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Sean O'Connor's Games • View topic - Mother Of All Battles is available for iPhones and iPads!

Mother Of All Battles is available for iPhones and iPads!

Defeat your enemies and conquer the world

Mother Of All Battles is available for iPhones and iPads!

Postby Sean OConnor » Fri Mar 18, 2011 11:28 am

Here's the link to see it on the AppStore:



I've made a few rule changes from the Windows version to make it more playable on small iPhone screens. Here is a list of the main differences:

- pieces now have more movement points to make the game flow more quickly. Armies move 2 (unless badly damaged) and ships and planes have a few more movement points too.

- when an army captures a city it isn't "used up" in the process. Again, this makes the game flow more quickly as that army can set out straight away and explore more. It also prevents the silly situation where you wait for an enemy to capture a neutral city first and then take it from him. Now, the first person to take a city gets the advantage.

- armies are no longer healed by cities. This makes the game more playable as before it was too easy to defend an island. You'd beat off an invasion and then heal your tanks and be back to full strength when the next invasion came. Invading an enemy island is easier now as you can wear down your opponent.

- The worlds don't wrap around. It was just too confusing to get a handle of where you were looking at on the small iPhone screen.

- there are a maximum of 3 cities per island (instead of 6 on Windows). I thought this was an improvement as capturing an enemy island which has 6 cities on was too difficult.

- the maps are quite small at just 48x48 squares. The algorithm for creating the random maps is also different so I think the islands have more interesting shapes (I use a recursive algorithm now rather than just super-imposing oval shapes) I'm planning on larger maps though for future updates and maybe hand drawn ones too to make them more interesting.

- there are forest tiles - but they are identical to the mountain ones in terms of gameplay.

- there is an "Embark" order for armies to move towards and load onto the nearest transport, and "Fetch" for transports to move towards the nearest army that's not doing anything useful.

- I've made some improvements to the computer's AI so now when you play at Very Hard the computers build units at exactly the same rate as you (unlike in the Windows version where they cheat and build units in 70% of the time it takes you at Very Hard). At Very Easy the computers take twice as long as you to build units.

If I ever get some free time I'd like to add back lots of these new feature into a new Windows version (and the new graphics and sounds too). Let me know what you think though and if the rule changes are an improvement or not.
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Postby Tiamat » Thu Mar 24, 2011 3:47 pm

YOU ROCK!!!!!!!!!!!!!!!!!!!!!!
I was just searching the app store for this last month.
Glad this finally made it to iphone!
Thanks a lot Sean!!!
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Postby Tiamat » Thu Mar 24, 2011 3:55 pm

Question:

How is my damage chart affected by the new iphone/ipad app?

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Best strategy games available on ipad !

Postby Shadowkr » Mon Mar 28, 2011 7:53 pm

Dear sean O'Connor's,

First thanks for providing such great games (i played hours of slay on my ipad, I wait for firefight to come out !!!)

Regarding moab :

1 - map sizes : i saw you will grant bigger ones in futur updates, that would be great. What would be great is maps generated after choosing how many AIs + size + difficulty

2 - please, as in slay, let us enjoy if we want the pleasure to continue to exterminate if we want, all remaining opponents. with either a full world domination mode, either at least 80% of all cities to conquer, or a choice like in slay : "your ennemies surrendered, do you wish to continue". It is not enjoyable currently, as when you just start to really take over, you just win and the game is over. The Only way to continue is to not take anymore new cities... when you guess that you will probably reach more than 50% of the cities... that's just a real pain in the ass.

3 - hidden maps : if you still do not give a random generating map process, but some fixed maps, at least do not show the full map when we abandon, but only if we win the game. Sometimes after a bad start, i want to start again, and the only way not to cheat by seeing all the map is to close my eyes, and it's also quite annoying.

4 - new units or improovment of existing units :

Artillery : in real warfare, artillery is the most effective destroying way to destroy or to protect battlegrounds. It would be great to produce artillery units, that could fire at very long ranges, but only if we send out some scouts (planes, or units actually spotting close enemy units) it would allow us to save remote units endangered by invading units. It would allow us to protect some sea corridors. These units could be located hidden in the middle of your islands and it would be a great way to increase your defense. The AI could also well protect his own islands by placing some of these units also well far away from the shores, you would have to go to kill there first before invading. To give a chance to AIs, these artillery units should be very weak, long to produce and expensive, not allowed to fire within too close range, not allowed to be placed inside cities, and again blind withouts any scouts. but they should be allowed to move 2 cases before firing, and 4 cases after firing like in real warfare, their destroying power should be equal to battleships and able to fire very far away.

