Zodiac Behemoths

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Zodiac Behemoths

Postby storyteller » Tue Jan 31, 2012 9:30 pm

So how about a creature that roams the board and attacks things. The movement would be random and its strength would set to 8 at the end of its turn. It would not actually control territory, spaces it leaves would be 'empty' with no enemy in them or possibly a 1. Behemoths would always have both boosts, they are meant to be mostly unkillable. You would select an option to turn them on, possibly a selection from the Zodiac signs or it could be random.

each Zodiac could give a certain prize when beaten. For instance Ares could give a couple of attack boosts or Leo could make your current border tiles gain Defense boost. Other less obvious one like Libra could make all border regions have equal amounts of troops and Aquarius could 'wash away' all boosts on the board. Additionally, a piece of art could be displayed depicting the legendary creature when it was killed or attacked. There could also be a map pack based on the zodiac signs.

The idea being a very simple NPC creature that moves around randomly attacking things, maybe with a preference to attack what ever attacked it last and give a neat boost when killed, probably something that benefited the player that killed it.
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Sounds Intereesting

Postby Drone6o3 » Tue Jan 31, 2012 9:38 pm

Sounds Interesting, But i think it would be hard to program in, I'm not sure considering I'm just a player myself, but it sounds like a lot of hours.
Not to men-chin unless it was a game type in and of it's self, Some players would hate it.

I like the idea though.... Keep thinking :D
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Re: Zodiac Behemoths

Postby storyteller » Tue Jan 31, 2012 11:02 pm

the programming on this would be about 100 lines of code:

5-10 for the check box and variable to turn them on

5-10 for placing the behemoths on the map

10-20 to generate a random number, move that direction and apply boosts, most of this should be single function calls to existing code.

5-10 to restore any damage to 8.

10 or so to draw a picture on the screen, then turn it off

10-20 to activate a basic routine for any special effects


100 lines of code or so should do it, art would take a bit but a simple wandering behemoth is simple and could be coded and implemented in a few days time with ease.
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Re: Zodiac Behemoths

Postby BetaGen » Wed Feb 01, 2012 1:08 am

storyteller wrote:the programming on this would be about 100 lines of code:

5-10 for the check box and variable to turn them on

5-10 for placing the behemoths on the map

10-20 to generate a random number, move that direction and apply boosts, most of this should be single function calls to existing code.

5-10 to restore any damage to 8.

10 or so to draw a picture on the screen, then turn it off

10-20 to activate a basic routine for any special effects


100 lines of code or so should do it, art would take a bit but a simple wandering behemoth is simple and could be coded and implemented in a few days time with ease.


soo.... 45 to 90 lines of code huh?
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Re: Zodiac Behemoths

Postby Lopdo » Wed Feb 01, 2012 1:14 am

comments included :)
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Re: Zodiac Behemoths

Postby Drone6o3 » Wed Feb 01, 2012 1:58 am

Cool, if you guys do it, it should Be a game mode.... I think Legends would work
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Re: Zodiac Behemoths

Postby Drone6o3 » Wed Feb 01, 2012 1:59 am

It would best be made into a kind of attrition.
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Re: Zodiac Behemoths

Postby BetaGen » Wed Feb 01, 2012 2:12 am

Drone6o3 wrote:Cool, if you guys do it, it should Be a game mode.... I think Legends would work

Drone6o3 wrote:It would best be made into a kind of attrition.


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Re: Zodiac Behemoths

Postby Drone6o3 » Wed Feb 01, 2012 2:15 am

sorry :oops:
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Re: Zodiac Behemoths

Postby pluto » Wed Feb 01, 2012 12:52 pm

nice idea dude just hope it will be implemented where did u get the inspiration?
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