Creator: Urbani || First Published: 01/04/2016 || Players: 9 || Size: 39x52







































































































































































































































































































































































Categories: Toy-Box | ||
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For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
Comments: |
Urbani (01/04/2016 03:42pm | Edited: 09/05/2016 12:19am):
Phantom Domain Rules ~~~~~~~~~~SET UP~~~~~~~~~~ Fog: On Sonja Banned (South Segment Problems) Broken Five Banned (Grit, Kanbei, Sensei, Hachi, Colin) Sturm, Rachel, Von Bolt, Drake, Hawke, Olaf Banned (Damage Abilities) Lab Gating: Preferably None (Maybe something to try at a later date with this setup.) Orange Star has to be Javier and OS will be the games "Moderator". (OS will be referred to as mod from now on, as presuming I am modding the game, I am CI.) Mod units cannot attack unless they are produced by the effect of tokens (see tokens appendix). Set the game up as a free for all. The game is not truly free for all however due to the presence of roles (refer to roles for more information). The mod is not truly a player and is there to ensure the experience of the game does not go awry. If anyone has their win condition fulfilled, Mod will alert the rest of the players through broadcast to set draw and will eliminate all losers through means of the south west HQ area. ~~~~~~~~~~MAP~~~~~~~~~~ Explanation of South West: If a player is actively trying to break the rules, has lost all units on the main map, or another player's victory condition is met, the infantry in this area will remove that player from the game. Removing players from the game in this way ensures a fast turn cycle. The mod has no other purpose for this infantry and will not capture all HQ`s as a joke. Do not use this infantry for target practice if for some reason you can get a unit in range to fire upon it. The mods backup plan for you doing this is to send an arbitrarily large number of mega tanks and make the game less fun for you. Explanation of South: At the start of the fifth day and every five days afterwords, The mod will publicly announce the winner(s) of the APC Lottery. (But not what they win.) To play the game, move your APC into one of the three available forests (top, middle or bottom). The players in the row of forests with the least number of APCs are the winners. Prizes scale upwards for being the sole winner. Prizes are up to the Mod's discretion (I suggest tokens in the early game and abilities or helpers later on.) Players that gain vision of the Megatank(through their APC vision) are not allowed to fire on it. Explanation of South East: Not intractable and serves to make some of the mods units much more difficult to kill. Also prevents some stupid luck things that could happen in the South-most East area. Explanation of South-most West: At the start of the game, Mod will choose one player to be the Phantom anonymously. The mega tanks in the SW corner will cover the non-phantom players factories and leave the phantom the whole SW quadrant to capture giving them an advantage. Rivers around the factories prevent the phantom from building rockets and gaining vision of BM and bombarding that infantry. Explanation of South-most East: The SE corner contains the questing area. The Mod recons will not attack the infantry here but serve as a blockade. The mega tanks will move back at the cost of tokens. (See tokens appendix). Main Map: The map will normally start out as a eight-way free for all with the final goal of each player being to complete their roles victory condition. Players are encouraged to form diplomatic groups as they try to complete their role's victory condition. Players are allowed to interact with mod units however they would like however, the mod must follow specific rules listed here. Main Map Mod: The mod must immediately dive their central submarines. No mod units can attack unless otherwise stated. (See tokens appendix). ~~~~~~~~~~TOKENS~~~~~~~~~~ Tokens Appendix: Everyone starts with zero tokens and tokens can only be gained in four ways. Those ways are: 1) Sitting on Mod Labs - (See notes below.) 2) APC Lottery - (See notes under Map - Explanation of South.) 3) Role Abilities - (See examples under Roles.) 4) Donation from Another Player - At any time, you may private press message the mod and choose to donate any number of tokens you have to another player. Possible uses include diplomacy or throwing other players off your trail by randomly changing your token count. You may choose to donate anonymously or allow the mod to include your country. Mod will press message you when your token count changes. Mod Labs: At the start of the fifth day and every five days afterwords, any player with a unit on top of a mod lab will receive a token. You may capture mod labs however this will prevent the mod from seeing who is on top of them and therefore turning off their ability to give players tokens. Tokens will be recorded by the mod and will be sent to you in a private press message. Token Purchases: 1 Token - SE Questing Area Purchase - Moves a Mod recon back two spaces. (You may use this ability on other countries but if you don't specify it will be assumed you use it on your own.) 1 Token - Anonymous Mod Broadcast Message - Private Press Message the Mod, they will broadcast your message anonymously. 