Mother Of All Battles is available for iPhones and iPads!

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Sean OConnor
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Mother Of All Battles is available for iPhones and iPads!

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

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

http://itunes.apple.com/us/app/mother-of-all-battles/id425160860?mt=8

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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Post by 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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Post by Tiamat » Thu Mar 24, 2011 3:55 pm

Question:

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

http://davehughes.com/mother.html

Shadowkr
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Best strategy games available on ipad !

Post by 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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Post by Sean OConnor » Tue Mar 29, 2011 9:32 am

Tiamat wrote:Question:

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

http://davehughes.com/mother.html


The values are mostly unchanged. The only ones I changes were: I increased tank against tank up to 33, destroyer on destroyer is now 30, battleship on battleship is up to 20. That was all to make the battles go a bit more quickly and be less of a slug-fest.

BTW where you've put 200s in your table you could change them to 'kill's to make it more clear.

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Re: Best strategy games available on ipad !

Post by Foxyshadis » Wed Mar 30, 2011 9:03 am

Shadowkr wrote:Dear sean O'Connor's,


Speaking respectfully, your unit suggestions would create a game that was no longer related to Mother of All Battles, no matter how similar the graphics were.

Sean, I do agree with his numbered points, 50% win condition is not workable, and I'm avoiding playing because of it. Individual surrenders would be better, when the last island has been invaded and is hopelessly outnumbered (and are something I've long wanted for Slay as well, instead of a global surrender). At 50%, I'm barely getting into the game. 75-80% would be better, along with an option to turn it off completely.

I miss the ability to set different difficulties to different opponents, but I understand why you made that choice.

Another suggestion is that an alternate control scheme for planes/paras is necessary - they have far too many moves for individual tapping. Since they can go anywhere, perhaps tapping a square, getting a red target dot, and tapping it again to confirm would be better. (Allow a fast double tap for the confident or when it doesn't matter.)

And now a bug report: When planes and paras pass through a town, they don't get refueled like in the desktop version. Instead you'll go a few more squares and they'll suddenly run right back to where they just were.

Surprisingly, I haven't had a single crash, rare for the first version of a game. Awesome job!

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

I've just sent off an update which should fix things.

I agree that the 50% rule to win the game did make the game end very abruptly just when you thought you were finally getting control. The computers will now offer to surrender when you capture 50% and if you say no, they will offer again every 6 days (as long as you've still got most of the cities!) So you can play on to the bitter end until you capture every single city if you want.

I've also made it so the hidden parts of the world aren't revealed now if you lose the game.

I've fixed the bug that meant if you'd previously failed on a map it wouldn't change that to a win if you went on to win on that map in the future.

Thanks Foxyshadis for spotting the bug where planes wouldn't refuel if they passed through a city. That's fixed now too.

Surprisingly, I haven't had a single crash, rare for the first version of a game. Awesome job!


Thanks! I'm getting to be a bit of an old hand now at iPhone programming so I think I know most of the pitfalls you can easily fall into!

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Thanks !!

Post by Shadowkr » Wed Mar 30, 2011 3:20 pm

@ sean : great to be able to get a feedback so fast and to discuss with a dev from a game you love. Many thanks for the incoming update. Waiting for bigger maps to play as you mention it.

@ foxyshadis : I can easily conceive and understand sean, if he don't have the time anymore, to implement major updates to this great game. It is already hopeful that he provided the support on iphone and ipad so that gamers like me could discover and play MOAB.

But I respectfully also disagree about your comments about new units :

we could imagine a standard and original mode of MOAB for old school windows player who loved this games since many years, but also imagine that sean could make MOAB evolve with more complexity and more realism by inserting new units, or changing their way of firing.

At least, you should acknowledge that for some existing units, their behaviour are far from beeing realistic. (Again, i am a fan, and it is not just bad criticism, if i take the time to write on sean forum, it is because i have just discovered this game, and it is a real pleasure to play in term of strategy. I would love to see it more and more complex, and most important close to real warfare.)

for example :

Battleships : battleships are very effective to be used as artillery, and they should be able to kill inland units quite far away if guided by units spotting targets and calling a seastrike. This could be easily done and give more importance to the best weapon now available in MOAB.

Submarine : they should be able to strike their torpedoes far away from their target as they do in reality. Currently, submarines are too weak and too easy target for destroyers when they suddenly appear from quite far. It is also too easy to run away from a submarine... Especially transports !!! They are not the wolves they should be. So Having the possibily to fire a torpedo from a distance would really give a bigger importance to submarines at sea, and more challenge if you want come with a huge battle fleet to invade areas of the map not discovered yet.

Aircraft : they should also be able to strike far away (with missile, we could imagine a patriot sound when it fire) as again, never a real battle commander will order it to come too close too danger... and endanger thousand of crewmen and a billion dollar aircraft.

Artillery, awacs, missilles and even helicopters would be great new units... even if the game is already now so enjoyable.

Take "risk" for example, the original version does not allow people to cross from africa to south america. some prefer the original rules, some prefer the new rules.

So I guess that in the event that sean would release a new version with more units included... Some players will also prefer the original MOAB, but some really enjoy a more complex warfare game.

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

Post by Legacy » Mon Apr 04, 2011 4:56 pm

Most of these features would be nice to see in Windows, but a as an option ruleset, perhaps? I play with 2-move armies usually, anyway.
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Post by Tiamat » Fri Apr 08, 2011 9:37 pm

Sean O'Connor wrote:
Tiamat wrote:Question:

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

http://davehughes.com/mother.html


The values are mostly unchanged. The only ones I changes were: I increased tank against tank up to 33, destroyer on destroyer is now 30, battleship on battleship is up to 20. That was all to make the battles go a bit more quickly and be less of a slug-fest.

BTW where you've put 200s in your table you could change them to 'kill's to make it more clear.


I have made these changes. Thanks for the update

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Post by 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

Post by 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

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

LordGek wrote: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?


You get 20 preset worlds when you buy the full version of the game and then there are 9 more pages (of 20 worlds each) you can buy as in-app purchases. The text on the webpage that says the islands are randomly generated is really for the Windows version so I'll get that updated.

There aren't any commandos or AWACs - I think that was just a suggestion from someone.

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

Post by 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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