Rezultati pronađeni: 1422
Add Montezuma's revenge. Every 5 turns 50 brown diarrhea units spawn in Mexico with max crit.
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I was recently thinking of "Revolts" by adding in Neutrals units to a choke point on the map. To act, as a "Revolt", Mechanically its difficult
Overall idk, maybe cool ships with high HP
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Awesome, Pavle!
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Napisano od Tokugawa, 10.08.2022 at 13:35

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fixed the link
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Avatar: Hundred Year War
Showcase




Synopsis
This scenario is first of the planned series of scenarios based on Avatar lore.

The Hundred Year War was a major global military conflict that began with the Air Nomad Genocide and lasted for a century, from 0 AG to 100 AG. The conflict was waged by the Fire Nation against the other three nations: the Earth Kingdom, the Water Tribes, and the Air Nomads. However, over the course of the escalating conflict, several smaller factions became involved in the fighting as well. The war was initiated by Fire Lord Sozin, who wished to expand the Fire Nation into a worldwide empire and spread what he saw as his nation's prosperity to the rest of the world.



The scenario itself represents the last 5 years of the war (95 AG to 100 AG). In 95 AG, Fire Nation attempted to siege the city of Ba Sing Se, but failed. Fire Nation troops withdrew to the western part of the continent. The conquered western shore of the Earth Kingdom was put under tighter control, with Fire Nation building its colonies, exploiting resources and arresting any earthbenders in their territory, forcing them into slave labor on offshore factories and shipyards.
Every 5 turns represent a year.


Rules

- NO LEAVING BEFORE turn 15 (0 tolerance policy for leavers)
- No wf-ing, no trespassing turn 1 (except for Ba Sing Se to wall cities in Colonies territory t1), no Serbian walling, Wall glitching, rewalling - unfair play is prohibited
- 4 minutes per turn should be enough (or 5)


Game Mechanics

Main units in the game are benders. They are buildable in Camps, with each faction having its own benders. Benders are much stronger against non-benders (civilians and non-bending warriors), so every faction should priotize building benders in camps first, rather than building non-benders in normal provinces.
Each faction can only build naval transports in Camps which are ports (all factions have these ports, except Colonies).
Capitals of Camps are situated on northwestern part of the map, and can be ally-capped only by the faction of the same Nation (or taken, in case a faction loses)
No air units are available in the game until turn 21.


Fire Nation units (Fire Nation, Colonies and Southern Raiders)



Main unit of the Fire Nation army is Firebender. They are weak to Waterbenders (-1 defence bonus), and strong against Airbenders (+1 defence bonus). They are strong against Civilians, Water Warriors and Non-Bending Warrios (+1 defence bonus)


Southern Raiders are the only faction of the game with Naval:Main Attack unit (no special buffs, descriptions and stats are visible in the game).

As the most technologically advanced, factions of the Fire Nation are the first to get some advanced units:
Turn 21 (no special buffs, descriptions and stats are visible in the game):

Turn 29 (no special buffs, descriptions and stats are visible in the game):



Earth Kingdom units (Ba Sing Se and Omashu)


Main unit of the Earth Kingdom army is Earthbender. They are weak to Airbenders (-1 defence bonus), and strong against Waterbenders (+1 defence bonus). They are strong against Civilians, Water Warriors and Non-Bending Warrios (+1 defence bonus).


Ba Sing Se is the only nation to start with stealth units - Dai Li. Dai Li are only buildable in Lake Laogai. If taken by Fire Nation, they can build them aswell.

While the Earth Kingdom was slow to industrialize, its technology was still more developed than that of the nature-oriented Air Nomad civilization as well as the Water Tribe:
Turn 29 (no special buffs, descriptions and stats are visible in the game):

Turn 37 (no special buffs, descriptions and stats are visible in the game):



Water Tribes units (Northern Water Tribe and Southern Water Tribe)


Main unit of the Northern Water Tribe is Waterbender. They are weak against Earthbenders (-1 defence bonu), and strong against Firebenders (+1 defence bonus). They are strong against Civilians, Water Warriors and Non-Bending Warrios (+1 defence bonus).


