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Master of Magic - Implode's Multiplayer Edition • View topic - Removing concept of scouting nodes/lairs/towers
Page 1 of 1

Removing concept of scouting nodes/lairs/towers

PostPosted: Mon Oct 06, 2014 10:05 pm
by Implode

Re: Removing concept of scouting nodes/lairs/towers

PostPosted: Sat Oct 11, 2014 1:27 pm
by Worsas
Also, this will make playing with several people more fluent, as you can save yourself the additional step of testing what's actually inside of a node/dungeon.

Re: Removing concept of scouting nodes/lairs/towers

PostPosted: Sat Oct 11, 2014 9:05 pm
by npilgaard
That workaround sounds good.
And thanks for the update :)

Re: Removing concept of scouting nodes/lairs/towers

PostPosted: Thu Oct 16, 2014 1:24 pm
by Irwin
Sounds good yeah :)

Re: Removing concept of scouting nodes/lairs/towers

PostPosted: Mon Sep 26, 2016 7:06 pm
by Cor'e =)
Just a thought, just for fun,... ;)
what if upon completion of winning the battle of the guardian units (monsters or whatever), that everyone can visibly see on the map all too well (just like in cities, everything is scouted in detail), there lay beneath a single additional (semi?)randomized level that could not be scouted? What if that had a pop-up that put some fear into you! Made you sh.., er, quake in your armor? And if you win, then it is cleared and treasure may be gained, but if you lose then chomp chomp, it gets randomized again! I'm saying this because it is actually fun to fight monster battles of unexpected strength or numbers (well, if semi-randomized you could expect some things, like kinds or strength, which is better than totally random). =)

Re: Removing concept of scouting nodes/lairs/towers

PostPosted: Sun Nov 27, 2016 1:36 pm
by Seravy
The original game used a pretty simple solution, the units in lairs didn't exist at all. They were created on-demand when entering the battle and ceased to exist immediately when it was over, they were stored as mere numbers, such as "4 copies of unit type 177 and 2 copies of unit type 192". Since these units didn't exist on the overland map, the "neutral player" didn't need to control them in the first place.
I assume there won't be a global unit cap in your game unlike the original, and AI will be better written so large amount of units won't cause slowdowns, in which case you don't need to do that.

On the other hand, knowing too much detail without having to sacrifice a unit to enter and see the enemy does take out a little from the game, I think having a somewhat less detailed scouting report was fun...though the original was not detailed enough. In my mod I have a report that says "many" for 5+ primary monsters, "a few" for 3-4 and "a" for 1-2, and ofc no information about secondary monsters, however earth lore and nature awareness reveals both monster types, but no numbers are given for either.