Author Topic: Overlords past the first (world generation thoughts)  (Read 1179 times)

Offline FallingStar

  • Jr. Member
  • **
  • Posts: 53
Overlords past the first (world generation thoughts)
« on: October 23, 2011, 02:19:40 pm »
I was a bit curious how other people's more advanced worlds were playing out, just because for long term game play, simply in terms of seeding and generation of overlords in the terrain it doesn't seem as  . .interesting? as it perhaps should.  Thought it was more of a discussion here thing than Mantis at the point, since I have only 2 worlds I've gone over 40 with (current world in 70's).  Hard to know if its just me.

The main issue I'm having is that the game play doesn't feel as refreshed like a "new game +" when you kill an overlord, and it also never feels like you save any portion of the world-- so it kind of takes away from overlords being . .well overlords.  In my current world, starting out the main chunk revealed at the start had 3-4 Lt's to take out and a good bit to explore before I hit the overlord.  But every other overlord has spawned in proximity to threaten my first settlement.  Most only have had 1-2 Lt towers before I hit the overlord, and those I generally take out before the new overlord is spawned/ revealed so by the time they pop up they don't have any Lt's to help them.  Right now it looks like I'll need to hit civ 100+ to reveal enough of the squares around my starter settlement to ensure that no overlord will spawn close enough to threaten it again. 

It might just be my world(s) but if its true for others, I was thinking maybe after an overlord was killed that some sort of pass or the like could form to a new big chunk of revealed land that would have more room for the new overlord to have built up their little kingdom.  The intervening land could fill in naturally over time, perhaps have interesting stuff there, but at least have a gap between the old overlord and new one so each one has a bit more personality.

I guess the downside is that it would make the world sprawl out much faster, and there would probably need to be more map tools to get about it quickly, since it would be a pain if you needed to get back to your original settlement.  So might not be an optimal solution.

Anyways, just a few thoughts, will be interested in knowing how other worlds are turning out one way or another.  As an aside I do think the difficulty scaling seems to be holding up pretty well, so the game remains fun to play, even if the overlords stop feeling so overlord-y.

Offline Hyfrydle

  • Hero Member
  • *****
  • Posts: 587
Re: Overlords past the first (world generation thoughts)
« Reply #1 on: October 23, 2011, 03:24:48 pm »
In my current world I've just reached level 49 I've taken out two Overlords one which was at a significantly lower level than me. I can understand the feelings of the OP the second Overlord spawned at about six regions from the first so the Overlord territory thing didn't make sense.

Perhaps an overlay or some way of showing the regions controlled by each Overlord would be useful and uncovering and defeating all the Lieutenants in the region would be required. Also as suggested a good distance between Overlords would be more realistic maybe the size of region they control and their power should increase as turns increase therefore making Overlords become more powerful and more of a threat over time.

Lot's of food for thought and I'm sure the devs have ideas too so hopefully we can come up with some awesome ideas.

Offline KDR_11k

  • Hero Member Mark II
  • *****
  • Posts: 904
Re: Overlords past the first (world generation thoughts)
« Reply #2 on: October 23, 2011, 03:47:17 pm »
Back when we only had descriptions to go from I thought your civ level was basically how many overlords you killed, only going up very rarely when you do major things to improve your world and generally restricting you to an area until you've overcome a major hurdle and get access to new stuff.