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Thread: "Math of War 1" Design Discussion #334 2022-06-07 | This thread is pages long: 1 2 · «PREV |
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winsyer
Tavern Dweller
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posted August 29, 2022 03:27 AM |
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I still think the [Reply] mechanism of this forum is not clear enough.
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theSilent
Hired Hero
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posted August 29, 2022 09:22 AM |
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#384
The probability of the growth of ADPK
Physical general
More A: 45%, 25%, 15%, 15%
AD Balanced: 35%, 35%, 15%, 15%
More D: 25%, 45%, 15%, 15%
Magic general
More P: 15%, 15%, 45%, 25%
PK Balanced: 15%, 15%, 35%, 35%
More K: 15%, 15%, 25%, 45%
The player decides which line a physical/magic general adopts, before the general reaches Level Two. Once the decision is made, it cannot be changed.
When a general reaches higher levels, the general's A or D or P or K will immediately increase. However, the general can learn new skills later (unlike HoMM3).
Given the need of some RPG maps, the player can respec generals' ADPK and skills, when visiting a cerntain kind of wild buildings (unnamed yet). Such buildings won't appear on the world map until the mapper manually puts them onto the map.
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All units's damages: da1, da2, da3, da4, da5
-20 Critical Rate: 100%, 00%, 00%, 00%, 00%
-19 Critical Rate: 90%, 10%, 00%, 00%, 00%
-18 Critical Rate: 80%, 20%, 00%, 00%, 00%
-17 Critical Rate: 70%, 30%, 00%, 00%, 00%
-16 Critical Rate: 60%, 40%, 00%, 00%, 00%
-15 Critical Rate: 50%, 50%, 00%, 00%, 00%
-14 Critical Rate: 40%, 60%, 00%, 00%, 00%
-13 Critical Rate: 30%, 70%, 00%, 00%, 00%
-12 Critical Rate: 20%, 80%, 00%, 00%, 00%
-11 Critical Rate: 10%, 90%, 00%, 00%, 00%
-10 Critical Rate: 00%, 100%, 00%, 00%, 00%
-9 Critical Rate: 00%, 90%, 10%, 00%, 00%
-8 Critical Rate: 00%, 80%, 20%, 00%, 00%
-7 Critical Rate: 00%, 70%, 30%, 00%, 00%
-6 Critical Rate: 00%, 60%, 40%, 00%, 00%
-5 Critical Rate: 00%, 50%, 50%, 00%, 00%
-4 Critical Rate: 00%, 40%, 60%, 00%, 00%
-3 Critical Rate: 00%, 30%, 70%, 00%, 00%
-2 Critical Rate: 00%, 20%, 80%, 00%, 00%
-1 Critical Rate: 00%, 10%, 90%, 00%, 00%
0 Critical Rate: 00%, 00%, 100%, 00%, 00%
+1 Critical Rate: 00%, 00%, 90%, 10%, 00%
+2 Critical Rate: 00%, 00%, 80%, 20%, 00%
+3 Critical Rate: 00%, 00%, 70%, 30%, 00%
+4 Critical Rate: 00%, 00%, 60%, 40%, 00%
+5 Critical Rate: 00%, 00%, 50%, 50%, 00%
+6 Critical Rate: 00%, 00%, 40%, 60%, 00%
+7 Critical Rate: 00%, 00%, 30%, 70%, 00%
+8 Critical Rate: 00%, 00%, 20%, 80%, 00%
+9 Critical Rate: 00%, 00%, 10%, 90%, 00%
+10 Critical Rate: 00%, 00%, 00%, 100%, 00%
+11 Critical Rate: 00%, 00%, 00%, 90%, 10%
+12 Critical Rate: 00%, 00%, 00%, 80%, 20%
+13 Critical Rate: 00%, 00%, 00%, 70%, 30%
+14 Critical Rate: 00%, 00%, 00%, 60%, 40%
+15 Critical Rate: 00%, 00%, 00%, 50%, 50%
+16 Critical Rate: 00%, 00%, 00%, 40%, 60%
+17 Critical Rate: 00%, 00%, 00%, 30%, 70%
+18 Critical Rate: 00%, 00%, 00%, 20%, 80%
+19 Critical Rate: 00%, 00%, 00%, 10%, 90%
+20 Critical Rate: 00%, 00%, 00%, 00%, 100%
Is this a good idea?
https://www.zhihu.com/question/53428327/answer/2625084374
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted August 31, 2022 12:57 PM |
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Do you have plans to translate "The Maths of War" into English when reasonably advanced?
