Suggestions for the next version of Slay

Conquer the island
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Post by gruff » Thu Feb 16, 2006 3:38 am

You just autoplay the other sides. That's all. It's not a very accurate simulation of the Second World War.

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deep and shallow water

Post by Orlando » Mon Mar 06, 2006 12:42 pm

What about shallow water right around the coast of the Island?

There the adjacent owners may create land for e.g. 20 Gold so they can build "bridges" to the opposite coast and invade a totally surprised enemy...

Could be a very fun tactical option, I think :wink:

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Re: deep and shallow water

Post by sid6.7 » Thu Mar 09, 2006 5:10 am

Orlando wrote:What about shallow water right around the coast of the Island?

There the adjacent owners may create land for e.g. 20 Gold so they can build "bridges" to the opposite coast and invade a totally surprised enemy...

Could be a very fun tactical option, I think :wink:
well i voted for ships way back and it didnt recieve good rates
as i wanted to make multi-island maps....

so i dont think being able to build bridges would either as they
dont want that "come from the rear effect" going on...
if you'll only die tired

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A compromise for manual hut placement

Post by MelGrubb » Wed May 03, 2006 6:05 pm

There seems to be a lot of disagreement over this issue, so how about this solution. For a fee you may build extra huts on your land. In the event that your "bank" gets smashed, and you've built other huts, one of them becomes the new bank. If you don't build additional huts, then the game will auto-pick a location as usual. If you DO build additional huts, then it merely needs a way to pick the best one. You could pick whichever one is the most "central" or you could pick the one that's closest to the old bank. You would, of course, want options to enable/disable this behavior for the AI players in order to keep the game fair.

If you want to expand on that rule, you could allow the player to designate their bank so that they can move their money to a more protected location. Having said that, it takes time to move resources from place to place. I would think that when designating a new bank, all NEW resources would be stored there, and you would draw resources from the old bank until it's empty. This prevents players from "instantly" moving their resources in order to dance around their opponents, but still gives them a way of moving resources slowly when needed.

I'm opposed to changing the rules too much, since I've enjoyed the game as it is (albeit a demo version... I have kids, therefore I live on demos). The simple, easy to understand rules are key to the game's longevity and addictiveness. I think giving the players the ability to build land bridges, or use boats to skirt the coastline picking the ideal spot to attack would take away from that charm.

I would like to suggest one item that wouldn't change the gameplay any, but might add a little more visual variety to the maps. If a "water" tile (or collection of tiles) is landlocked, why not display mountains there instead? It would give the landscape a little more variety while not chaning the gameplay. In these cases, the palm trees might look a little strange, so you could replace them with another kind of plant... I'd suggest the pine trees, but theyre already being used. You COULD introduce a third tree icon, something more like an oak shape. So the oak takes the place of the pine, which now grows around the mountains exactly like the palms do at the edge of the water. Through themeing, you could convert the mountains into impassable deserts, and the "edge" trees into cacti. This would give you a way to provide a bit more visual variety this way without impacting the excellent rules and gameplay.

Someone will point out that a "lake" which is only two hexes removed from the external edge of the map would allow for odd behavior such as cactuses spawning palm trees, but who cares. It's just a graphical mod, live with the weirdness.

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Post by Hernalt » Thu Aug 24, 2006 5:50 pm

Idea that can be thrown on pile:

Mountian hexes that take on the color of, and yield 2 gold towards, whichever player can take all land hexes adjacent to them, i.e. totally surround them if they are inland.

Using this would make for interesting pinch points, and mountian ranges could make for interesting divisions of the land.

They would start with some random color group (some would get them, some would not), but could be captured using the above surround tactic.

As a paying customer I don't see how it is out of line to make product suggestions. I do agree that too much customization can sap the enterprise of its survivalistic and addictive character.

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Post by axel » Tue Sep 05, 2006 6:25 am

Here are my thoughts on improvements for a next version:

1. Saved games should include all the moves. The game would also allow rewinding, starting from the beginning, autoplay (setting for delay), comments/stop points on moves (a player can enter a comment and pause the action. This can be modified later but the moves cannot, of course). Ok, some of this is asking too much, but basic replaying of a game with a Next button would be awesome.

This would also allow easy archiving and sharing of classic games. Great for tutorials too. Perhaps you could click on a game on a web page and Slay loads and opens the game and starts playing it. How cool is that? (I think you'd just need to allow the game engine to accept a game file as a parameter for that to work. And associate the game file extension with slay.exe)

2. When AI moves it would be better to see each piece move rather than the whole player's move at once. This is just to get a sense of the strategy used.

3. Allow boards much larger than the current Very Large. A scrolling window would be necessary to get it all in (although the larger screen others have suggested would help too) Allow at least one more big guy (past the baron) costing 54*3 = 162.

4. Allow an all-AI option, with pause. Just watch 'em pound each other. You and your mates can bet on the outcome. This sorta happens after you get killed; the AIs finish on their own. It's strangely exciting and sometimes quite difficult to guess. I end up rooting for someone to win. I have no life.

5. Along with the difficulty levels of AI, some choice of style as well - defensive, aggressive, moderate. The current practice of throwing up castles at the first sign of danger would be a defensive style move. The style of each AI player would be random by default, so you'd have different styles in the same game. Playtest them enough so they are all reasonably effective, although one may be somewhat better than the others.

6. There should be badgers. Somewhere. It just doesn't seem complete without the badgers.

7. Forget about rule 6. I was feeling a little strange. Maybe one or two badgers at most.

Thanks for a great game.