Waterbending Healer is buildable in every Northern Water Tribe province and give +1 defence bonus.


Main unit of the Southern Water Tribe is Water Warrior. They are weak against Earthbenders, Firebenders and Waterbenders (-1 defence bonus). They are strong against Civilians and Non-Bending Warrios (+1 defence bonus).



Civilians are weak against all units (-1 defence bonus).


Non-Water Warriors are weak against Earthbenders, Firebenders and Waterbenders (-1 defence bonus).


Events

Turn 22: Siege of the North
Fire Nation gets 40 cruisers and 20 Firebenders near Northern Water Tribe.
Turn 24: Battle of Omashu
Fire Nation gets 49+gen near Omashu
Turn 28: Battle near Ba Sing Se
Fire Nation and Colonis both get 40+gen near Ba Sing Se.
Turn 29: Coup of Ba Sing Se
Fire Nation gets 4x10 stacks of Dai Li in Ba Sing Se.
Turn 32: Invasion of Fire Nation
Northern Water Tribe gets 29 waterbenders+gen, Southern Water Tribe gets 15 Water Warriors and Ba Sing Se gets 30 tanks, 10 Earthbenders + gen near Great Gates of Azulon.



Fronts

WIP

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I'm looking to add more Events to my scenario set in the early 1800s. The primary year is 1802, but for the sake of balancing I've included things ranging from 1800-1814. Currently, I have period-relevant events for the French and British, but still need ideas for the Americans, Spanish, Protugesse, Russians, Chinese, Japanese, Persians, and Prussians. If anyone can think of a historical event that would lead to the creation of units (maybe even the introduction of a new general) for any of these nations during this time frame - please throw them at me!
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Des motivés pour la création d'une coalition francophone active ? Pour faire renaitre la communauté francophone de ce super jeu.
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Thanks!
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Map Type: Any, but I prefer scenarios that do not use airplanes/aeronautics
Time: Eastern Standard Time
Reason: Tips and teams
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Napisano od HappywithGod, 08.08.2022 at 19:28

Http://atwar-game.com/games/?link=2097878001

the USA is wide open as are several other countries; the opponents (like me) are pushover, in my humble opinion; (well I am and the fact that I'm still in the game, tells me the other dude can't be super great; just saying


The max joining turn has passed. Not sure if you want to delete this thread?
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I have to say, I knew none of this information at all. I was an active - ehem, Afterwind - player some ten years ago. To my memory, I played a lot between 2012 and 2014. I especially remember the time when there was a radio in the lobby.

I don't recall when it happened, but after the silverlight debacle which resulted in numerous maps I had spent hours on becoming entirely useless I had functionally quit. Between 2015 and 2020 I did occasionally come back, be active for some weeks/months, then leave again. Each time returning because I had an idea for a new map/scenario or just remembered AtWar out of the blue, and each time leaving due to some bug either ruining a long match or causing problems for my creative experience.

I've been back now for a few weeks and I was pleasantly surprised to see that the map and scenario editors were working great. More unit sounds and icons have always been a desire of mine - I think there were some last time I played a couple years ago but not this many. And overall it seems people in general are more polite. I never paid too much attention to who owned the game, so much so that when I played a game with Ivan the other week I was thinking "This name looks really familiar. Maybe I played a game with him years ago or something." After reading this post I recognized why the name was familiar.

All this rambling is to say I think things have gone in the right direction, and I fully intend to continue developing new types of games to play here. Hopefully they'll be enjoyed and engaged with by other players. The idea of AI-players would enable me to do SO much more, and they'd make scenarios SO much more stable. Very excited to see that come to fruition some day.
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Hi dr.bright can i join pls then we will RULE THE EARTH MAWHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
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Olá pessoal,

Porquê não está aparecendo o mapa "Modern Warfare Evolved - By Commodus":



??

Eu encontrei esse mapa na sessão "casual de 12 horas a 48 horas":



Procurando em toda as seções o mapa e não encontro:



Obrigado!
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Ahhhh...thank you so much! Resolved.
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Air and Navy are as they are in the default map. No buildings.
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Napisano od Zephyrusu, 06.08.2022 at 03:32

Make an alt.