I believe the cultural barrier is too much for westerners to get into a game in chinese.
Another thing, do you plan to include "wuxia" elements? What about chinese elemental system (water, metal, earth, wood, fire)?
Another thing, will this have nice graphics or mostly abstract?
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theSilent
Hired Hero
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posted September 01, 2022 05:05 AM |
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NimoStar said: Do you have plans to translate "The Maths of War" into English when reasonably advanced?
I believe the cultural barrier is too much for westerners to get into a game in chinese.
Another thing, do you plan to include "wuxia" elements? What about chinese elemental system (water, metal, earth, wood, fire)?
Another thing, will this have nice graphics or mostly abstract?
1 I am translating "The Maths of War" into English.
"The Maths of War" is targeted at players from all of the world. The first language is English.
"The Maths of War" is still on paper. To realize it, we need to collect brains and resources globally.
By the way, I want to immigrate to an English-speaking country.
2 "The Maths of War" is not for nor against any culture.
As far as "wuxia" is concerned, the elements are next to zero.
3 "Wuxing" (the Chinese elemental system) is one of the features of "The Maths of War". However, "metal" is replaced by "air", because a few types of metal are needed somewhere else (such as Nickle Coin, Mistress of Silver Epee, Mistress of Gold Epee, Ti Titan, artifacts).
As I said in #334(http://heroescommunity.com/viewthread.php3?TID=47420&PID=1562789#focus):
5 schools of Magic (Air, Wood, Earth, Water, Fire);
Overcomings of both 3 kinds of Physics and 5 kinds of Magic (Physics: Sharp overcomes Soft, Soft overcomes Blunt, Blunt overcomes Sharp; Magic: Air overcomes Wood, Wood overcomes Earth, Earth overcomes Water, Water overcomes Fire, Fire overcomes Air)
4 We use a lot of graphics to illustrate our ideas: https://www.zhihu.com/column/c_1264217620335034368
Alas, none of the pictures is original.
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theSilent
Hired Hero
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posted September 07, 2022 10:41 AM |
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#388 Cohesion & Influence #389 Politics, Governor & Guards
#385: https://zhuanlan.zhihu.com/p/559289780
#386: https://zhuanlan.zhihu.com/p/559689179
#387: https://zhuanlan.zhihu.com/p/560433951
Cohesion
Every base (or an outpost) has its own cohesion, which varies from 0% to 100%.
The actual income of a base = “the nominal income” × cohesion. (when ignoring Laws)
The actual growth of soldiers in a base = “the nominal growth” × cohesion. (when ignoring Laws)
The actual architects = “the nominal architects” × cohesion.
The durability of fortifications = “the nominal durability” × cohesion.
The damage of fortifications = “the nominal damage” × cohesion.
The growth of the internal guards in a base (or an outpost) is depended on its cohesion. When the cohesion > 50%, the number of the internal guards increases. The higher the cohesion is, the more the internal guards increases per day (until the number reaches 99999). When the cohesion = 50%, the number doesn’t change. When the cohesion < 50%, the number of the internal guards decreases. The lower the cohesion is, the more the internal guards decreases per day (until the number reaches 0).
The expansion of the turf of a base is depended on its cohesion. When the cohesion > 50%, the turf expands. The higher the cohesion is, the more rapidly the turf expands per day. When the cohesion = 50%, the turf doesn’t change. When the cohesion < 50%, the turf shrinks. The lower the cohesion is, the more rapidly the turf shrinks.
The cohesion of every base or every outpost is independent of one another.
