Paperwinia!

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the4ce
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Postby the4ce » Mon Nov 17, 2008 4:44 pm

Paperwinia 2.0 :D

- Multiwinians available in all colors!
- The instructions has a smaller size now.
- Futurewinians and Evilwinians!


Also, I'm working on a ruleset for Paperwinia. It's still WIP, and I haven't playtested it either. After testing, I'll post it here.


How it will be? I think its better if you make a new topic so that people can see it more easy.
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Postby the4ce » Wed Nov 19, 2008 12:38 pm

I have done the red version of the armor.

Picture

The color is not so good, but I haven't find a better color than this, :( now I need to make the instructions...


Any news Davo? :?:
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00Davo
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Ruleset

Postby 00Davo » Thu Nov 20, 2008 8:45 am

Okay, I've finished writing the ruleset. I don't know if it's fun, or just useless and stupid, so I'm not making a new thread until someone tells me it's actually any good. Here it is.

Paperwinia: The Rules
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Xocrates
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Re: Ruleset

Postby Xocrates » Thu Nov 20, 2008 10:41 am

00Davo wrote:Okay, I've finished writing the ruleset. I don't know if it's fun, or just useless and stupid, so I'm not making a new thread until someone tells me it's actually any good. Here it is.

Paperwinia: The Rules


You know, I feel a bit insulted that you considered my Board Game rules too complicated, but now post a virtually identical set :?
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Re: Ruleset

Postby 00Davo » Thu Nov 20, 2008 11:48 am

Xocrates wrote:
00Davo wrote:Okay, I've finished writing the ruleset. I don't know if it's fun, or just useless and stupid, so I'm not making a new thread until someone tells me it's actually any good. Here it is.

Paperwinia: The Rules


You know, I feel a bit insulted that you considered my Board Game rules too complicated, but now post a virtually identical set :?

No, I didn't say they were too complicated. I said "very" complicated. Anyway, these rules are different. And not the same. Maybe.
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Re: Ruleset

Postby Xocrates » Thu Nov 20, 2008 11:58 am

00Davo wrote:No, I didn't say they were too complicated. I said "very" complicated. Anyway, these rules are different. And not the same. Maybe.


The only really difference is that yours have more jokes, are significantly more vague (how to I even know that I'm "losing really badly"?) and you make up a lot of stuff that's not in the game (spawn points aren't more efficient because they have more MW's there)

EDIT: Seriously, even the the powerups act exactly the same (with the exception of reinforcements that acts like Spawn Mania). If you're going to use my rules as a starting point at least say so.
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Re: Ruleset

Postby Phelanpt » Thu Nov 20, 2008 2:49 pm

00Davo wrote:Okay, I've finished writing the ruleset. I don't know if it's fun, or just useless and stupid, so I'm not making a new thread until someone tells me it's actually any good. Here it is.

Paperwinia: The Rules

Xocrates has a very valid point. Also, have you even playtested these?

Despite that, some constructive criticism:
-You are very vague in a lot of areas. Even slightly vague rules get argued to death by players. If you'd like to leave room for expansion to the rules, do it explicitly, after defining the core rules and gameplay.

-What are spaces like? Squares, hexes?

-A piece of string to mark circles won't work very well practically, and what happens when the circle only falls partly on a space?

-Why do statues start on random locations? That's not like Multiwinia, unless you mean that there are X possible starting locations, and it's random which one it is.

-Paperport Escort is something that should be on "Extra rules", since it isn't on MW.

-You talk about alliances, but never say what they are. If there is any rule to alliances, define it. If not, let the players decide how to help or hinder each other outside of the rules.

-How are starting units positioned? How many do you get?

-Spawn Phase: This one doesn't work like MW. In MW, you have to have a minimum of four MWs manning the spawnpoint for it to produce more, and the amount produced is always the same. I'm not sure about the numbers here, so correct me if I'm wrong.

-Move Phase: You put Formations at the same speed as Statues, but I think Statues go slower, because they keep pausing.

-Move Phase: You mention slowing down while climbing slopes. Shouldn't they then accelerate while going down as well? Also, what are slopes in the game? I mean, how do you limit where a slope begins and ends, and when a unit is moving up or down?

-Move Phase, Officer: is there no time/move cost to promoting an officer? Also, you mentioned formations before, how do you make a formation, and does it cost anything to make one?

-Move Phase: "Once the first team take all their Move Phase actions, the second team in the order take theirs.Reverse this order on the next round."
Like I told Xocrates, I prefer D&D Minis style move phases: First player moves (at most) X units, then second player moves (at most) X units, until every player has done so. Then it continues until everyone has moved everything, or doesn't want to move anything else. Of course, this requires controlling what moved and what hasn't.

