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The update!: 1/4/2016 18:04:46

Luna {TJC}
Level 56
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Discuss and stuff

Edited 1/4/2016 18:07:04
The update!: 1/4/2016 18:08:30


kntye
Level 25
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Just saw it! Wish the Commanders page weren't empty (https://www.warlight.net/wiki/Commanders). Could someone explain what they are?

Also, damn, the trial sounds pretty nice.

Nvm- this describes commanders: https://www.warlight.net/blog/index.php/2016/01/update-3-12-commanders-one-army-stands-guard-setting-membership-trial/

Edited 1/4/2016 18:09:44
The update!: 1/4/2016 18:08:34


SirSalty
Level 49
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Shut up......
The update!: 1/4/2016 18:09:08

Ranarius 
Level 58
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Didn't there used to be a "lifetime" membership? I logged on to do that and it's not there anymore. Is it my imagination? haha

Also, what is a commander? It's not explained when I click the link.
The update!: 1/4/2016 18:09:39

Luna {TJC}
Level 56
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Damn I keep get screwed over today. I saw the membership change thought It was the update , Made this thread then looked in community and saw no update had been announced then edited and deleted the text, then the update gets announced on the community tab.

Edited 1/4/2016 18:11:36
The update!: 1/4/2016 18:11:27


kntye
Level 25
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@Ranarius: Yes, there used to be a lifetime membership. On the bright side, Fizzer's finally added monthly memberships for shorter-term trials (and as things you can give as rewards for tournaments/etc. :D). I remember being one of the people to suggest this, so I'm happy it happened.

Commanders are single units that act as stacks of 7 armies- but if they get eliminated, so do you. So a new dynamic in the game where not all armies are equal. Really changes strategy because now you can go try and kill the Commander instead of going after the bonuses, and on defense you have to be prepared for both scenarios.

Edited 1/4/2016 18:12:04
The update!: 1/4/2016 18:13:48


[WOLF] The Conservative
Level 56
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cool update. not much effects me however in gameplay though
The update!: 1/4/2016 18:16:28


kntye
Level 25
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You can also eliminate the requirement for one army to stand guard, which means faster expansion and more interesting defense. Just created a game (perhaps the first game with Commanders? Am I part of WL history?) with New Luna Republic to test this out- settings are Strat 1v1 - One Army Must Stand Guard + Commanders: https://www.warlight.net/MultiPlayer?GameID=10213548

Edited 1/4/2016 18:16:57
The update!: 1/4/2016 18:16:58

Luna {TJC}
Level 56
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Renamed Abandon Card to the Emergency Blockade Card
The Abandon Card has a new name! However, the behavior is completely identical to before. The Abandon and Blockade cards have always been very similar cards, the only difference is in the timing of when they take place. The name change just makes it more clear how this card works to newcomers. See this discussion thread for more details, and thanks to Genghis for coming up with the name!
The update!: 1/4/2016 18:18:09


knyte 
Level 58
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I can't believe Fizzer actually listened and implemented forum suggestions. :D ily FizzBuzz

Edit: one other useful thing would be to allow players to set the value of a Commander- e.g., to set a Commander to behave like a stack of, say, 9 armies instead of 7

Edited 1/4/2016 18:20:49
The update!: 1/4/2016 18:21:52


Tristan
Level 57
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@propulsion


The commander represents you. You’re on the battlefield with the rest of your armies, commanding them. If the commander dies, all of your armies change to neutral and you’re eliminated from the game.

Commanders can attack, defend, and transfer in the same way that normal armies can. When you issue an attack or transfer order from a territory with a commander, a check-box will appear that allows you to optionally include the commander in that attack or transfer.

When in combat, commanders act like a stack of 7 armies. For example, if you attack with your commander along with 3 armies, it will do the same amount of damage that attacking with 10 armies would do. Similarly, if you are defending against an attack with your commander and 3 armies, you’ll do damage to the attacker equal to if you were defending with 10 armies.

When a commander engages in combat along with armies, the armies always take damage first (they’re protecting the commander with their life). For example, assume a territory has a commander plus 3 armies, and 10 armies attacks it. Using the default 60% kill rate, the 10 armies will do 6 damage. Since armies die first, the 3 armies die, and 3 damage would be left to be applied to the commander. Since it takes 7 damage to kill a commander, and commanders are never partially damaged, the 3 remaining damage does nothing. In order to kill a commander, all 7 damage must be done to it at once in a single attack.

In manual distribution games, commanders will always start on the first territory you are awarded (usually your #1 pick). In auto distribution games, commanders will start on a random territory of yours.

For the most part, commanders follow the same rules as armies. For example, in multi-attack games, commanders can attack many times, but as soon as they transfer they can’t move again. However, unlike normal armies, commanders can not be transferred to a teammate (they must always remain on a territory you control.) Using an Airlift Card, commanders can be airlifted, as long as the destination is one of your own territories and not a teammate.

Only members may enable commanders for their games, however anybody can join a game that uses commanders.