A map will set an initial value of cohesion.
When a base (or an outpost) is conquered, its cohesion becomes 0.
Every cohesion +1% per day automatically.
Influence
How many influences you have decides how many bases and outposts you can manage properly.
Sprawl Penalty: If you have more bases and outposts than you can properly manage, all your bases’ cohesions and outposts’ cohesions -f(margin). Both f(margin) and f’(margin) are increasing functions.
Let’s say a base requires 10 influences, and you have 35 influences, therefore you can manage 3 bases properly (assuming there’s no outpost on the map). If you have 4 bases, the sprawl penalty is every base’s cohesion -5%. If you have 5 bases, the sprawl penalty is every base’s cohesion -15%. If you have 6 bases, the sprawl penalty is every base’s cohesion -30% ...
It costs influences instead of money to invite(recruit) a general. The higher a general’s level is, the more it costs.
When a general is recalled or surrenders, it costs influences. The higher a general’s level is, the more it costs.
When a general visits Service Office for Generals (in a base or in wild) or if a general has learned Self-education, the general can consume influences to gain experience.
It costs influences to depose a general from a governor or an envoy.
It costs influences to introduce a new law.
It costs influences to assimilate unoccupied bases, outposts, resource sources, and barracks.
It costs influences for a general to remember the password for a base portal.
It costs influences to extend the limit on the number of generals.
It costs influences to buy attitudes.
The player can spend either resources or influences on spellbooks, machines, artifacts, and scrolls.
The main ways to gain influences:
1 A map will distribute every player X influences. And one of starting bonuses is influences.
2 Every player gains X influences per day. The amount X is set when a game starts.
3 Pilgrimage (somewhat like visiting obelisks in HoMM3) produces influences.
4 Unlike traditional HoMM, when opening a “Treasure Chest”, the player choose between influences (instead of experience) and Nickle Coins.
5 The deposit of one kind of strongrooms is influences.
6 One kind of rewards of Seer’s Huts is influences.
7 One kind of rewards of Blind Boxes (= Pandora's Box in HoMM3 = Runic Box in HoMM7) is influences.
8 In certain circumstances, the player can exchange machines, artifacts, etc. for influences.
Note: there’s no such thing as “influence mine”.
https://zhuanlan.zhihu.com/p/392899444
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#389 Politics, Governor & Guards
Politics (Edition 3.1.0)
Main skills:
Major General: When a base or an outpost is under the general’s government, the cohesion +1% per day. (The cohesion of a base or an outpost +1% per day automatically.)
Lieutenant General: When a base or an outpost is under the general’s government, the cohesion +1% per day additionally.
Full General: When a base or an outpost is under the general’s government, the cohesion +1% per day additionally.
Field Marshal: When a base or an outpost is under the general’s government, the cohesion +1% per day additionally.
Supplementary skills:
Major General
Public Relations: The general can govern bases and outposts of different races. (Without this skill, a general can only govern bases and outposts of the general’s race.)
Siege Warfare: As the defender (not necessarily the governor) of siege warfare, the base’s/outpost's cohesion +1% or +2% or +3% or +4% per round (according to the general’s main skill). As the offender of siege warfare, the enemy’s cohesion -1% or -2% or -3% or -4% per round (according to the general’s main skill).
Internal Affairs: The internal guards belonging to the bases and outposts under the general’s government are seniors. The internal guards can be switched freely between different senior types at any peacetime. (1 Without this skill, the internal guards are juniors. 2 Internal guards has nothing to do with barracks.)
Propaganda: The bases under the general’s government can build fake wonders. The countdown of the fake wonder can be manually set.
Lieutenant General
Geopolitics: The buff of the turf of the bases under the general’s government +f(Level).
Autonomy: The bases and outposts under the general's government doesn't need influences to be properly managed. The bases and outposts under the general's government are immune to Sprawl Penalties.
Lobby: The cost of new laws -f(Level) influences in the bases under the general's government.
Full General
Statesmanship: The general can govern f(Level) bases and outposts. (Without this skill, a general can govern only one base or outpost.)
