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Staredit Network -> UMS Showcase -> RISK, for Final Fantasy VII
Report, edit, etc...Posted by fritfrat(U) on 2007-01-27 at 18:19:21
Hey all! I have just most recently finished my new game, RISK(FF7). This basically takes the same old starcraft RISK game (that some of us, like myself, love), and put it on a new world map. It's also more professionally made (including hyper triggers, whose absence is annoying in other versions).

Each of the 32 territories has a gateway, and there's a 2 minute timer. Some map specs, now..

Unit      Name       Cost      Health    Damage    Armor  
Marine    Infantry   100       100       15+1         1      
Zergling  Cavalry    500       500       10+1         2      
Tank      Artillery  1000      1060      40+5/110+10  4      
Dragoon   Destroyer  5000      800/50    240+50       4/100  

-Terran Infantry: 300+100
-Terran Vehicle Plating: 400+100
-Terran Vehicle Weapons: 400+200
-Zerg Upgrades: 400+100
-Protoss Attack: 1000+400
-Protoss Armor: 400+100

Continent Bonuses (from left to right:)
1-  5 Infantry
2-  1 Artillery, 1 Cavalry, 3 Infantry
3-  1 Cavalry, 3 Infantry
4-  1 Artillery, 1 Cavalry, 3 Infantry
5-  6 Infantry

I am always open to suggestions if you have them. If anyone wants it, I also attached the file of just the ff7 terrain, without the land bridges. I give permission for anyone to use the terrain I attached. Hope you enjoy the game!

If you enjoyed this game, my Volcanic Conquerers game (link in signature) is very similar, except more complex.

Change Log:
1.1- Removed 50 mineral bonus for taking over territories when allied.
-Destroyer damage reduced to 240+50 from 240+100.
-Plasma Shields upgrades reduced from 123 to 100.
-Tank damage reduced from 40+5/125+20 to 40+4/110+10.
-Much wider paths between continents and at the warp.

user posted image
Report, edit, etc...Posted by payne on 2007-01-27 at 20:20:34
Wow... I'll test that right now!

Hey, I found a bug...
It's linked about the fact that we can ally... in sort...
If I ally someone and and I take one of his country, it gives me 50$... then I let him take it back and it gives him 50$, etc... should fix that!
Report, edit, etc...Posted by fritfrat(U) on 2007-01-27 at 22:24:47
That's not a bug.. you get so little money off that I figured it really doesn't matter.
If you think it made a significant impact on the game, I'll change it, but I just never saw it as an issue.
Report, edit, etc...Posted by payne on 2007-01-27 at 23:57:02
Well... 1 ling for 2 ally, and country... that's all we needed to get eactly 2k in one round!
So I think you should try to fix that!
Report, edit, etc...Posted by fritfrat(U) on 2007-01-28 at 11:29:27
Map updated to 1.1 with payne's suggested fix. The 50 mineral bonus is still there, but only if both players are unallied to each other.

Thanks a bunch for pointing that out, and please feel free to point out any other suggestions you'd like to see! smile.gif
Report, edit, etc...Posted by payne on 2007-01-28 at 12:16:54
Wow! It's nothing biggrin.gif
One question : Am I in credits? uberwoot.gif
A suggestion : You should add some LITTLE island with only 1 city on it, when you get that city, you get the turret that was on the island too! To get there, you need a DropShip. No problem! Add a capital for each continent. That capital would have a StarPort!
Cost for a DropShip : 3000$
Like my idea?
Report, edit, etc...Posted by fritfrat(U) on 2007-01-30 at 20:05:22
One answer: you're not in credits, because there aren't any. Sorry. Also, as neat as your idea is, I really wanted this map to stick true to RISK's gameplay. My Volcanic Conquerers map had much more variety and elements to it, so this was my attempt at something simpler.

Anyone else try it out and have any feedback..?
Report, edit, etc...Posted by Mp)Blu on 2007-01-31 at 11:09:26
I haven't tested yet but I like the way the terrain looks smile.gif I'm along with you, I just love to play Risk games happy.gif
Report, edit, etc...Posted by payne on 2007-01-31 at 21:45:41
QUOTE(fritfrat(U) @ Jan 30 2007, 07:05 PM)
One answer: you're not in credits, because there aren't any.