^ From the blog post.
The update!: 1/4/2016 18:24:57


LoaTBaC
Level 50
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Yeah being able to set the value of Commanders would be good (maybe something based on income too?). One thing I don't like is the removal of the option to set whether the game starts automatically in real-time games (if the game takes a long time to fill, you could send a warning before it is about to start if you have the option).
The update!: 1/4/2016 18:26:29


knyte 
Level 58
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One thing I don't like is the removal of the option to set whether the game starts automatically in real-time games (if the game takes a long time to fill, you could send a warning before it is about to start if you have the option).


Perhaps the feature was being abused and really increasing boot rates in things like diplos?

It also breaks my RT matchmaking setup because no it's impossible to automate unless I make all the games MD.

Edited 1/4/2016 18:26:49
The update!: 1/4/2016 18:28:59


Belgian Gentleman
Level 55
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Still waiting on the moment when peace treaties are becoming a real thing.
The update!: 1/4/2016 18:31:35


OxTheAutist 
Level 58
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Agreed with knyte. Having Commanders as customisable instead of fixed would be pretty nice, especially seeing as different games have different incomes per player (commanders would become useless on large maps).

Overall, a damn good update. :)

Edited 1/4/2016 18:32:05
The update!: 1/4/2016 18:31:39


ChrisCMU 
Level 60
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Reading the update, so far everything seems positive to me. Great update Fizzer!

1) Commanders - not anything to be used in a strategic game, but will be fantastic for those who do RP games for sure.

2) 1 army must stand guard - again, should not change strategic games as much, but still a good setting to have

3) Membership trail/cost - don't care, but does not hurt to have more options

4) Rename card - don't care, but makes sense

5) trophy for ranking first in the 3v3 ladder - Great!

6) In Local Deployment games, the bonus names are now links which highlights - badly needed, thanks!

7) Initial armies per player territory setting can now be set to 0. - good update

8) The Mega Strategy Pack now unlock - does not effect me but makes sense

9) The experimental sockets feature now disconnects less often - not sure what this changes for me?

10) The “automatically start once all players join” flag - good idea

11) “next game” button is now at the bottom instead of the top - good idea

12) “Game Summary” button - good update

13) The “Rate this map” in Game Summary window. - this addresses my concern, thanks

14) The Game Summary window now provides links to history and graphs. - helpful

15) Need validated email address or be signing in through Facebook. - great idea

16) move order is now viewable at the top of the Players window - sounds good
The update!: 1/4/2016 18:40:00


DanWL
Level 61
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No spoilers please!
The update!: 1/4/2016 18:40:45


Kenny • apex 
Level 59
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2) 1 army must stand guard - again, should not change strategic games as much, but still a good setting to have


MA templates.
The update!: 1/4/2016 18:41:06


Yugoslavia
Level 57
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I have a problem http://prntscr.com/9m2af6
Please help, I whant to play :)
The update!: 1/4/2016 18:43:33


Buns157 
Level 66
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I don't see why fizzer got rid of lifetime membership, it was the only one I was thinking of buying after a coin tournament im in.
The update!: 1/4/2016 18:45:34


Fleecemaster 
Level 59
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The servers are super-buggy now :/
The update!: 1/4/2016 18:46:39


Zephyrum 
Level 60
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2 things!

1) Agreed with Knyte. Make it so you can customize the commander value. Same for the gouddamn bomb card damage.

2) Can't use Commander and 1 army must stand guard together. That's fine, but...



He refers to commanders as "special units".

Does that means that... There'll be MORE of these units?

#THEHYPE!!!
The update!: 1/4/2016 18:48:02


Kenny • apex 
Level 59
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lmao.
The update!: 1/4/2016 18:48:05


Fleecemaster 
Level 59
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Emergency blockade is a terrible name, I thought we covered that in that thread already?
The update!: 1/4/2016 18:50:54


Psychonaut
Level 57
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I think it's pretty rad. Commanders need to stay out of strategic games for simplicitys sake. But they'll make RP and diplomatic game much more fun. And I'm excited to see what game modes people come up with :) also the ability to remove one army stands guard I think is an amazing change.
The update!: 1/4/2016 18:54:37


[WOLF] Colonel H Cardwell
Level 49
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Wow! This is literally amazing!

#ThankYouFizzer!!!
The update!: 1/4/2016 18:59:04


Zephyrum 
Level 60
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I COULDN'T RESIST. He's so good looking.

The update!: 1/4/2016 18:59:40


Fleecemaster 
Level 59
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Nice, it bugs me that the commander isn't vector graphics though, looks so out of place...
The update!: 1/4/2016 19:08:52


knyte 
Level 58
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@Kenny: that's an interesting side effect of commanders... they might not be great for strat games yet

They might end up alongside Multi-Attack/Bomb Cards/etc. as one of those options not frequently encountered in widely-used strategic templates that are still used by a small set of players for interesting strategic situations. I don't really think they preclude templates from being strategic- they just introduce new dynamics.
The update!: 1/4/2016 19:09:55


ChrisCMU 
Level 60
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I bet that is a selfie of Fizzer from Halloween (the commander picture)
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