Command of External Guards: The general can command the internal guards from one (and only one) of the bases and outposts to fight outside. Those internal guards that fight outside their own base/outpost become external guards.
Field Marshal
One-day Wonder: The wonders under the general’s government needs f(Level) less days to win. (If a map doesn’t activate the Wonder Victory, this skill won’t be allowed to learn.)
Governor’s Basic Function
Even without any skills, a general can be a governor of one base or outpost of his/her race. And the governor’s basic functions is to defend the base/outpost even when the governor is not in the base/outpost.
When the governor defends his/her base/outpost where he/she is not, the governor commands the internal guards and the garrison. The governor’s own equipment, machines and spellbook will also engage the battle, the governor’s external guards and volunteers can engage the battle, but the governor’s direct soldiers won’t (the garrison will become the direct temporarily). The governor’s coordinate on the worldmap won’t change, no matter whether the governor wins or loses. Yes, the governor still exists, even if he/she loses the siege battle and even if he/she has no direct soldier. (Without a true direct soldier, a general can’t launch a battle, but he/she can surrender, or be recalled, or even win a battle.) The soldiers summoned by the governor during the siege battle will become the garrison instead of the direct.
When the governor defends his/her base/outpost where he/she is, the garrison will become part of the direct temporarily, no matter the limit of the general’s Leadership.
External Guards
When guards fight in their own base/outpost, they are internal guards. When guards fight outside their base/outpost, they are external guards.
The governor can deploy external guards at any battle.
After a battle, the external guards return their bases/outposts.
Only one base’s/outpost’s guards can be deployed as external guards at one battle.
External guards need battle maintenance fees, whereas internal guards doesn't need any maintenance fee at all.
To win a battle, you should have your own soldiers. In other words, you lose a battle when you have no active direct soldiers or internal guards in the battlefield, no matter how strong the external guards are.
"Politics" (Edition 1): https://zhuanlan.zhihu.com/p/400530937
Chinese translation of Politics (Edition 2.2.1): https://zhuanlan.zhihu.com/p/563777864
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Lord_Immortal
Famous Hero
DoR Dev Team
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posted September 28, 2022 02:43 PM |
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1. What are factions about and what are they inspired from?
2. War Fog and Soldier's don't become healthy mechanic aren't good. There is no War Fog because it's a battle (armies are one infront of another). Unless you involve an ambush or tactic mechanic that in *some cases* includes fog of war.
3. Regarding health one thing that always bothered me is that when a creature stack gets hit, health is counted 1 by 1. You could implement a mechanic where, let's say, after a fireball spell, 30 out of 60 troops in a stack are hurt (at different degrees). This can also enable to implement "formations" which determined how many units are exposed from which side and to what type of attack. Even though the stack doesn't change look formation appears as a transparent square at its feet (see Dynasty Tactics PS2 game how it had the shape of every army below the unit icon).
4. Maybe some Dynasty Tactics / RotK mechanics where stacks can use tactics instead of normal attacks (my suggestion).
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theSilent
Hired Hero
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posted October 09, 2022 01:49 PM |
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#402 The schema of factions
#390: https://zhuanlan.zhihu.com/p/563125461
#391: https://zhuanlan.zhihu.com/p/563777864
#392: https://zhuanlan.zhihu.com/p/564162972
#393: https://zhuanlan.zhihu.com/p/564835861
#394: https://zhuanlan.zhihu.com/p/566181770
#395: https://zhuanlan.zhihu.com/p/566999767
#396: https://zhuanlan.zhihu.com/p/568116489
#397: https://zhuanlan.zhihu.com/p/568866570
#398: https://zhuanlan.zhihu.com/p/569234536
#399: https://zhuanlan.zhihu.com/p/569570325
#400: https://zhuanlan.zhihu.com/p/569723797
#401: https://zhuanlan.zhihu.com/p/569998034
#402 The schema of factions (Edition 12.0.2)
1 Eight playable factions
1.1 Conservative
Tactics: high defence, various immunity, various resistance, various evasion.
