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 Post subject: AoC: Triggers added
PostPosted: 07 Dec 2010, 23:54 
Game Developer
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read here for details: http://blog.noblemaster.com/2010/12/07/ ... -triggers/

I could probably add more triggers if there are any good ideas around?

Please comment.

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 Post subject: Re: AoC: Triggers added
PostPosted: 08 Dec 2010, 06:07 
Knight
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Perhaps forcefully change alliances based on a trigger. Using a WWII example, we could have a trigger that forces England and France to be at war with Germany.

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 Post subject: Re: AoC: Triggers added
PostPosted: 08 Dec 2010, 08:00 
Freeman
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Joined: 23 Feb 2010, 17:55
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I think triggers are a nice enhancement and add interest to the game, but one should take care to limit their effect so that a player isn't totally wiped out by a trigger's effect. There is nothing more frustrating than developing a position over many turns only to have it wiped out by a random event. That brings to question how triggers should be applied to weaker empires. IMO it should be applied proportionate to some metric of strength.

I believe one of the strong aspects of A0C is that there is a good balance between luck and skill. However triggers are implemented should take care to maintain that balance.

That brings to question how triggers should be applied to weaker empires. IMO it should be applied proportionate to some metric of strength.

Question: Are all triggers global, applying to all empires? Or do some only apply to individual or groups of empires?

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 Post subject: Re: AoC: Triggers added
PostPosted: 08 Dec 2010, 08:02 
Freeman
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Joined: 23 Feb 2010, 17:55
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ImLagging wrote:
Perhaps forcefully change alliances based on a trigger. Using a WWII example, we could have a trigger that forces England and France to be at war with Germany.


I like this one though I'm not sure of it's impact. I definitely think it's worth a test.

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 Post subject: Re: AoC: Triggers added
PostPosted: 08 Dec 2010, 09:08 
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Triggers apply to all the empires (at least the 3 triggers that are there now). So, I would think it's fair as not one empire is singled out by an effect.

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 Post subject: Re: AoC: Triggers added
PostPosted: 08 Dec 2010, 12:22 
Knight
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Population Boon? 15% increase to population?

Heavy/Scarce Migrations? i don't know the migrating code... or if it's triggerable?!?

Technological Breakthrough? 5% increase to military spending?

Ice Age? 43% decrease in population? similar to plague... but half the damage

Oktoberfest? or Olympics? 5% increase to morale?

Adjustable Percentages?!? is it possible to set the percentages of the triggered events? (making ice age moot, if plague is adjustable)

Multiple Triggers?!? Plague on turn 5... Population Boon on turn 15... Technological Breakthrough on turn 20... etc...

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 Post subject: Re: AoC: Triggers added
PostPosted: 08 Dec 2010, 12:40 
Knight
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The frequency and effect of the Economy and Plague are adjustable. Anywhere from happening on a specific turn to a percentage such as every turn has a 5% chance of having a plague happen.

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 Post subject: Re: AoC: Triggers added
PostPosted: 08 Dec 2010, 12:51 
Knight
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sweet... ixnay on the Ice Age-ay spanking

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 Post subject: Re: AoC: Triggers added
PostPosted: 08 Dec 2010, 13:20 
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I put the suggestions onto the to do list :kg:

And yes, the percentage is already adjustable and yes, you can define as many triggers per scenario as you like!

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 Post subject: Re: AoC: Triggers added
PostPosted: 08 Dec 2010, 14:13 
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We had this talk. Somewhere on the forum there is a long list of suggestions for triggers. Most of them I thought were pretty good ones.

Regarding balance, I guess. You can try to keep the trigger balanced for a general game but that's not how I view triggers. I see triggers as a specific event to mold the scenario. Such as Japan's "Toro, toro, toro" attack on the USA in WWII. What balance? It's being used simply to simulate a historic event. Let's say in your fantasy map has goblins and you feel that they aren't the most sanitary race. So you put a plague trigger on them. You might want to give them a larger population but once again. Why balance it? The goblins in this scenario are meant to be a challenge. Or the Ottoman/Turk attack on Athens/Sparta/Greece where most of the fleet got wiped out in a gale storm at sea. No balance there, it's just the way it is. A chance to relive history and see if you can alter the outcome by having the foresight or benefit of knowing the historical outcome.

I will say that any map/scenario that has triggers in it. Should have a description explaining the scenario so the players know what they are getting into prior to the start of the game. That way they can decide if they are up for the challenge or not. So - is there a description box/field that the map makers can type into to explain why a trigger was added to a particular scenario?


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 Post subject: Re: AoC: Triggers added
PostPosted: 08 Dec 2010, 14:39 
Knight
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that's advanced 'triggerometry' :roll:

ur in the wrong class!!! spanking

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 Post subject: Re: AoC: Triggers added
PostPosted: 08 Dec 2010, 15:10 
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:rofl:


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 Post subject: Re: AoC: Triggers added
PostPosted: 08 Dec 2010, 15:20 
Knight
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Yes, each scenario has a name and description fields. Also, the map maker can change the description, at which point they could delete the trigger info. However, at this time, the trigger affects all players, so it can't be used to single out a specific empire. Yet.

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 Post subject: Re: AoC: Triggers added
PostPosted: 08 Dec 2010, 15:34 
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Good to know. Thanks.


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 Post subject: Re: AoC: Triggers added
PostPosted: 08 Dec 2010, 15:35 
Knight
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Joined: 31 Jan 2008, 11:39
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I fully support Fodder here, trigger can be balance if the map maker want it, that's on his hand, if you find a scenario not fair to your taste you can add a new one (actually i don't know if it's still possible in v3)


For suggestion, i thing about the Copperfield's trick :
80% of troop aleatory chosen diseapear and will be resent in game, by new random selection, several turns later.

Hippies days : all attack failed : all troops sent in an attack throw their weapon down and return to pop.

french strike : all troops refuse to fight during x-turn, after that upkeep cost y% more than usual.

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