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Post by marzzbar » Mon Feb 12, 2007 10:32 am

Getting back to the whole hut-smashing thing.
If a hut gets smashed, I think that it should go either to the centre of the defender's territory, or otherwise it should go to a hex which is as far as possible from the recent attackers' hexes as possible.
Another thing. You should be able to move your hut freely throughout your territory on your turn. The hut can be used as a defence unit, but it is also valuable, so careful placement can change the game.
I don't like how it gets built automatically in the northwest corner. The more human interaction and the less computer generated 'randomism' the better.
I also said in another post that there should be a running total of how much money a territory generates and how much is spent on wages. Saves having to do a bit of maths :D.
Hmmm, what else. Yeah, you should be able to review the computers moves. And maybe there should be a way to record the entire game, so you can look over strategies and stuff.
I think this game is very fun and addictive, but there is still room for improvement. I haven't actually got the full version, but I don't think I want to pay US$20 (plus other payment fees) for it.

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No Surrender

Post by JimW » Sat Jan 19, 2008 4:07 am

Any chance we could have an option which tells the AI to never offer surrender?

I prefer to play my games out to the bitter end, and like others, enjoy trying to improve my performance by winning in 'x' number of days.

Invariably, I occasionaly accept surrender on accident and it just plain messes up my stats!

(I apologize if this has been requested before....I searched the forum and found no specific mention of it but may have missed a previous post).

You could also display this 'mode' on the challenge screen so that when folks post screen shots as proof of good play, it'd remove confusion. A flag in the slay.dat file (to record win method) could serve that purpose as well.

Best regards,


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Post by manicman » Sun Jan 20, 2008 3:43 am

Before anything else is done the ability to play online should be expanded. the computers are bad but I can only play within my ip address and people are rarely online.

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Post by svogal » Sun Mar 02, 2008 1:32 am

Minor improvements:
- middle mouse button buys a castle
- Enter ends turn
- Space switches to next playable territory
- information window: current territory size in hexes (it updates when player captures land)
- second column with probable income, wages & savings on the next turn
- remove license number from About box so others cannot steal your number
- browse subfolders with custom maps (e.g. add combobox with subfolders in map selection dialog)

Future version:
- allow larger maps (e.g. 60x40)
- record scores for custom maps
- customize keyboard/mouse
- other victory conditions for multiplayer (e.g. have two barons to win, build 15 castles, have single territory of 50 hexes)


Minor improvements:
- shift/roll/rotate/mirror the map
- add "Play" command - instantly switch to Slay and play the map
- map browser: add directory/file pane on the left & clicking on file opens the map (this could be useful for previewing downloaded maps)

Fancy things:
- map arithmetic: combine existing maps to create new ones (add, subtract, xor)
- generate random map in the editor
- cut/copy/paste selection

Scenarios & Campaigns:
- user can paint territories, put men, buildings & trees, edit money for territories
- user can name players (e.g. Germany, Rebels)
- display users text before playing (introduction to scenario, credits, etc.)
- other victory conditions (e.g. control area, defeat yellow player)
- multimap campaigns (load next map after victory)

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Post by Teknogamer » Sat Dec 13, 2008 7:08 pm

First. to bring up an old suggestion selecting starting positions in map editor is a must.

It would also be nice if one can select which color they are (both in created maps and challenge maps).

Lastly scripting in the map editor would open up a lot of possibilities. Meaning, to script events when a player reaches a certain point, such as text appearing or changes in the map/players. This would allow themed maps to be much more successful (text appearing based on certain triggers could allow a storyline to be depicted, changes in map or soldiers could allow different type of game styles, such as a race to certain point).

Somewhat along the same lines, allowing special hexagons to be created would be nice; either to spice up the regular game by allowing bonuses when a certain hexagon is surrounded (extra money, or troops cost less etc...), or for new game types, for example a map where you need to surround three separate hexagons to win (a "king-of-the-hill" type of game).
[though this latter point would affect the "classic gameplay" it could be a fun option for player-created maps]

Perhaps it would also be interesting to allow for parts of the map to be shrouded in darkness (ala age of the empires) and would be uncovered as you go go forward.

Also, though I have no idea whether this is complicated or not, it seems that the AI could use a boost in understanding the monetary facet of the game. Numerous times, even on very clever, they'll place all their men together in a fashion where it's easy to cut them off.

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Post by Legacy » Mon Dec 15, 2008 6:24 pm

Teknogamer wrote:It would also be nice if one can select which color they are (both in created maps and challenge maps).
The purpose of not being able to select your start position in challenge is to keep all things constant between games, so the metric for comparing skill(number of turns to win) is valid. It might be easier or harder to win from different starts.
"Every man is my superior in that I may learn from him."

Don't take life too seriously, you won't make it out alive!

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Post by Teknogamer » Tue Dec 16, 2008 8:46 pm

true, it's just that after playing a map so many times and trying to beat it it'd be interesting to see what it'd be like to play it from another perspective. So perhaps allowing the challenge map to be played as a friendly game and with the option to select starting position might be the necessary compromise.

btw svogal, sorry for not noticing that you already said half my points, before posting i skimmed the thread and after 5 pages i lost patience and just posted hehe

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Post by Legacy » Wed Dec 17, 2008 2:24 am

You can play the challenge maps in friendly mode, that's what the map numbers are for.

As for being able to play a specific color, you can remake friendly games until you get what you want.
"Every man is my superior in that I may learn from him."

Don't take life too seriously, you won't make it out alive!

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Post by Teknogamer » Thu Dec 18, 2008 9:45 pm

oh didnt know that...thanks

btw does anyone know if sean is working on any of these updates currently?
(maybe we have to get his father-in-law hooked on slay ;) )

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