Factional skill: Electrostatics.
Title of generals: Tribune; Druid.
Sophisticated machine: Flowery Fence(?).
Soldiers:
R1
Gnome -- Garden Gnome
Sprite Spirit -- Spring Sprite Spirit
R2
Chanter -- Cantor
Unicorn -- Alicorn
R3
Maid -- Personal Maid
Toad -- Dreamland Toad
R4
Treant -- Ancient Treant
Feng -- Fenghuang
1.2 Dungeon
Tactics: deceptive, unpredictable, take back moves, high eyesight.
Factional skill: Chronology(?) (Please tell me which English word refers to “time-space study” and/or “spatial-temporal transcendence technology” in sci-fi).
Title of generals: Warden; Interrogator.
Sophisticated machine: Prisoner Wagon.
Soldiers:
R1
Troglodyte -- Infernal Troglodyte
Penumbra Assassin -- Umbra Assassin
R2
Seductress -- Succubus
Minotaur -- Minotaur Jailer
R3
Fiend -- Feint Fiend
Sibilant Spirit -- Silent Spirit
R4
Devil -- Evil Devil
Widow -- Shadow Widow
1.3 Eden
Tactics: comprehensive + high luck.
Factional skill: Theology.
Title of generals: Lord; Bishop.
Sophisticated machines: Ark (the Ark of the Covenant), Catapult.
Soldiers:
R1
Farmhand -- Farmer
Bowman -- Marksman
R2
Policewoman -- Riot Policewoman
Zhen Handler(?) -- Zhen Fancier(?) (“Zhen” is a poisonous bird in Chinese legend, if there is an equivalent in Christianity, please tell me and I’ll change the name.)
R3
Sister -- Mother
Cavalier -- Cuirassier
R4
Angel -- Virtue
Mistress of Silver Epee -- Mistress of Gold Epee
1.4 Insect
Tactics: high speed, suicide, backfire, adverse side effect.
Factional skill: Gu.
Title of generals: Tyrant; Breeder.
Sophisticated machine: Hotbed.
Soldiers:
R1
Young Nymph -- Later Nymph
Caterpillar -- Caterpillar Captain(?)
R2
Parasitoid Wasp Fei(?) -- Parasitoid Wasp Guifei(?)
Mosquito -- Marauder Mosquito(?)
Bedbug Spirit
R3
Secondary Queen of Termites -- Primary Queen of Termites
Ant -- Final Ant
R4
Mantis -- Mantis Magistrate(?)
Carrier -- Giant Carrier (subsidiary: Fly Spirit -- Robber Fly Spirit)
1.5 Might
Tactics: high attack, high critical rate, high morality.
Factional skill: Hunting.
Title of generals: Alpha(?); Omega(?).
Sophisticated machine: Torch or Stove or Brazier or Fire Basket(?).
Soldiers:
R1
Wolf -- Worg
Owl -- Snowy Owl
R2
Fierce Spirit -- Ferocious Spirit
Bear -- Bear Boxer
R3
Smilodon -- Smilodon Populator
Terror Bird -- Thunder Bird
R4
Behemoth -- Brutal Behemoth
Griffin -- Great Griffin
1.6 Necropolis
Tactics: high HP, various resurrections, R5.
Factional skill: Necromancy.
Title of generals: Coroner; Necromancer.
Sophisticated machine: Blood Moon.
Soldiers:
R1
Skeleton -- Skeleton Catcher
Sha(?) -- Hongsha(?)
R2
Phantom Pacu(?) -- Phantom Piranha(?)
Bone Raven -- Banshee Raven
R3
Vampire -- Vampire Viscount
Lich -- Archlich
R4
Lasting Wyvern -- Everlasting Wyvern
Reaper -- Grim Reaper
R5
Nether Empress (subsidiary: Cerberus Spirit)
1.7 Swamp
Tactics: disturbance, puppet.
Factional skill: Puppetry.
Title of generals: Lizard Leader; Snake Charmer.
Sophisticated machine: Seal(?).