2 Tokens - Reconnaissance Scout - Mod private press messages you a link to an image of the mod's central piperunner's, recon's, and sub's vision range. (You may share the link freely if you choose to.) 2 Tokens - Mod Lab Information - The mod messages you with all information of the current units on top of all mod labs. Info includes: Country, Fuel, Ammo, Health and Unit. 3 Tokens - Activate Mod Piperunners - Message Mod a country. For the next five days, Mod piperunners will be allowed to attack units of that country. (You may choose to target your own country.) 3 Tokens - Helper Unit Purchase Log - The mod messages you with the purchase history of mod units of target country. (Includes day sent, where it was sent, and what unit was sent.) Mod Helper Units - Message the Mod a country. Produces and sends the unit towards that country's base and only attacks that country's units. You may choose to target yourself. 2 Tokens - Mod Tank 2 Tokens - Mod Anti-Air 3 Tokens - Mod Battle Copter 4 Tokens - Mod Medium Tank 4 Tokens - Mod Fighter 5 Tokens - Mod Neotank 5 Tokens - Mod Bomber 6 Tokens - Mod Mega Tank Mod helper units will be produced at the facility closest to their target. Mod Helper units AI: Mod helper units will move towards the original start location of the target country until they die. They will not attempt to refuel or repair and will attempt to attack the unit with the highest cost within Mod's vision. ~~~~~~~~~~ROLES~~~~~~~~~~ Roles are given to players at the beginning of the game, roles are random and are up to the mod's discretion to allow the correction of handicaps and to give each individual player a specialty. The phantom will always receive the phantom role (but may choose to bluff their ability to try to fool other players into thinking they are not the phantom.) Roles are private press messages on the mod's day one. Roles are formatted as the following: (Examples Below) *These examples include theoretical abilities, these are not the only possible roles and abilities are not locked based on what alliance your role is.* Alliance: Evil (Phantom) Win Condition: All players with the "Good" alliance are defeated. Abilities: On day five, and every five turns afterwords, you may attempt to steal 1 to 6 tokens (at random) from another target country. Alliance: Neutral Win Condition: Survive long enough to see another player meet their win condition. Abilities: You will be warned whenever a player sends a mod helper unit after you. (This will be a private press message including unit type and country who is sending it.) Alliance: Good Win Condition: All players with the "Evil" alliance are defeated. Abilities: You have knowledge of all players token count. (This will be private press messaged to you at the start of each of the mod's turns.) Alliance: Good Win Condition: All players with the "Evil" alliance are defeated. Abilities: You start the game with one token. Defeating Players: A player is considered defeated when one of the following conditions is met. 1) The mod APC that is located by that players starting areas empty silo pad is destroyed. Note: This APC will not move. 2) An effect or ability of another player causes that player to be defeated. 3) That player leaves the game, resigns, or is booted by the system. When a player is defeated, they will have two turns to say goodbye as the mod captures their headquarters. I don't always copy paste these exact role layouts but this is a good example. It is possible to have several phantoms in a game. If there is, they will share the South-most West corner. ~~~~~~~~~~MISC.~~~~~~~~~~ Phantom Domain Alpha: http://awbw.amarriner.com/prevmaps.php?maps_id=66452 Phantom Domain Beta: http://awbw.amarriner.com/prevmaps.php?maps_id=66497 Phantom Domain: http://awbw.amarriner.com/prevmaps.php?maps_id=67885 Phantom Domain Pocket Edition: http://awbw.amarriner.com/prevmaps.php?maps_id=69419 Press and Broadcasts are encouraged and you will have your tokens tracked for you by the Mod. --Leave a comment with any questions you have!-- ~~~~~~CHANGE LOG~~~~~~ 03/04/15 - Alpha Map Published. 08/04/15 - Beta Map Published. Rule overhaul including APC lottery, New token appendix, Removed APC's for tokens and added labs, corrected playable CO's, tidied up bottom areas, centered map. 25/04/15 - Map Rules refined to take up less height and look pretty. 30/04/15 - Rule updates to prevent exploits in APC lottery and Questing areas. 25/05/15 - Rewrote some of the Token Appendix abilities wording to be clearer. 04/06/15 - Cleared up a couple of confusing sentences. Added games section (Updates to games will not be posted in Change Log.) 09/10/15 - Silos removed from phantom area, factories in center changed to cities, added mod airports, mod units and terrain updated, phantom area changed. 09/13/15 - Fixed a couple units for mod convenience. (Recons in questing area, neotanks in lottery area.) 01/04/16 - Current Map Published. Some small rule changes and made the game much more even among players. 04/25/16 - Updated how defeating players actually works. Added APC's to show when a player has been the equivalent of routed. 08/31/16 - Waiting on large maps to be fixed so we can finally get back on this map instead of the Beta map... 09/04/16 - Pocket Edition Released until large maps are fixed again. |
Urbani (01/04/2016 04:03pm):
I'd love to know from the anyone who has experience with multiplayer FTA if this is the correct way to make an 8 player map (ignore OS). My thoughts were since Amber would go last, I gave them an infantry on Blue's side since that would make Blue go first vs Green, Green vs Yellow, etc. etc. and then Amber go first vs Blue. Leading to each player going first against one of their opponents. But then I don't know if factory placement being only two turns from that infantry creates an advantage for Amber. |
the-deadly-shadow (01/04/2016 05:01pm):
First comment that is yours;) ! This one is a bit to symmetric and open for my liking. Also the center is quite far away, so it is hard to control and trying so would cost you more units than it worth. At least that is my vision on it. |