Battleships : battleships are very effective to be used as artillery, they should be able at least to kill inland units 4 clicks away if guided by units spotting targets and calling a seastrike. They would provide cover or offensive strikes all along the progress of an invading force.... Like in reality. They should also be able to erase completly the presence of an ennemy force inside a city, by bombarding it 3 times.

Commando : would be good to be able to produce in one day a commando unit able to scout very fast lands areas, with at least 8 moves, but without any fighting abilities against any other units except artillery and other commandos. They would be killed in one shot by armies, destroyers, battleships, artillery, and of course bombers but not airplanes. Important they should not be able to take a citie, even a neutral one.

Awacs : 25 days to produce, but these radar planes would allow a huge area to be disclosed when flying and able to refuel other planes. They would be able to fly a very long time without refueling and very fast, and allow 2 fighters plane units to travel with them, as an escort. Before killing an awacs, you should kill first the 2 fighters. In fact nowadays, if the HQ of any naval fleet is the aircrafts, no fleet will travel without an awacs on top of them, surrounded by at least 2 submarines.

Missiles : 30 days to produce an intercontinental missile, that would be able to go anywhere on the map with an atomic blast twice as big as bombers. but would only move straight to a designated targeted area (not allowed to change its course)

Anti air canon : armies, artilleries, should not be able to fire at airplanes, that is simply not realistics, only other figters airplanes, destroyers and battleships. But having one anti air batterie next to a citie should be a great advantage, as they should be able to strike airplane from 4 clicks aways. Maybe 8 days to produce, and very weak to any strike.

Helicopters : would be able to destroy very easily any type of ground units, especialy armored units, but slow, unable to travel to far away from a city like in reality. Very weak against any sea units.

Submarine : they should be able to strike from 3 clicks away from their target, if not, it is just not realistic : Do you see a submarine coming close to its targets before launching its underwater torpedoes ?

Aircraft : should also be able to strike very far away with cruise missile, at anything except commandoes... again if spoted by scouts units, but important, should be able to move after firing like in reality... Do you see an Aircraft staying at the same spot after launching cruise missile on iraki or lybian targets ? Aircraft should be the are the most powerful units, but weaker than battleships and destroyers... They are the key of any projecting forces in real warfare, not just airplanes babysitters ; )

That would really be the mother of all battle !!!!!

Anyway already a marvelous game. Thx again for it !
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Postby Sean OConnor » Tue Mar 29, 2011 9:32 am

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Re: Best strategy games available on ipad !

Postby Foxyshadis » Wed Mar 30, 2011 9:03 am

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Postby Sean OConnor » Wed Mar 30, 2011 2:03 pm

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Thanks !!

Postby Shadowkr » Wed Mar 30, 2011 3:20 pm

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Re: Mother Of All Battles is available for iPhones and iPads

Postby Legacy » Mon Apr 04, 2011 4:56 pm

"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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Postby Tiamat » Fri Apr 08, 2011 9:37 pm

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Postby Harmonica » Sat Jun 11, 2011 10:16 am

Sean, just discovered MOAB on iOS, having never played it back in the day on Windows.

On arriving on this site my reaction was 'holy crap you made Critical Mass?!'

So I bought MOAB as some kind of slightly belated payment for the hours I put into that game as a kid (shareware coverdisc version if I remember) :)

Looking forward to more updates! Cheers.

edit: gosh I also played Football-o-saurus too...
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Re: Mother Of All Battles is available for iPhones and iPads

Postby LordGek » Sun Sep 16, 2012 3:15 pm

Color me confused. The description claims random maps but they appear completely scripted to me, what am I missing? Also are Commandos and AWACs in the game as stated in an earlier post by the dev?
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Re: Mother Of All Battles is available for iPhones and iPads

Postby Sean OConnor » Tue Jan 08, 2013 7:31 pm

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Re: Mother Of All Battles is available for iPhones and iPads

Postby redeluge » Thu Apr 03, 2014 7:55 pm

Thanks: been looking for a "strategic conquest" or "pocket war" game for a while.

I wish there was more automation. For example a patrol option for any unit that just continues to patrol until told not to. Also I miss waypoints and having units assigned to move towards them automatically. I also miss moving a group of units all at once. Moving 50 tanks to one strategic spot is so many taps!

I pray and hope you have some updates on the way.

John/MOAB on iPad
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