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Ataxia is a fantasy strategy game based on the 1985 ZX Spectrum game Chaos.

It used to be called Chaos Wars, but has undergone a name change due to an upcoming comercial game of the same name: link http://en.wikipedia.org/wiki/Chaos_Wars

(See also other pieces of tosh at gamedesign.)
(Also, Other Chaos remakes)

Downloads
link http://www.marasmusine.pwp.blueyonder.co.uk/Ataxia1.82.zip from 12/7/07, 3.5 Mb
Requirements: A Windows-based PC with DirectX 8.1 or better, and some semblance of a graphics card.

Change log; also add your comments here.

Starting from v1.3, the image and sound files are included in a separate folder.
Feel free to have a go at improving or completely changing the graphics!
ATAXIA v1.8
Ataxia: Chaos Wars is based on the classic ZX Spectrum game Chaos.

A few changes from the original:


STARTING A GAME
Firstly, select a scenario:
  1. Chaos; 2 to 9 wizards fight each other, similar to the original game.
  2. High Chaos; As above but with high level spellcasters.
  3. Light vs. Dark; No spellcasters - just goblinoids vs. elves and dwarves.

and options:

Secondly, select how many humans will be playing. Selecting 0 will initiate a 'demo mode'.

A character level and playing field will be randomly determined.
Then players input their character's names, and a random magical item will be assigned.

Each turn there are two phases; the Spell Selection phase and the Action phase.
In all cases, the right mouse button will abort the current action and move on to the next phase.

Spell selection
Illusions are cast with 100% success, but may be swiftly removed by the enemy with the Disbelieve spell.
Summon Creature is the standard summoning.
Summon Group creates three creatures at a lowered casting chance.

Casting Spells
Each spell has a casting range.
Some are personal, such as Magic Wings or Magic Sword.
These are cast automatically.
Otherwise you place the spell with the spell cursor.
If the 'S' in the cursor is small, you are out of range; move until the 'S' is larger.
Creature summons must be adjacent to the caster.

ACTION PHASE
Each creature and wizard on the board now moves and attacks in order of initiative. Creatures on foot moveone square at a time. Flying creatures can move to any square in their movement range. The cursor will turn blue when it is on a valid square.
Move into an enemy to attack. Flying creatures can attack from a distance if they have enough movement points to return to their current position, otherwise they must fly a little closer first.

Pressing SPACE will delay that creature's movement until after everyone else has moved, which you may wish to do in order to keep a group of creatures in formation, or for strategy reasons.
Movement will end automatically when the creature is out of movement points, it attacks, or if you abort with the right mouse button.
Creatures with ranged attacks may now fire if they have not engaged in close combat. The cursor will turn blue if it is in firing range. Again, right click to abort.

CREATURES
Creatures have four main statistics, as shown if you hover the cursor over it.

Some statistics not shown, but evident during the game, are movement points, damage, and other effects:

OTHER SUMMONING SPELLS

ATTACK SPELLS
PERSONAL SPELLS
Personal spells only ever effect the wizard him/herself.

Where spell effects have a limited duration (such as the two shield spells), the number of turns remaining can be see to the right of the effect name in the creatures infobox.
EMPOWERING SPELLS
Empowering spells effect the wizards nearby creatures.

WEATHER SPELLS
Weather spells globally effect the whole board in some fashion:

ENVIRONMENT SPELLS

OTHER SPELLS

Spells of Power
Other than weather spells, Spells of Power are the only spells that can effect the whole board. They are always rare spells.

NEW SPELL SUGGESTIONS...
* "Acquisition" - A new spell for Chaos could be 'Acquisition', where you cast this spell on another wizard to acquire their Armour, Sword or Knife etc.
* "Rebound" - A new spell called 'Rebound' would give the target creature/Wizard the ability to send any attackers arrows/fire breath automatically back at them.
* "Dead Reckoning" - If successfully cast, this spell would do a powerful magic attack on all undead creatures on the board and potentially destroy them.
* "Truth" - On casting the 'Truth Spell' all illusions on the board are disbelieved at once.
>May make this a Lawful spell of Power. An inverse spell also? One that converts all monsters into illusions? 'Shadow realm' or something.

This is now in.
* "Protection" - If successfully cast on a Creature/Wizard the 'Protection Spell' will put a Magic Aura around the target Creature/Wizard that will make them indestructible for that turn.
Also a magic attack will not work on them.

>'Magic Shield' also needs to go in. Armour bonus + deflects Magic Bolt. Now in
Between Rock Skin, Magic Armour, Magic Shield and Shadow Form, a wizard has plenty of defense spells at his disposal. However, I still need to implement some anti-magic and resistance spells.
* "Random" - On successfully casting the Random Spell, the selected Wizards Spell List is randomly regenerated.
>Or 'Spell of Wonder'; perhaps a Chaos spell of Power; random spell plus some other goofy stuff.
* "Gecko" - This reptilian creature has a good movement range, is mountable by the casting Wizard.
Walls would be no obstacle to them as they are able to climb over them.
>Might work; 'climbing' creatures; to occupy the same space as the wall, it would effectively become its 'occupant' and also claim ownership.
* "Grounding" - This Spell would remove the flying ability from the target Wizard/Creature.
>This may become 'Hurricane', a weather spell which will effect all flying and shooting.
* "Scarecrows" - This spell allows you to manually place approximately 8 Scarecrows near your wizard.
No two scarecrows can be adjacent, and line of sight is needed in placing.
Scarecrows can attack anything in contact with them (except undead).
This would be a variation on the Shadow Wood spell.
I'm thinking of a range of Golem spells, one of which will be Straw Golem.

"Heroes - Might over Magic"
Another suggestion is that a player could choose to be a hero character instead of a wizard. This hero can cast no spells but has three lives.
The challenge here is to see if the hero can defeat the spellcasters and their creatures. It would be good to see if they had a chance !


That sound pretty feasable. I can use the Light and Dark generals from the Light Vs. Dark mode, perhaps give them a small retinue.==Possible new creature flags

"Slimeball"
This attack spell could be cast on a creature like the lightning or fireball spells. If the spell is successful the creature is stuck in a non-spreading gooey blob.
I think I'll put this in, but to continue the Julian Gollop theme, I'll call it Tangle Vine.

"Unsummon or Boomerang"
This spell removes a creature from the board and places in back into the owning wizards spell list.
This could be cast on friendly or hostile creatures.

"Meditation"
If a Wizard does not cast a spell or move for one turn, there could be a 5% chance of the Wizard gaining another spell while the they rest.

"Imp or Pixie"
The Imp would be a little weak creature that would have the ability to teleport any creature that attacked it to a random space on the board.

"Blizzard"
Once cast, the Blizzard Spell envelopes the game board for one turn, reducing all creatures movement to one.
A falling snow effect could be used on the whole screen while this spell is in effect.

"Arcane Theft"
The next spell target Wizard casts fails and is added to your spellbook instead.


How the AI works

chaos_wars, Rev. 134, Last changed on 2007-12-07 01:13, 5665 page hits
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