Soldiers:
R1
Tortoise -- Tortoise Elder
Crocodile -- Crocodile Ba(?)
R2
Qi -- Qilin
Basilisk -- Chaos Basilisk
R3
Naga -- Naga Raja
Venom Spirit -- Hypervenom Spirit
R4
Hydra -- Rattle Hydra
Nitric Acid Dragon -- Aqua Regia Dragon
1.8 Upwell
Tactics: high initiative, most various range units, replicas.
Factional skill: Replication.
Title of generals: Entrepreneur(?); CTO(?).
Sophisticated machine: XXX Missile Launcher(?).
Soldiers:
R1
Paper Parrot -- Cover Parrot
? -- ?
R2
Clockwork Camel -- Dual Clockwork Camel
Bachelor -- Doctor
R3
Stone Elephant -- Granite Elephant
Djinn -- Djinn Dean(?)
R4
Titan -- Ti Titan
Priestess -- High Priestess
2 four neutral factions
2.1 Elemental
R1: Earth Spirit
R2: Wood Spirit
R3: Air Spirit
R4: Fire Spirit
R5: Water Spirit (The image would be a freshwater animal.)
2.2 Ocean
R1: ?
R2: ?
R3: ?
R4: ?
R5: ?
2.3 ? (a construct faction?)
R1: ?
R2: ?
R3: ?
R4: ?
R5: ?
2.4 ? (another construct faction?)
R1: ?
R2: ?
R3: ?
R4: ?
R5: ?
More details of Edition 11 see winsyer’s articles: https://zhuanlan.zhihu.com/p/483346309 & https://zhuanlan.zhihu.com/p/514541914 (Alas, he hasn’t finished them.)
“The Maths of War 1” focuses on gameplay (i.e. mathematics), not any setting nor story. (In fact, “The Maths of War 1” has no official campaign.) First, it is the gameplay that decides the name and images, not vice versa. Second, it is the objective needs (instead of my personal taste) that chooses A over B. For instance, wordplay, to avoid using words or images repetitively, A is more easier to use than B, A is more popular than B.
I’m quite pragmatic and flexible about the so-called worldview. I’m open to any useful stuff, no matter where it comes from. All names above can be changed. (Even the project name, "The Maths of War 1", can be changed.) I reject the idea that there must be a soldier named XX, there must be a spell named YY, there must be an artefact named ZZ, etc.
I agree with Gregory W. Fulton: “it is often better to embrace a stereotype, than attempt to redefine it... ‘Something different, but familiar.’ ... Every once in a while, it is good to do something unexpected, as making ‘everything’ stereotypical can be uninspired and boring.” (https://www.fanstratics.com/fstnewsletter16) So, besides following traditional HoMM series and common fantasy settings, “The Maths of War 1” does have many novel and even original contents. There are some examples:
1 Chinese mythology.
1.1 Traditional, like “wuxing”.
1.2 New, like “The Flock of Ba-Hui” (a Chinese Lovecraftian story, which a fan of "The Maths of War 1" introduced to my team).
1.3 Original, like “Qilin”. Yeah, “Qilin” is a traditional monster, but my colleague winsyer created an original Qilin image that is both different from and similar to the traditional one.
2 Japanese game.
Winsyer and I are fans of fighting game “Samurai Shodown” (aka “Samurai Spirit”). The list of ideas that I got from “Samurai Shodown”: https://www.zhihu.com/question/318930355/answer/2268030688
3 Western culture.
Angels and Virtues in “The Maths of War 1” use trumpets (or horns -- which word is better?) instead of swords in HoMMs.
Just name a few.
Range units and generals can attack blindly, i.e. attack tiles that are in fog.
Winsyer told me that he has designed several spells which hurt a whole stack. However, I haven’t seen them, and I'm wondering whether this idea is good or not.
I'm not familiar with “Dynasty Tactics”, so please explain those mechanics in details. You can post some links (which I have access to, you know, I’m in China), and I’ll visit and learn.
