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Wildlands versus Map size

Wildlands versus Map size


Good Morning

I just want to throw this out there and see what others think about this idea:

Currently, Wildlands are the same general size (if not, precisely the same size) no matter what the map size is. I think it would be really great to see wildlands take shape dependant upon the initial map size chosen. ie, if you play on a huge map you're going to get 'huge' sized Wildlands and if you play on a small map you'll get 'small' sized Wildlands.

I think this will proportionate the landscape more equitably. I understand that this may mean a Wildland designed for each size, but I think the minimal extra work would be well worth the results.

Thoughts? Comments?

 

35,237 views 36 replies
Reply #26 Top

Quoting N1ghthavvk, reply 25
The wildlands are all wildly different in nature. Some are just lootboxes where you can send your sovereign alone in the early game and loot epic stuff. (Namtur's Caverns, Scrap Yard) or win against with a micro force (Deorcnysse which really is just a city to produce stuff), or endgame battles with epic rewards (Vetrar, Abeix, Morian, Pyre of Man, Torax) and some stuff that doesn't fit those categories (the stormdragonlair with some altars, the imperium with its bloodspell which is insanely overpowered) and of course there is the endgame quest.

As a sidenote: I have learned to recognize those wildlands only from the minimap which is really funny. (e.g. Deorcnysse is always a circle with a city inside; the scrapyard always has 2 mountains on each side; torax has a mountain labyrinth; etc)

While the epic monsterlairwildlands would be a challenge when they grow, namturs pits would be a blessing (randomly spawning goodie huts anyone?) And a growing Deorcnysse would just never happen. Or would never matter, because the monsters there are no match for even militias. It would only take space.

 

So while I really like these ideas, there are wildlands which just do not fit into this category. So there would be some ideas needed?
End of N1ghthavvk's quote

Granted. So perhaps noly the monsterlair wildlands should be the ones to expand. I was thinking of all the titan creatures from the opening cutscenes when I was coming up with the idea.

Never the less, I think it would be really really neat if the wildlands from those bossmen (Vetrar, Abeix, Morian, Pyre of Man, Torax) expanded over time to show the bossmen wanting to take control of the Elemental world as well.

Reply #27 Top

I have no problem with expanding wildlands as long as it is an option that can be turned off. Having a wildlands faction "trying to win" to me would be like an unbalancing extra AI player that I prefer to be without.

However, as long as it's an option, it's an interesting idea.

 

Reply #28 Top

Quoting coyote303, reply 27
I have no problem with expanding wildlands as long as it is an option that can be turned off. Having a wildlands faction "trying to win" to me would be like an unbalancing extra AI player that I prefer to be without.

However, as long as it's an option, it's an interesting idea.

 
End of coyote303's quote

I would imagine something like that would be a setting in the world creation. Wildlands  -- easy, normal, hard, challeging...etc.

 

Reply #29 Top

I approve of this idea. That would considerably spice up the game for me. I want wildlands to be capable of taking over the whole world if the factions is incapable of dealing with it XD Because at the moment they're basically lootboxes for me. I just garrison the borders until my soldiers is tough enough to deal with the god of the zone unless its something like Curgen's Grave then i start clearing it out.

Reply #30 Top

Because wildlands start out a lot stronger than regular factions, it would be tricky to implement and balance.

Reply #31 Top

Quoting coyote303, reply 30
Because wildlands start out a lot stronger than regular factions, it would be tricky to implement and balance.
End of coyote303's quote

How would it be tricky? If the wildland nodes only expanded by 1 tile per 50 turns, by the time any wildland would be a genuine land threat...it'll be turn 300 or even 400. I think it would add the endgame pressure on the player that is currently lacking.

 Obviously the AI would have to be able to deal with the expansion as well, but I've already seen AI going in and clearing out wildlands. Perhaps not successful at taking on the bossmen, but a bit of AI coding could fix that. In addition...the AI would have to attack the bossmen to regain land....just take over a few nodes that are pressing ZoC against there territory....

 

Reply #32 Top

I didn't say it was impossible. What you suggest might do the trick. However, if I'm next to a wildland and they expand one tile in my direction from the start, it may be a short game. As I said...tricky.

 

Reply #33 Top

In my current game of progression i'm playing as kingdom, and i am surrounded by three empires and three wildlands XD And out of three wildlands, one of them already flung five armies at me and I beat all of them back. It was the Imperia ruins.

 

Stone golems army, ogre army, and an skeleton army, plus several huge packs of wolves army. And they launched two obsidian golems after me even when my bestest armor that I could have is leather armor. The three fortresses I have built is coming in handy. If i lose a army, i can replenish it quickly and got access to Iru Elixirs already.

 

Wildlands expanding one tile every 50 turn sounds bit too slow but sounds probably okay. What about 25 turns per tile?

 

Obviously not every wildlands is equal, some should stay at their default size if its a wildland that is all loot box etc forgot name.

 

And im doing pretty fine despite my bad position. I'm winning the war against two empires out of three empires. And launched an army after one of the lairs on the edge of Imperia. And I suspect i will be fine even when the runaway gilden dow'd me.

 

I find this situation to be pretty fun.

Reply #34 Top


Tamelands? Where pink rabbits live in holes and instill fear on the shiny armored knights? "Bring forth the holy handgrenade!" And the loot from them would be.... :S

 

Sorry. :)  I liked Antarians in MOO also and therefore this idea seems good. But the idea of creature-invasion could be used on monster lairs (which might be simpler to program). There could be a game setting where you opted for passive, normal and aggressive lairs. The aggressive lairs (identified by hovering on the lair) would be spawning monster in a much more aggressive manner.

Reply #35 Top

By the way , I just remembered.... the closest thing I ever saw wildlands expanding occurred in Warlock-Master of the arcane.... I was a huge empire and expanded to the other side of world in two directions, east and west.. on huge map.

 

I was getting bored cuz i was rolling over four factions at once then all of sudden I found out why the factions I was fighting was dying so easily to me.. they somehow got their arses kicked by three offworld portals. Dragons, elementals, and monsters of all kinds was spawning through three portals which was basically three tiles apart from each other in a triangle. lolz AI factions lost like 10 cities to the monsters each.

 

Of course, the monster's reign ended when I reached the monster controlled cities and closed onto the three portals. Then Stardock did something to neuter the offworld portals and I haven't played that game ever since.

 

Shame, it was pretty fun though :P

Reply #36 Top

Don't we have a similiar Spell here in FELH? Some kind of portal which spawns death demons for an insane upkeep?

Anyways I was thinking if only the Elementel Lords would expand their reign/reach/zoneofcontrol it would be pretty cool.

Obviously a game mode Player vs. Wildlands would be most welcome then (without any annoying AI opponents who farm my monster lairs?!)

I like the general ideas flying around here very much!