-Fight Phase, grenades: "so a grenade thrown into the Officer Formation will cause one additional death"
I think this is super simplified, it causes much more deaths than that in MW, since MWs not in a formation run from grenades.

-Fight Phase, Grenades:"Re-roll the die to determine the number of deaths in that Space"
What if the grenade misses?

-Fight Phase,Deaths: This is also super simplified. One hit from a grenade shouldn't destroy an armour.

-Battle Cannons: Turrets. It's their name, I think. :P

-Event Phase, die rolls: there are two rolls, right? you should mention that.

-Event Phase, Receiver Overdrive: Oh, you mean Spawn Mania? :P

-Event Phase, Old Beta: Where does this come from?

-Event Phase, Global Reset Button: same as above, and also think this is too confusing and annoying.

-Event Phase, Powerup crate:"These crates are placed near a random team."
Near the random team, where? As in, which space? Who chooses?

-Event Phase, Powerup crate, contents: Why only good crates?

-Event Phase, Powerup crate, deployment: "any Space containing your existing units, or on a Space adjacent to one of your Spawn Points".
This is not how it's done in MW, for a good reason.

-Event Phase, Powerup crate, Battle Cannon: Shouldn't they be able to attack further away than one space?

-Event Phase, Powerup crate,Reinforcements: what Xocrates said: Is this Reinforcements, or Spawn Mania?

Don't know if I'm repeating criticism of Xocrates' rule set, will have to read it again.
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Re: Ruleset

Postby 00Davo » Fri Nov 21, 2008 2:38 am

Phelanpt wrote:Despite that, some constructive criticism:
-You are very vague in a lot of areas. Even slightly vague rules get argued to death by players. If you'd like to leave room for expansion to the rules, do it explicitly, after defining the core rules and gameplay.

-What are spaces like? Squares, hexes?

-A piece of string to mark circles won't work very well practically, and what happens when the circle only falls partly on a space?

-Why do statues start on random locations? That's not like Multiwinia, unless you mean that there are X possible starting locations, and it's random which one it is.

-Paperport Escort is something that should be on "Extra rules", since it isn't on MW.

-You talk about alliances, but never say what they are. If there is any rule to alliances, define it. If not, let the players decide how to help or hinder each other outside of the rules.

-How are starting units positioned? How many do you get?

-Spawn Phase: This one doesn't work like MW. In MW, you have to have a minimum of four MWs manning the spawnpoint for it to produce more, and the amount produced is always the same. I'm not sure about the numbers here, so correct me if I'm wrong.

-Move Phase: You put Formations at the same speed as Statues, but I think Statues go slower, because they keep pausing.

-Move Phase: You mention slowing down while climbing slopes. Shouldn't they then accelerate while going down as well? Also, what are slopes in the game? I mean, how do you limit where a slope begins and ends, and when a unit is moving up or down?

-Move Phase, Officer: is there no time/move cost to promoting an officer? Also, you mentioned formations before, how do you make a formation, and does it cost anything to make one?

-Move Phase: "Once the first team take all their Move Phase actions, the second team in the order take theirs.Reverse this order on the next round."
Like I told Xocrates, I prefer D&D Minis style move phases: First player moves (at most) X units, then second player moves (at most) X units, until every player has done so. Then it continues until everyone has moved everything, or doesn't want to move anything else. Of course, this requires controlling what moved and what hasn't.

-Fight Phase, grenades: "so a grenade thrown into the Officer Formation will cause one additional death"
I think this is super simplified, it causes much more deaths than that in MW, since MWs not in a formation run from grenades.

-Fight Phase, Grenades:"Re-roll the die to determine the number of deaths in that Space"
What if the grenade misses?

-Fight Phase,Deaths: This is also super simplified. One hit from a grenade shouldn't destroy an armour.

-Battle Cannons: Turrets. It's their name, I think. :P

-Event Phase, die rolls: there are two rolls, right? you should mention that.

-Event Phase, Receiver Overdrive: Oh, you mean Spawn Mania? :P

-Event Phase, Old Beta: Where does this come from?

-Event Phase, Global Reset Button: same as above, and also think this is too confusing and annoying.

-Event Phase, Powerup crate:"These crates are placed near a random team."
Near the random team, where? As in, which space? Who chooses?

-Event Phase, Powerup crate, contents: Why only good crates?

-Event Phase, Powerup crate, deployment: "any Space containing your existing units, or on a Space adjacent to one of your Spawn Points".
This is not how it's done in MW, for a good reason.

