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Author Topic: Solstice Wars  (Read 20090 times)
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« on: June 12, 2007, 04:11:28 pm »

I'm not saying anything more than the shield on the site might give the author away....
Try this link :

   http://solsticewars.mysite.orange.co.uk/

  ...it's on it's way!!

 Smiley Smiley Smiley
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« Reply #1 on: June 12, 2007, 06:08:21 pm »

ooooo looks intriguing... i will check it out after dinner tonite!
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« Reply #2 on: June 13, 2007, 03:13:12 am »

It really does look interesting Smiley
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« Reply #3 on: June 13, 2007, 06:10:49 am »

Thanks Guys...

I'm really very close with it now. I have to complete a set of Event Cards for it. These will get taken an acted upon at certain points in the game. Once I have them I'll be into some serious playtesting and then it will be all systems go!

As you will have no doubt spotted, it's a combination of ideas based around my obsession with the Lords of Midnight and Carcassonne.

Any further comments and suggestions always appreciated!
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« Reply #4 on: June 25, 2007, 03:51:29 am »

Looking forward to it - about a year ago I was putting together a widget of LOM which kind of got side-tracked.
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« Reply #5 on: June 25, 2007, 04:47:01 pm »

Looking forward to it - about a year ago I was putting together a widget of LOM which kind of got side-tracked.

Hey!! You kept that a bit quiet!! A LoM fan here! So start telling me more, lots more... and come over to the dark side.... well the Lords of Midnight side anyway. Go take a a look at :

http://forum.midnightmu.com/index.php the forum and http://www.midnightmu.com/games_home.php the fantastic online game!! OK advert over with... for now!  Smiley

Meanwhile... Solstice Wars is very close, if only I could get down to complete the few last small bits!!!
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« Reply #6 on: June 26, 2007, 01:28:42 am »

Yeah, sorry, been busy of late…

So in brief: I never played LoM, but I did play Doomdark's Revenge as a kid. It was so cool! And a couple of years ago I was messing around with widgets for Dashboard on Mac OS X - made one for Carcassonne which was really poor, and a D'ni Calculator for Myst, and a slideshow of graffiti from the town where I live. For some reason I cam across the LoM community and saw some of the projects going on, and I had the idea of doing a widget using a java-based LOM. There's a couple out there, and the plan was to wrap it up in a funky wrapper, give credit to the real developer, and distribute it to thousands of readily waiting Mac users. Then there were a couple of problems, principally that the save function didn't work on either version, and I got distracted again… The widgets are still up on my widgets download page. Maybe when I finish reposting my sites (1 down, 3 to go + comments *groan*) I have a look at the latest versions of the java LoM's and see if it's possible to get the save to work…
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« Reply #7 on: August 05, 2007, 11:13:07 am »

Time for a bit of an update I think....

As of this afternoon, 'Solstice Wars' became a physical entity! Yes the first version rolled off my printer! Sometime over the next couple of weeks it will get it's first play-test. After this, if all goes according to plan I'll be uploading it to the website for all and sundry to have a go....

   http://solsticewars.mysite.orange.co.uk/

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« Reply #8 on: January 09, 2008, 05:26:49 pm »

Just thought you might all like to know that my Solstice Wars game is still progressing (at the speed of a depressed sloth at times!). I've now got a completed and made up version of all the game parts and will holding test playing sessions within the next few weeks.

I've also added some photos with a dummy game in action to the website :

    http://solsticewars.mysite.orange.co.uk/

All comments welcome.  Smiley
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« Reply #9 on: January 09, 2008, 06:40:22 pm »

Let me tell you, those gallery shots really bring the game home!  Without something to look at, it's hard for people to visualize what a game is all about.  I went to a local printer's shop and discussed the cost of pre-cut cardboard squares for Carc variants, but the cost was simply outlandish unless I bought in ridiculous quantities.  I'm convinced that somewhere out there is a solution for this or any game, where you can get nicely cut game square blanks at a reasonable price, and just glue or stick on game piece labels from your inkjet printer.  Just out of curiosity, what size are the squares you are using?
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« Reply #10 on: January 10, 2008, 01:17:17 pm »

Tell me about having pre-cut squares!! I had to cut out 160 tiles plus all the counters (100's) and my shoulder ached for days!!

My tiles have ended up 42mm Square. Carc ones are 45. Just the way it turned out, slight mis.calc. on the PC !!
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« Reply #11 on: January 30, 2008, 09:34:18 am »

A VERY important day has arrived!! This evening myself and a dedicated team are finally going to give 'Solstice Wars' it's first test play. They've promised to be honest and true about what they think.... I've promised to run away crying!  Grin

Stay tuned for more updates!!

http://solsticewars.mysite.orange.co.uk/
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« Reply #12 on: January 31, 2008, 11:18:34 am »

First Play Test - Report

What a surprise - Not to shabby at all!! On the big positive side, all that played enjoyed it and want to play again next week - So that's what we are going to do.

As they'd read the rules but not seen the game it was a bit of a slow start. If we play again, things will move along much quicker.

Obviously we found a few problems - That's what testing is for!

I'm going to remove the 3-sided citadel tiles - Makes it too slow to build a citadel, with a temptation to make it to large as well.
Up until now you could move an army between the 'unseen' gap between one and another citadel - Removing that rule.
The battle strategies actually worked better than I thought they would and the games strategy elements worked extremely well. We decided on a few tweeks with them to speed things up.

My spies on a road idea is a bit limp so we've altered the control of roads to make them have more strategic value and roads will also score more points to encourage their use. Roads are now also going to score more points as well. Road Dead ends are going to be removed.

The other 'problem' would seem to be the number of tiles. We limited play to 3 hours and was less than halfway through them! However, my thought that more tiles were needed to enable the army movement and battle elements to come into play was wrong - Armies came into play quite early on, so I now aim to reduce the number of tiles required to play (less for everyone to cut out then!!).

Last night was good - I'm really encouraged and want to make the changes as soon as possible - We will then play it through with these changes next week, and if all goes well....... Let's just see what happens...


http://solsticewars.mysite.orange.co.uk/
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« Reply #13 on: January 31, 2008, 01:46:41 pm »

You should see if this guy would do a little news item on it, he does some good quality stuff on occasion.  Good for publicity.
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« Reply #14 on: February 05, 2008, 08:27:49 am »

Hope no one here objects to me spouting off about my game?

The next Play Test of Solstice Wars will take place tomorrow. I'll give another report after it. Since the ast test, my testers and I (sounds a bit regal!) have been making several decisions about the game. Most of these simplify it's gameplay. The point scoring system is now easier and more condensed. Several of the Battle sequences regards Armies and Citadels have been refined to speed up the game. The Spies on a road problem has been solved (I ditched the Spies!!) and we now have a much easier ownership of roads system. My massive 175 tiles has been whittled down to 125 by eliminating all the three open sides Citadel Tiles and all the road dead ends are gone (Which makes movement of armies and use of roads far more interesting). I've now only got one standard size Henge instaed of the two I had  before.

I know some of this will be difficult to understand without seeing all the rules, but hopefully you get the idea that it's progressing a pace. As to when it will be available to all? Well I don't want to rush it now that things are looking much better. Best to gett it right then release it than issue something that's part there.
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