns
No fog

And some others - you can see them on the template though.

I think it's pretty close though it will never be perfect - it's a different game after all. And also I'm always open to improving it.

NB if a non member takes this template you will lose the luck and cyclic turns. They will revert to non member settings.
Risk map settings suggestions: 7/8/2012 13:29:07


Dry Drunk Emperor
Level 55
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Thanks for the advice, the card's the one I've had most trouble tweaking, I've found 10 in pieces is best so far, will try in 4 or 5 next.
Risk map settings suggestions: 7/8/2012 17:27:55


Gnullbegg 
Level 49
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Ska2D2 what about multi-attack?
Risk map settings suggestions: 7/8/2012 19:31:08


Ska2D2 
Level 55
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You know Gnull - I never gave that any thought - yes it would be better though.

The reason I ignored it thinking about it - is because I try to ignore multi attack completley! I never play multi attack games so I didn't think about it as a setting. - Good call there I will edit now.
Risk map settings suggestions: 7/8/2012 20:32:20


Ska2D2 
Level 55
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Risk map settings suggestions: 7/8/2012 20:40:17


Ska2D2 
Level 55
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Sorry tried to make it practice under advice from Niko and warlight rejected the change on two different browsers.

completeHandler 17664::warlight.shared.ServerException Error (0): WarLight Server returned TooManyPlayersForEachTournamentGame
at createTournament\CreateTournamentManager.as:EndCreateTournament()
at warlight\shared\messages\Message.as:CreateTournamentReply()
at warlight\shared\messages\Message.as:OnReply()
at warlight\shared\messages\Message.as:()
at warlight\shared\messages\MessagePump.as:OnReceiveMessage()
at shared\Messaging.as:completeHandler()
at shared\HttpRequest.as:completeHandler()
(sp=6)

I'll try again in the morning
Risk map settings suggestions: 7/14/2012 17:43:58


Ska2D2 
Level 55
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Risk settings have been play tested and work well.

So I am opening the first tournament using the settings (with slight tweaks thanks to Gnullbegg for that)

http://WarLight.net/MultiPlayer.aspx?TournamentID=2700
Risk map settings suggestions: 7/14/2012 20:43:00

RvW 
Level 54
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Moros - you might note the card is in 4 pieces - that is because in a risk game you have to trade a 'set' of cards out of a maximum of 5 - and there is no guarantee you can trade in while you have 3 cards - nor is there a guarantee you will have to wait until 5. So 4 is a medium number.


For the first card you are right. However, after you trade in a few cards, the average time between trading in cards goes to three turns. The way to mimic this is to have players start with -1 card pieces (and three pieces per card), but WL cannot model that.

Technical details:
WL doesn't keep track of how many cards you have, it actually tracks each card; if you look at a log from the Game Feed API, you'll see each card has a unique ID number. If it simply tracked the amount of card pieces it would be easy to allow negative numbers; with this system, I don't think it can be done.


Also, if memory serves, three infantry cards are worth 4 armies, three cavalry cards are worth 6 armies, three artillery cards are worth 8 armies and only a mixed set of one of each is worth 10 armies. I didn't do the actual calculation, but sometimes you get to give cards without having a mixed set, so the reinforcement card should really be only worth 9 armies or so.
Risk map settings suggestions: 7/14/2012 21:06:03


Ska2D2 
Level 55
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Ok - I can easily change it to 9. Thanks for the insight.

Also each player now begins with 1 card - this is to reflect (as best I can) the starting armies you place at the beginning of a game of risk.

All improvements I can make are very welcome. So thanks again - don't be shy if you see other problems.

Also would you help testing the template? I want to develop a team template as well, but current tests (with open filters) were a bit inconclusive.
Risk map settings suggestions: 7/14/2012 22:52:43


The 1e Orange
Level 24
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I think it would be more realistc if you change the armies per player territory to 3 and make the base armies per turn 0
Risk map settings suggestions: 7/14/2012 23:28:01


The 1e Orange
Level 24
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I take it back that the base armies per turn should be 0.
But the armies per player territory should be 2 or 3 with 0 pieces of the card.


With the card and 3 base armies per you have 7 armies to deploy, on territories where are 1 armie, and i think most ppl will deploy it on 1 territorie, what would make the game a lot different from Risk.

Normally if you play with 6 players everyone get 20 armies to deploy on the 7 territories(average 2,857), with a max of 4 armies at a territory.


If you make the armies per player territory to 3 there will be 21+3(24) armies.
If you make the armies per player territory to 2 there will be 14+3(17) armies.
Risk map settings suggestions: 7/15/2012 07:20:48


Ska2D2 
Level 55
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Doesn't the mean of 4,6,8,10 = 7?

Come to think of it - the medium is also 7
Risk map settings suggestions: 7/15/2012 13:04:17

RvW 
Level 54
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Ska, yes, it is, but usually you don't trade in three of the same cards, instead waiting until next turn, hoping you can complete a mixed set before running into the five-card-limit.
Speaking of which, the "maximum number of cards a player can hold" should be set at 0 (I just tested it; this works), because it's not allowed to save up and play multiple cards at once. (It is allowed to save up a set if you complete it while you have three or four cards in your hand; this cannot be mimicked by WL).
Risk map settings suggestions: 7/15/2012 14:45:19

Ruthless Bastard 
Level 62
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http://WarLight.net/MultiPlayer.aspx?TournamentID=2700

The attacker had the advantage.
Id go with 87% attack and 75% defense.

Neutrals started with the same as the players(3).

Maximum number of cards you can hold = 0 (1 could be used, because it was possible to double cash)

Reinforcement card in 9 pieces for 9 armies(minimum 2 pieces per turn weight is 3)
Spy card in 3000 pieces(weight is 1)
3 card pieces per turn
With these card settings some people will cash in 3 turns some in 4 and some in 5 turns.


http://WarLight.net/MultiPlayer.aspx?TemplateID=205471
Risk map settings suggestions: 7/15/2012 14:57:16

Ruthless Bastard 
Level 62
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Another way to do cards is 900 pieces 299 per turn. You get your first set after 4 turns than you are on the normal schedule of 1 set per 3 turns.
Risk map settings suggestions: 7/16/2012 04:45:29


Ska2D2 
Level 55
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Ruthless - there are no neutrals in Risk :D

Why the spy card? There is no fog - everyone can see the board.
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