-Event Phase, Powerup crate, Battle Cannon: Shouldn't they be able to attack further away than one space?

-Event Phase, Powerup crate,Reinforcements: what Xocrates said: Is this Reinforcements, or Spawn Mania?

Don't know if I'm repeating criticism of Xocrates' rule set, will have to read it again.

Let's see...

- Vague rules, yeah. They're still WIP, remember...
- Hexes are infinitely better - no questions about diagonals, more adjacent spaces available, etc.
- Huh? What's wrong with string, exactly?
- Statues start on a random location from the X possible statue points. There's one of the vague parts.
- "Extra rules"? Indeed, it isn't in MW, but I wasn't distinguishing between stuff from MW and new PW stuff, anyway.
- Oops. Alliances basically mean the teams share an objective; if one team completes an objective, both do.
- You get to decide. If you're after an epic battle, you can start with loads of Paperwinians and Spawn Points. If you're playing some other objective, it might be better to have only a few at start. The Maps should contain areas for starting units.
- It wasn't supposed to work like MW. This bit is, I think, how Spawn Points worked in DW, sort of (more souls would be delivered if more DGs were manning a point).
- Maybe the Formations should move a little faster? I'm not sure, really.
- Slopes are featured on the Map, and go in one direction. Moving that direction slows you down, and moving against it speeds you up. Moving sideways goes at a regular speed.
- No cost to make an Officer apart from the PG promoted. A Formation can be made for free at any time, provided there's an Officer to make one.
- Hmm... I still like turn-based movement. I'll have a think about that.
- Yeah. The game is intended to not use too many paper things, though. The less that can be killed off, the less you need to have.
- Rolling a 6, and therefore throwing the grenade, means it hit. It probably should be able to miss too, come to think of it.
- Would you prefer to put little damage counters on all your units all the time?
- In MW, they're called Turrets, yes. The DW name is Battle Cannon, and I like it better.
- There can actually be three or more rolls. The first roll determines if there should be rolls. The second determines what happens. If a Crate is rolled, the next roll decides its contents. You can also get a "roll again" result for the second roll.
- What's Spawn Mania?
- My brain. I kinda made it up.
- The name was mentioned by Sepulveda in DW, and I wanted to use it for something. It probably would be pretty annoying, though.
- Oh... right. Um... there are X number of crate drop locations on a Map. One of these is selected randomly. They're near team start points, so it's like being placed near a random team.
- Because the contents get rolled. If a bad number came up, you could simply avoid the crate. Plus, there are only six numbers on a die.
- How's it done in MW?
- Probably. How about three spaces? Or five?
- One of them. I don't really know which one is which, anyway.

These problems all came up because I have no friends to playtest with. :( Could somebody who knows people test it?
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Postby the4ce » Sat Dec 06, 2008 9:25 pm

I don't know what to say... :? Maybe it's better to stay with Xocrates game? He made it first...

Done the Armor with all the colors and the instructions. :)
LINK

Davo, please tell if you understand now.

Comments?
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00Davo
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Postby 00Davo » Sat Dec 13, 2008 11:36 pm

the4ce wrote:Done the Armor with all the colors and the instructions. :)
LINK

Davo, please tell if you understand now.

Comments?


These new instructions are great. :D I should be able to figure it all out from these. Thanks! :)
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Postby Kuth » Sun Aug 09, 2009 9:47 am

This is a necro post...

...but the original content was cool enough to bring back up again, with a question:

how was this done? What was the process to extract the armor and convert it to a foldable model?

If the spawnpoints could also be converted into a foldable form, I imagine we could get a full 3D tabletop version of Multiwinia going with terrain and such. Y'know, for us enthusiasts :)
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Postby Montyphy » Sun Aug 09, 2009 2:09 pm

Uplink help: Check out the Guide or FAQ.
Latest Uplink patch is v1.55.
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Kuth
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Postby Kuth » Sun Aug 09, 2009 8:42 pm

I'm familiar with papakura designer... since that is the only way to get models from homeworld.

But what about extracting the models from Multiwinia into a format that is readable for Papakura? Will the models, once extracted, be ready for unfolding or will there be additional conversions necessary?
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Postby jelco » Sun Aug 09, 2009 9:12 pm

I seem to remember someone making something for importing Darwinia models into Blender, which I think can output formats that Papakura Designer can read. Not sure though, been a while since I worked with either. However it seems worth giving a try.

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Postby Montyphy » Sun Aug 09, 2009 9:47 pm

Admittedly I haven't read the thread in a very long time but I think this is what Jelco is referring to.
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