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Hello fellow skylords, since GoL got changed here's how the map was beaten as fast as possible - without an explination. 🙂 The document shows different timings for player-inputs for 4player to 1player speedruns for the map before the changes in Patch #400031 - 18 December 2021. Here's also the Google docs link. There won't be an explination. I'm just sharing it for the sake of sharing. Cheers, Myno GoL_Timemap.xlsx
- 5 replies
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- Guns of Lyr
- Speedrun
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(and 2 more)
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so then, anyone have a present RTS game that they have been playing to fill in the blank that Battle forge left whenever it got canceled ???? or just a new passion in gaming in general?
- 37 replies
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- rts
- real time strategy
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Welcome to Conquer Lyr! The successor of Conquer Nyn We are currently recruiting players to start the first war. It will require 12 players to play and it will start once 12 players join. Here is the current list of participants: SilenceKiller99 - Grimvine (Dark Green) DyonisX - Lost Grigori (Purple) Dallarian - Battleship (Light Blue) How to play: The strategy game will be played here on this thread. The game is turn-based, with the length of 1 turn being 1 day. Therefore, every day all the players will message me their plans. The reason for messaging plans is so that players will not know the plans of other players for that turn. Then, once a day, I will execute all the plans and update the map. I will then post the updated map for the players to use for the next turn. The next turn starts every day between 04h00 and 06h00 CET. Not being able to submit your plan every day isn't necessarily a disadvantage, it simply means your units will not move. If for some reason I cannot update the map on a given day the turn simply updates the day after. Dice: This game uses a unique game mechanic with standard 1-6 dice. Different situation, such as attacking or defending, give you different amount of dice. Attacking a nearby territory when the territory doesn't attack back results in an attack. If two territories attack each other, this results in a battle. The winner of a battle takes the enemy's territory. The dice are rolled and totaled to give you a multiplier. The strength of your army is multiplied by the multiplier to give you your total strength. For example I am attacking a fortified territory with my XL unit and 50 normal units. The fortified territory is defending with 130 normal units. Using the dice rules below, we see that I will get 4 die and the defender will get 5. My dice are rolled and I get a total 10, thus my multiplier will be 1.10. The defender's dice are rolled and he gets a total of 21, thus his multiplier will be 1.21. My army has a strength of 150, multiplied by the multiplier gives me an attacking strength of 165. His army has a strength of 130, with the multiplier gives him a defending strength of 157 (numbers are rounded to the nearest whole). The largest number is the winner, and the difference between the numbers is how many units survive. I win by 8 and take the territory. When fighting with an XL unit, if the attack/battle is lost, the XL unit dies. If it is won, like in my case, the XL unit will always survive. However, none of the normal units survive unless the difference between multiplied numbers is above 100. I won by 8, thus only my XL unit will survive, the territory is taken.. Here is another example. I attack a nearby territory with my XL unit and 50 normal units. However, he also attacks my territory with 50 normal units. Using the dice rules below, I will get 4 die and he will get 2. My dice are rolled and the total is 18, my multiplier is 1.18, so my battling strength is 177. His dice are rolled and the total is 10, his multiplier is 1.10, so his battling strength is 55. I win with a difference of 122, thus I take his territory and I have my XL unit and 22 normal units left over. It is not possible to increase your army with the multiplier. If I attack a nearby territory that has 10 units with 200 units and the difference is 205, I take the territory with 200 units. Dice rules: Defending: with XL - 1 die without fort - 0 die with fort - 5 die Attacking: with normal units only - 2 die with XL only or XL and normal units - 4 die Battling: with normal units only - 2 die with XL only or XL and normal units - 4 die Game parts: Neutral territory: A white territory is neutral. They have 30 normal units on them. If an attack on a neutral territory fails, it will still have 30 units for the next turn. Capital: A territory marked with an X is a capital. If a capital is captured, the player and his XL unit are eliminated from the game. At the end of a turn, for every territory you own, your capital will generate 1 normal unit on it for the next turn. For example: I own 20 territories at the end of a turn so my capital will have 20 additional normal units on it at the beginning of the next turn. If an enemy capital is captured, the capital becomes yours and you will now have 2 capitals for the capital bonus. So if I own 20 territories at the end of a turn, 20 units will be generated on BOTH capitals at the begging of the next turn. However, when an enemy capital is captured, all of their territories return to neutral. The neutral capital in the center of the map has 30 units on it similar to a regular neutral territory. Fort: A territory marked with a square is a fortified territory. An XL unit cannot be an a fortified territory, therefore if a fortified territory is captured with an XL unit, the fort is destroyed. Neutral territories that are fortified have 50 units on them. If an attack on a neutral fortified territory fails, it still has 50 units for the next turn. + Territory: A territory marked with a + is a territory that generates normal units on that territory every turn. If a + territory is owned at the end of a turn and was owned at the end of the last turn, it will generate an additional 20 normal units for the next turn. XL: A triangle is an XL unit. The XL unit has the strength of 100 normal units. 