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theSilent
Hired Hero
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posted October 18, 2022 06:09 AM |
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#406 Electrostatics
#403: https://zhuanlan.zhihu.com/p/572103850
#404: https://zhuanlan.zhihu.com/p/572371255
#405: https://zhuanlan.zhihu.com/p/572724890
#406 Electrostatics (Edition 4.0.0)
Coulomb’s Law: F=kqQ/r^2
In Chinese, the word “dian he” (charge) and the word “he hua” (lotus) share the same character “he”. In “The Maths of War 1”, a lotus = a source charge Q.
A Conservative general can deploy a lotus in battlefield. The lotus has its own designation, +-dX. Just like soldiers, the offensive is +, while the defensive is -. “d” means the lotus belongs to the direct. “X” is the lotus’s sequence number. The quantity of charge Q=Q(X). The larger the X is, the larger the Q is. The player decides when to deploy.
Every unit which has a designation becomes a point charge q, and q=q(sequence number). The charge of an offensive unit is always +, and the charge of a defensive unit is always -.
So the lotus has Coulomb’s force to each unit, F=kQq/r^2, where k=k(the general’s level), and r is the distance between the lotus and a unit.
F is Air.
Delta(HP)=integer(F×R), where R is a unit’s resistance to Air.
The lotus has its own initiative. In the lotus’s turn, the computer calculates Delta(HP) of all units (and corpses, if a certain skill is learnt) in battlefield. If Delta(HP)>0, the unit gets cured (the basic effect), and even resurrected (with the support of a certain skill). If Delta(HP)<0, the unit gets hurt (with the support of a certain skill).
The lotus is invincible, but has time limit.
The lotus occupies 4×4. Friendly soldiers can pass the lotus without consuming the soldiers’ movement. Enemy soldiers cannot pass. No unit can stack up with the lotus (r can’t be 0).
Main skills:
Major General: The lotus can exist 4 rounds.
Lieutenant General: The lotus can exist 6 rounds.
Full General: The lotus can exist 8 rounds.
Field Marshal: The lotus can exist 10 rounds.
Supplementary skills:
Major General
Conservative Field: 1 The general can act in the lotus’s turn. 2 Even if the general has nothing except the lotus, the general can still fight and even win the battle. (Without a soldier, the general can’t launch a battle, because the lotus can’t be deployed before a battle.)
Electrostatic Induction: The general can deploy and re-deploy the lotus into any blank space within your eyesight. (Without this supplementary skill, the lotus’s location is randomly decided, and can’t be changed.)
Danger! Electrical Hazard!: The lotus can hurt enemies.
Flowering and Fruiting: When the lotus disappears (or the general wins a battle), a stack of Spring Sprite Spirits appears right there (or into the soldier cells). The type of Spring Sprite Spirits is random. The number=f(Level).
Lieutenant General
Honour: The initiative of the lotus +f(Level).
Eightfold Lotus: The lotus provides eyesight in eight directions. When the lotus is relocated, the old eyesight disappear and a new eyesight establishes. When the lotus disappears, the eyesight disappears. See the illustrations here: https://zhuanlan.zhihu.com/p/523481099
Fed on the Lotus: During the lotus is in the battlefield, all friendly soldiers are exempt from maintenance fees.
Full General
Lotus Regimen: The lotus can resurrect friendly fresh soldiers.
Permittivity: k=l(Level). (Without this supplementary skill, k=k(Level).)
Field Marshal
Blooming for the Second Time: After and only after the lotus disappears, the second lotus is allowed to be deployed.
____________
1 A born designer, and the initiator & chief of "The Maths of War 1" (http://heroescommunity.com/viewthread.php3?TID=47420) and other games/mods.
2 I'm eager to emigrate from China. Please help me.
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ArdentWyrm
Famous Hero
King of the Elder Dragons
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posted November 30, 2022 02:32 AM |
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Math of War sounds fun, but I don't know what it is.
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Torment is blinding. It lies. Its pollution steals my sense. It promises: destroy everything and the pain will cease.
- Kralkatorrik
https://dragcave.net/user/ArdentWyrm
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