Xmo5 (01/04/2016 05:42pm):
To fix FTA, alternate every other player so that each one goes either before both of their neighbors or after both of their neighbors: BM, RF, GE, GS, YC, BD, BH, AB Once you do that, you can give the players that move after both neighbors (RF, GS, BD, AB) one infantry for an FTA counter. I think it would take a lot of analysis, but you could/should probably make sure that their progression in the game is fair that way. In other words, while this theoretically works on normal maps, you'll have to look into tokens etc. and check for potential imbalances in light of your special rules. |
Urbani (01/04/2016 06:59pm):
@the-deadly-shadow I noticed the symetry as well and I think it has to do with the 8 non-mod players vs the 7 non-mod players on the previous maps. I agree that it is hard to get to the center and probably too much of an investment so I'll swap some bases around and leave one closer to the center for each player so it doesn't seem so far away from production. The map also felt really terrain light which was intentional because I was afraid that ranged units would be able to camp the mod labs. I'll add some more terrain regardless since it feels pretty plain right now. @Xmo5 Thanks for the baseline FTA counter. I'll see if testing proves that any player has an advantage. |
Fruitigal (01/13/2016 04:43am):
Would having less labs change the game much, from the perspective of the mod? |
Urbani (01/13/2016 12:46pm | Edited: 01/13/2016 12:47pm):
I think the only difference that less labs has would be less lab trading (A trade in which each player fighting over a lab surrender one lab to the other player which allows each of those players to get tokens but not waste resources and units trying to obtain it, putting them ahead of any player using funds to try to obtain a lab) which is a good diplomatic trade between in game allies. Since once you hit below a certain number of labs (less than one per player) lab trading becomes impossible until major players are established. Less labs also influences token income which causes the price of token purchases to rise/fall with the number of labs in a game. For a while I considered how map size effects number of labs in a game, and the larger the map the more room for labs and the more funds, meaning that several of the mod purchases scale well or terribly with map size. (Higher funds for players means an easier time dealing with Mod Helper Units for example.) So with a large map, you normally have more labs, more funds, and a slight inflation of token abilities costs. I would say that smaller maps would have less labs, funds, and a slight deflation of token abilities costs but this is only what I think since this is the second map size I have tried. |
observerandhost (06/23/2016 12:50am | Edited: 06/23/2016 12:50am):
Interesting concept of APC...... It just works like an hq right? I would advise you to use cities as such an APC is invincible whrn it has 10 hp. You need bbomb and missiles to lower down the hp. Also the hp is not regainable, indicating that we can have a rush, which may not be so good...... |
observerandhost (07/15/2016 03:59am | Edited: 07/15/2016 04:06am):
The defense bonus has something to do with units remaining HP. So for an APC owned by 6-tower javier, it has 60+40=100 percent of defense on empty silos if it has 10HP. But it has only 60+40*0.1=64 defense if it has only 1 HP. 100 defense=invincible. So we have to deal with it with bbombs or missiles first before being able to damage it. Considering the existence of missiles in the middle, having such an unrecoverable APC for HQ may not be fair. Also your message box is full and I can not send messages into it. Edit: I thought the empty silo was a 4 star terrian.. Ok it is a 3-star one in AWBW. Then the 10 HP mod APC has 90% defense, and a 1 HP one has only 63% |
Urbani (07/19/2016 03:12pm):
I had actually thought that silos were zero defense terrain, I'll have to fix that. I also didn't know damage worked like that. That would make the APC invulnerable at full health if silos were four stars. When the large map tile bug is fixed I will look into how durable a mod apc hq should be. Worst case scenario if it does not work out, I will put a HQ in the APC spot instead. |
observerandhost (07/22/2016 09:31am):
To limit the income you may use a mod city instead. Currently it is no wise to invest in navy. Predeployed units can be deployed properly if you deploy them all once at the last phase of your edit. Considering the map is a 39*52 one, you made the map with offline editor right? In most cases offline editor works well when online one doesn't. |
Urbani (07/22/2016 02:07pm):
You are correct in that it is currently not wise to full out invest in a navy but I can see landers and black boats having their uses. It is possible that one player heavily invests into a battleship and the opposing player will need to counteract with a sub. In the first scenario the port is just a city with an upside that can refuel your predeployed lander. I actually used the online editor and the html file that allowed you to specify map size. I am not familiar with the offline editor but I will look into it if it could possibly allow me to fix the map. |
ichbinsehselber (11/22/2016 01:50pm):
The base ownership in the south seems to be erroneous. GS has only 1 base total while BH has 3. And the location of BD bases looks weird. |
a9977321 (11/24/2016 12:14pm):
Changes can't be made on large maps currently.... That's why we do not play in newest version. |
Urbani (11/25/2016 03:06pm):
Yeah, Large maps cant be edited below a certain point, (Shown here where the carriers stop.) Pocket Edition is in use while we wait for large maps to be properly editable again. |
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