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Re: Labyrinth [7/6] V12 Page 6

Postby koontz1973 on Thu Jun 07, 2012 12:25 pm

Click image to enlarge.
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Stones at corners.

Does that work?
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Re: Labyrinth [7/6] V12 Page 6

Postby chapcrap on Thu Jun 07, 2012 6:41 pm

Oh my... This is looking lovely. I like the look of your stones, koontz. ;)
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Re: Labyrinth [7/6] V12 Page 6

Postby koontz1973 on Thu Jun 07, 2012 9:11 pm

Thanks chapcrap.

OK, I am now pretty sure this is the final version game play wise. Can I ask the blue boys for game play to give me any changes they want to see in the way of neutrals and bonuses please.
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Re: Labyrinth [8/6] V13 Page 7

Postby koontz1973 on Fri Jun 08, 2012 10:46 am

Added Prometheus fire traps out side of each starting territ. These are killer neutrals to make the game a tad more fun. :lol:
Minor changes to the map.
Spelling mistakes fixed.
Just need the get go from the game play boys. :P

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Re: Labyrinth [8/6] V13 Page 7

Postby DoomYoshi on Thu Jun 14, 2012 2:41 pm

The traps are kind of pointless around the edges, they would need to be beside 1 territ, not 2 to be effective.
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Re: Labyrinth [8/6] V13 Page 7

Postby koontz1973 on Thu Jun 14, 2012 9:47 pm

DoomYoshi wrote:The traps are kind of pointless around the edges, they would need to be beside 1 territ, not 2 to be effective.


Here I will have to disagree with you. You are right that they may never get used, but the purpose of them is to give players a choice. Do I go over the more neutrals of the dead warriors or take a quicker path and lose a man only to get him back with the easier bonus of the Minotaur. With the reinforcements set at 1 for 4, you are only going to get three for the first couple of goes. So do you really want to try your luck going 3 against 2 neutrals for two turns?
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Re: Labyrinth [8/6] V13 Page 7

Postby DoomYoshi on Thu Jun 14, 2012 9:50 pm

But if you take the trap, you are getting only 2 to go against anything. If you go for the Minotaur, and take the trap, you are only back at 3 reinfiorcements per turn. So why not just build the dead warrior up?

EDIT: playing nuclear, I would take a trap.
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Re: Labyrinth [8/6] V13 Page 7

Postby koontz1973 on Thu Jun 14, 2012 9:57 pm

Because if you take the trap, you have 3 territs and as soon as the Pegasaus is taken, you are back to your 3 reinforcements (if you have taken the swords and food).
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Re: Labyrinth [8/6] V13 Page 7

Postby DoomYoshi on Thu Jun 14, 2012 10:03 pm

koontz1973 wrote:Because if you take the trap, you have 3 territs and as soon as the Pegasaus is taken, you are back to your 3 reinforcements (if you have taken the swords and food).

I'm sorry, I don't understand. It says 1 reinforcement for 4 territs. Does that mean it starts at 3 and when you get 4 territs, you are at 5?

The sword is a bonus of 0 until you have 5. The food is a bonus of 0 until you have 3. There is no bonus listed for the Pegasus so I really am not following here.
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Re: Labyrinth [8/6] V13 Page 7

Postby koontz1973 on Thu Jun 14, 2012 10:11 pm

Sorry, the normal reinforcements you get in games for holding territories.
So you start at 3, get the +2 auto deploy and attack. When you hold four territs, you get +1. This is the same as in all games but instead of the normal 1 for 3 territs, it is 1 for 4 territ. So every 4 you get, your normal reinforcements goes up by 1. But now as you mentioned it, I need to change it to 1 for every 5 territs to counter the slaves entrance.
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Re: Labyrinth [8/6] V13 Page 7

Postby DoomYoshi on Thu Jun 14, 2012 10:19 pm

Ok, that's what I was trying to get at. So a log line would read

Doom yoshi Received 1 troop for holding 1 territory
Doomyoshi received 2 on slaves entrance

Or

Doomyoshi received 3 troops for holding 1 territory
Doomyoshi received 2 on slaves entrance

?

And yea, If it is at 4, without taking the trap you are up to +4. I would suggest going to 5 anyways though. That keeps the incentive to go for the bonus areas.
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Re: Labyrinth [8/6] V13 Page 7

Postby koontz1973 on Thu Jun 14, 2012 10:27 pm

Glad we got that settled. :mrgreen:
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Re: Labyrinth [8/6] V13 Page 7

Postby koontz1973 on Thu Jun 14, 2012 10:55 pm

Changed the reinforcements to 1 for 5 territs.
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Re: Labyrinth [15/6] V14 Page 7

Postby DoomYoshi on Thu Jun 14, 2012 11:10 pm

The swords bonus is probably a bit hard to hold. Not sure if that matters, just a final comment. This will be a good one.
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Re: Labyrinth [15/6] V14 Page 7

Postby nolefan5311 on Sat Jun 16, 2012 12:58 pm

I thought we agreed to lower the neutral on Prometheus from 50 to 30? Especially with the change to 1 troop for ever 5 territs. But other than that, I honestly think we can get this one ready for the GP stamp. I will sticky it and if anyone has any issues, now is the time to make them known.
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