Ok give me an account with all the upgrades unlocked.
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Make an alt.
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Olá pessoal,

Gostaria de ver e saber quais são as unidades disponiveis do mapa:

"World Avetisia III" by Longius

Obrigado.
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World Maps, Eurasia and WW2, not much experience in other maps but learning thou.
Time Zone: India Standard time zone (India)
Reason of joining : I am looking forward to check community and improve my skills as i am not so good.
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05.08.2022 u AW FPL League
Usually Jugers creates these leagues every season, but he isn't around this season so…

If anyone wants to join: 9rfg6k
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Some scenarios are unplayable due to a lack of players. Thus, people should be able to pick multiple countries in scenarios, as long as said country is in their team.
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In games of 24/48 hours you are expelled after 48 hours of inactivity.
I can only play this type of game and I believe it is right that if one does not play for 48 hours he is sent off, at least the others can play, also because if you cannot make the move you could still connect at least with the phone and simply press finish. turn, not even doing that in my opinion, out of respect for those who want to play deserves the expulsion
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Do Banks stack when used in different cities?
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Agreed.

I imagine my first problem would be a lot harder to script for. I know nothing about coding/scripting but it would probably entail the cities and units previously held by the quitting player being put into a tertiary category that isn't just mixing it back in with Neutral, until either the join limit is reached or someone reassumes the role. Unless there's some way for the game to remember which neutral units/cities belonged to a scenario side and which didn't. Which sounds like a lot to script to me, even with no foreknowledge on the subject.
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Napisano od RoyalKingKobra, 05.08.2022 at 00:04

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That could work. Though maybe allowing missing one turn up to turn 10, then allow two turns past that mark.
Or, I'm not sure if this this'll be easy to implement but, instead of the game auto-kicking: give the host kicking power for someone who missed a turn in the first 10, and leave it to them. That would allow the nuance for a case-by-case basis.

Ultimately, whichever version of this suggestion gets implemented will definitely be an improvement. I'm not picky.


Yeah, host having kicking might even be better. Players could then message host their particular (real life) circumstances, and host could respond accordingly. Then host could still keep the game moving by kicking players who start, but never return.
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Citat:
Napisano od brianwl, 04.08.2022 at 23:26



The second suggestion might be easy to implement. If i see Dave i'll mention it to him, but can i make a suggestion on the suggestion... as someone who has the same issue, i tend to join 48 hour games, and i still occasionally get kicked if i have to be away for 3 or 4 days. As you may know already, it used to be like the quick games, allowing 3 turns before you got kicked... but in 48 hour games, that means about a week wait to get to turn 4 if there's a player or two who join and never play again.) So rather than have an option, it might even be easier for Dave to just implement the 1 turn kick for the first 10 turns. After 10 turns, everyone in the game is invested and the non-committed players have already been removed, so if something does call a player away for a few days, they could miss a turn or two before being kicked. Would that also work? i only suggest it because Dave has zero time these days, but it might only take a couple minutes of his time to make this type of change.


That could work. Though maybe allowing missing one turn up to turn 10, then allow two turns past that mark.
Or, I'm not sure if this this'll be easy to implement but, instead of the game auto-kicking: give the host kicking power for someone who missed a turn in the first 10, and leave it to them. That would allow the nuance for a case-by-case basis.

Ultimately, whichever version of this suggestion gets implemented will definitely be an improvement. I'm not picky.
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Napisano od DireWarlord99, 04.08.2022 at 13:12

These ideas are great! I can provide some assistance when it comes to casual games. As long as you just click the "start turn button", you can miss the turn that you started, and you won't be kicked from the game. I understand that means you need to log on once/turn but it does mean you can miss a turn and not be kicked because of it.


I wasn't aware of that. It's not a perfect fix for the problem, but definitely something to try to utilize next time I think I might be cutting it close.
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Napisano od Pavle, 04.08.2022 at 20:39

Idk if it's funny or sad that Brian is seriously replying to Sean's trolls..


Sad... definitely sad.
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