2 XLs cannot be on the same territory. XL units can move 2 spaces per turn if both territories are yours at the beginning of the turn. An XL cannot, however, move one space and then attack a territory in the same turn. Your XL can only be on your territories. Normal Units: The number on each territory is the number of normal units on that territory. Game rules: Truces: You are allowed to make truces in this game. Allies give several advantages: Donating troops. If you move normal units to an allies territory, they are then his to control. Donating territories. You can also give territories to an ally as long as they own a territory next to the one you are donating. However, if there are normal units on the territory when it is converted, they die when the territory changes owner. The game can only have one winner. Enough said The order in which things occur: If a territory is attacked and the enemy player decided to retreat units from that territory for the same turn, the retreating units will move before the attack. If a territory is attacked and reinforcements arrive for the defending territory, the reinforcements will arrive before the attack. If a battle occurs where the losing territory had friendly units moving there, the friendly units will be moved before the territory is captured and will result in an attack. For example: I attack a nearby territory using 100 normal units, it has 50 units there and 60 that will be moved there. The 50 that are currently on the territory also attack my territory, so there is a battle. I win the battle and have 55 units left over, there will then be an attack of my 55 units on his 60 units that just arrived. In other words, the order in which moves are executed is: units moving from friendly to friendly territory are moved first. Battles occur second. Attacks occur lastly. Overlapping: If two un-allied players attack an enemy territory (a three way fight) or two players attack the same neutral territory, the army with the highest multiplied strength will win the territory, the other armies are destroyed. If you and an ally attack the same territory at once, the armies are combined and then multiplied. The territory goes to the one who attacked with the largest army. The map This is what the starter map will look like, with the red hexagons being the player capitals. Everybody will start with 500 units and their XL on their capital. This image will be updated here as well as posted on the thread below daily once the game starts. How to submit your plan: Be sure to message me so that the other teams don't know your plan. Simply write what you would like to do. The map is written in chess notation with the letter written first and number written after. For example: the center piece is K11, the bottom left capital is C19. Here is an example of what a plan could look like: move 30 units from (a territory) to (a territory) move XL from (a territory) to (a territory) attack (a territory) from (a territory) with 50 units etc. You can move as many units/attack as many territories as you want in a turn. Want to play?? Simply reply below stating which XL you'd like to play as and what color territories you want. Make sure your color isn't similar to any other participants. The XLs will all be equal in strength, so the one you select is unimportant. For example: I'd like to play as Abyssal Warder with the color light green. Have questions? Please message me with the question so that the thread doesn't become too cluttered. I will answer and update the rules above. Conquer Nyn players: @Eirias @Grapejuice @Dallarian @Eddio @Tofu @SilenceKiller99 @Lazy @DanielLS @Lukaznid @Ultrakool @DyonisX @Beast
- 15 replies
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- conquer lyr
- strategy
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Power circulation keeps your energy floating. So In this post i wanna touch something really important for playing battleforge Pvp. Some main concepts of power circulation in general. First of all i wnna point out the different ways power (energie) can be spend in BattleForge. So first of all therer are units, spells and buildings. Technicy units and buildings are sharing the same spot (buildings are kinda overpowered units, in the way how they bind power for a (limited) amount of time like units.) Overall that means, valuewhise, Spell < Unit < Building. A 100 power unit should not be removed by a single 100 power spell and a 100 power Building should always beat a 100 power Unit. Ofc u cnat really compare a War Eagle to a SoM, since there are alot off buildings aswell as units (e.g. Energy parasite) wich work kinda different and don`t fill into this comparing stats theme. One Important thing i wanna note is, that trading positively in a unit vs unit or spell vs spell trade is not considered here. Well you might ask yourself WTF does this have to do with Energy floating? Below i made a little Paint -Sketch of the Power Cycle in Battleforge The main diffrence between Units/Buildings and Spells is, that The Energy u spend for Spells directly flows into the Void Power while Units and Buildings will slow the circulation down a bit while they bind Power. But does this even Matter??? Well lets say there is a theoretial situation A where you have 0 Void and 0 current power, 2 power wells. To spawn a 300 Energy Unit (Eg. A Harvester) u would have to wait 150 Seconds. And now lets simulate a Situation B Where you have 0 Void, 0 Cureent Power and 2 Power wells, but u woud be able to spend every single point of energy instantly (wich ofc. Is not possible becaouse the smallest proactive unit is like 50 Energy but to keep it simple we just pretend we could^^)so it would enter the void pool right away. than u could do some random math like 0,9 * 2t* (100/99)^t for t=150 this would be around 1,2k Power Cycled. By spamming ur power out like that u would reach the 300 power mark at like 80 seconds. After seeing this u might ask youurself : wtf why am i even building big units than?? Well in battleforge you have to destroy your emenmys Power Wells aswell as Monuments while Spells used to be not that effective vs Structures, well... some units expecially sige units are. This forces the energy recources into a unit vs unit combat naturally slowed down by the distance your units have to run to reach the action. Btw this favours the defending player overall, since the defending person does not have this kind of tempo delay between paying a unit (binding the power) and get it into the action. For the same reason closed well situations are kinda intrsting and railing banner is such a powerful card. To bring the power immediately into the fight there are unit support seplls like heal, cc dmg spells and protects wich can be casted near to your units and structures. First conclusion: find a good balance between units/ and spells, to bring the maximum amount of power into the fight. to be continued....