Current version 1.2.1
1.2.2 (under development)
fervor as it stands is not working as intended. It is designed to prevent games from dragging out by making small differences in skill show. Unfortunately, it seems to only cause griefing. As such, I will be removing the movement speed buff portion of fervor in the next patch. This still leaves me with the problem of how to speed up the game and finish it off. If anyone has any suggestions, let me know. For reverence, the fervor buff will only increase attack speed and decrease card cooldown.
a patched version should be deployed to battle.net soon. This is a small patch, some bug fixes and balance changes, see the log for details. I'd like to use this space here to reply to some of the comments I've heard from players I've played with.
Some players have commented on the low movement speed of the units. This is intentional. I want the game to have its roots in strategy and that requires giving opponents time to react to an attack, and give you time to notice their buildup of defense and pull back or reinforce as needed. A good half of the strategy in Risk is tactical troop deployment and I feel that entire element is lost if troops can move from place to place quickly. I've only played the game on fastest thus far, and I think the game would feel rather slow on other speeds though. I've thus increased the movement speed of marines slightly.
Some players felt that the territory capture give too many bonus minerals. I agree. The concept of bonus minerals was initially created to solve a problem that does not exist. I feared that players would capture one territory, then do nothing until the card timer ran down. It was designed as an incentive to continue capturing territories, even if you get no card from them. it seems extra income is enough of an incentive. Regardless of its initial purpose being gone, I think having a token reward feels good, thus I plan to keep a small bonus in.
Some players have requested that airdrops be available anywhere and not just in your territories. I'd like to refer again to the point I made above. If troops can be dropped anywhere, it provides very little time to react, and essentially becomes a means of sniping territories without any chance of a counter (extreme cases excluded). It would be great as the attacker, but I think it would prove rather frustrating to everyone else. With the airdrops in your own territory, it provides a means of attackers seeing your force coming, perhaps enough to drop some of their own, or retreat if necessary. The troop drop needs to be a significant event, but I don't think it needs to be an iwin button.
Keep those comments coming. I always appropriate good feedback, and hope I I can provide you with a game that is genuinely fun to play.
Game is now live on battle.net
RiskCraft RTS on NA servers. Author: Bob
As this version is now in its release stage, it will not work as is in the editor test bed. If you want to play it form the editor you will have to change some of the players from user controlled to computer controlled.
Well I'm not going to put a whole lot about game specifics here, as this map has a fleshed out help file inside the game, so I'll talk about the map as a whole instead.
Risk RTS is a real time version of the classic Risk board game. It features region-based territory control, real time troop deployment, continent bonuses, a functioning book system, and a basic AI system. I originally intended to make this for the map makers contest, but time constraints kind of killed that idea. ~60 hours of work later, and this is what I have.
The AI in this game is pretty rudimentary, and should not really be difficult to beat. I built the AI with the intended purpose of creating a more interesting game for small groups of players.
Basic gameplay is as follows:
At the start of the game, a 90 second warmup period is provided to allow players to queue units where they want without providing troop information to other players. Once the game starts, income will pulse for each player every 5 seconds, scaling with territory controlled. Each territory contains a fortress that can be used to produce marines. Territory can be captured by killing off any enemy marines in a given territory. Each territory captured provides a card (subject to cooldown) that can be redeemed to instantly provide additional reinforcements. Capture all territories in the world to win.
A few tips for gameplay:
Use the build 5 marine button. Seriously, it saves so much time and will, for the most part, not hurt your strategy.
On the other hand, use autobuild sparingly. Your money will go away and your army will be landlocked if you have to look away for a minute.
This game works differently from SC2. In sc2, resources can provide an attack force, and a standing army can provide defense. In Risk RTS it is the other way around. A stockpile of resources allows you to build up troops as an attack force is incoming. Against a stubborn opponent, only a large initial force will be able to break through due to continued reinforcements.
As always, any feedback is appreciated. Enjoy!
Initial Public Release
Deployable troop count now updates faster upon deploying last squad
AI will no longer attempt to drop troops after losing all territory. This should fix the error message that appears after a bot dies.
Troop drops should no longer periodically be given to an opponent
Airdropped troops should no longer be given to neutral
Territory capture now grants the territory to the unit closest to the fortress, rather then the closest to the center of the territory.
Territories should no longer sometimes be given to inactive players when playing with a lobby thats not full
Marine run speed increaced from .45 to .52
Territory capture bonus resources reduced from 50 minerals to 20 minerals
Battle.net button moved to not interfere with the card window
Leaderboard should update when a player leaves the game