You can't make one? Just for meh yahoo.gif
Report, edit, etc...Posted by Zell.Dincht on 2007-02-03 at 13:06:12
QUOTE(payne @ Jan 31 2007, 08:45 PM)
You can't make one? Just for meh  yahoo.gif

Okay payne, stop trying to get around in credits. tongue.gif
And about the little island thing, I dont think it would work out because it is base on FF7 terrain.
Report, edit, etc...Posted by payne on 2007-02-04 at 20:29:03
cry.gif Grrr! You hurts my hearth boxed.gif
You sure you cannot like just add my name after waiting 800 seconds in the briefing of your game? shifty.gif
And it's okay for the island thing... it's just that I would have like that pretty much!
But you know what? Now, I host more that version then the normal Risk game... but there are less person that come!
Report, edit, etc...Posted by Baron_Efreet on 2007-02-05 at 15:55:55
I've tried this map, the terrain is interesting enough, but its got most of the same problems that Risk II has. I'd like to point out that Zerg Armor ups dominate the upgrades for marines, so you can in time eventually massacre any marine bonus that a continent gets, unless the player invests in terran infantry damage, which would presumably take away from his other budget financing. I haven't played it enough to give a total review, but that's the main problem I found. I've also only seen it hosted that once (maybe 3-4 weeks ago), so I'll host it some more to better understand the map.
Report, edit, etc...Posted by fritfrat(U) on 2007-02-06 at 12:18:01
Payne, I've actually never had a problem with getting people to come, as long as it's a good time of day. RISK, FF7 as a game name usually goes pretty far.

As far as zling ups, in order to keep the marines to dealing 10 damage, each zling armor up would cost 500 more than the corresponding marine damage upgrade.. so be sure as to when addressing these balance issues that there is a generally even distribution of land when these problems arise. My biggest issue I have so far is with the tank damage once upgraded heavily, but I still am not sure what to do with it. Baron, if once you have played it enough to give a total review you still think that the zling armor is an important issue, I'll definitely be open for suggestions.

Thanks for all the comments/imput/advice, all.
Report, edit, etc...Posted by Baron_Efreet on 2007-02-06 at 21:10:39
The tank damage is ridiculously powerful, on further analysis, which is also the basic flaw with Risk II. Except now there's even fewer isthmuses so you don't even need as many tanks to successfully turtle. The only real solution to this problem is removal of tanks and destroyers in favor of only lings and marines, or there are a few other ideas. The unit structure doesn't work as is, since tanks will decimate a force, and if you nerf them than destroyers will do it just as handily, so the map revolves around microing a solitary almost invincible unit. Granted its expensive, but I've just watched 10 tanks take out 4 destroyers easily, with only 2 tank casaulties. So 2000 lost vs. 20000 lost. Continent bonuses are similarly almost useless unless the continent gives a tank, at which point the rest of the spawn is useless. Tanks with marines amongst them will decimate cavalry at less cost of efficency, leading to a great dominance of the defensive over the offensive. Nerf them both (Tanks and destroyers) or remove them and the map might be passable, as it is I only like the terrain. On a side note I did realize that zergling upgrades were meaningless.
Report, edit, etc...Posted by fritfrat(U) on 2007-02-07 at 16:34:51
Version 1.2 added with some balance issues. Thanks for the review, baron.
Report, edit, etc...Posted by Baron_Efreet on 2007-02-09 at 09:39:35
Thanks for not taking my biased-against-risk-II comments as insults wink.gif Sorry I'm a little harsh when it comes to these games, although I suppose there's room for improvement, and you seem to want to improve it. smile.gif

This next version isn't all that bad, but its still dominated by tanks, though destroyers aren't immediately crippled by them anymore. Its very difficult to advance through the narrow passages of the continents with tanks unsieged and still be able to siege them in time to affect the outcome of the conflict.

Ways to solve this problem: Create a "Mithril Caves" teleport on the eastern continent, and make those caves into their own seperate continent, with teleports on either side of the mountains. You could create the same sort of thing on the Western Continent, but its not so obvious how you'd do it.

Another way is to further nerf the damage of the tanks and the shield amount/shield armor for the dragoons, so that marines and cavalry can move effectively even under tank fire. To compensate for this both increase the armor of the dragoons and decrease the cost. This is also the best way to make the continent bonuses significant, and since its a 7 player map (more than the usual risk, oddly enough) with only 5 continents, it adds another area to contest. Suggested amounts = tank damage 50-75, Dragoon shields value = 25, Dragoon shields armor = 25-65.

Of course you could combine the two, but I'm willing to try a mithril caves version with the current values, though I can't foresee it not being dominated by tanks. You may want to create 4 teleports to the caves so that they're no so easy to turtle.
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