[Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

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Re: Krazy Kingdoms [D] - Key Updated - (9/25)

Postby nolefan5311 on Mon Nov 05, 2012 4:07 pm

I'm going to go ahead and sticky this for the gameplay stamp. It will be here for about a week to make sure people have ample time to comment, but I poured over this map for the past couple days, and nothing blatant really stands out. Bonus structure, gameplay mechanics, etc., all look good and balanced.
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Re: Krazy Kingdoms [D] - Key Updated - (9/25)

Postby Robespierre__ on Mon Nov 12, 2012 1:38 pm

nolefan5311 wrote:It will be here for about a week to make sure people have ample time to comment, but I poured over this map for the past couple days, and nothing blatant really stands out. Bonus structure, gameplay mechanics, etc., all look good and balanced.


Would love to know what you poured on the map ... am thinking a beverage of some alcoholic content?? :p
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Re: Krazy Kingdoms [D] - Key Updated - (9/25)

Postby nolefan5311 on Mon Nov 12, 2012 7:14 pm

Robespierre__ wrote:
nolefan5311 wrote:It will be here for about a week to make sure people have ample time to comment, but I poured over this map for the past couple days, and nothing blatant really stands out. Bonus structure, gameplay mechanics, etc., all look good and balanced.


Would love to know what you poured on the map ... am thinking a beverage of some alcoholic content?? :p


Ha! Typing too fast I guess (or all that "pouring" fried me brain!)
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Re: Krazy Kingdoms [D] - Key Updated - (9/25)

Postby macbone on Thu Nov 15, 2012 11:14 pm

This is an amazing map, Dolomite. At first glance, I'm kinda reminded of the game Small World with all the varied races and bonuses. I'm looking forward to taking this one for a test drive.
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Re: Krazy Kingdoms [D] - Key Updated - (9/25)

Postby Dukasaur on Fri Nov 16, 2012 1:09 am

I liked it better when the colours were brighter. It's harder now to see the difference between swamp and tundra, for example.
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Re: Krazy Kingdoms [D] - Key Updated - (9/25)

Postby nolefan5311 on Fri Nov 16, 2012 6:16 pm

We can go ahead and get this one stamped and moved on up to graphics. Sorry for the delay, I've been out of town for a couple days. Congrats dolomite, look forward to seeing this one progress up.

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Re: Krazy Kingdoms [D] - Key Updated - (9/25)

Postby isaiah40 on Sun Nov 25, 2012 11:58 pm

Sorry dolomite, I forgot about this one. I will take a closer look at it in a couple of days. Also please change the title of the thread to read as follows: Krazy Kingdoms v.X [25 Nov 2012] pg.X This will help to know when the last update was done and what page it is on. Thank you.
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Re: Krazy Kingdoms [D] - Key Updated - (9/25)

Postby nolefan5311 on Sat Dec 01, 2012 2:06 pm

As it appears development on this map has stalled (see below), this map is being Moved to the Recycling Bin for the time being. If the mapmaker wants to continue with the map, then one of the Foundry Moderators will be able to help put the thread back into the Foundry system, after an update has been made. :)

It's been almost 2 months since you've posted in the thread dolemite, so once you've posted an update, we'll get this moved back for you.
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Re: [Vacation valid until June 2013] Krazy Kingdoms [D]

Postby dolomite13 on Thu Dec 06, 2012 3:56 pm

I have been sooo busy ... update coming this weekend

=D=
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Re: [Vacation valid until June 2013] Krazy Kingdoms [D]

Postby koontz1973 on Tue Dec 18, 2012 1:59 pm

Bloody long weekends you have dolomite.
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Re: [Vacation valid until June 2013] Krazy Kingdoms [D]

Postby dolomite13 on Fri Feb 01, 2013 7:57 pm

koontz1973 wrote:Bloody long weekends you have dolomite.


No $#!¥ ... Been having problems at work with a shitty boss so I've been focusing all my free time on freelance work and a job search ... I do expect to update this and Conquer 500 in the next month or two.

Sorry it's taking sooooooo long.

=D=
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Trumpets Blair!!! - A New Map Has Arrived

Postby dolomite13 on Tue Mar 26, 2013 9:37 pm

Well it is amazing what you can do when you are out of work ;)

- I made some changes to gameplay in this version but they are minor and fix some balance issues.
- I completely updated all of the text in the first post to reflect the changes.
- I would like to make it so that each player can only start with one kingdom and adjacent territory regardless of number of players. If the XML will allow it.

Hopefully we can take this baby out of mothballs now.

=D=

Current Draft Version 0.0.15
http://img195.imageshack.us/img195/7459/kk015lg.png
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http://img405.imageshack.us/img405/2190/kk015sm.png
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Previous Draft Version 0.0.9 (for comparison)
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Re: Krazy Kingdoms [27/3] pg 1/5

Postby koontz1973 on Wed Mar 27, 2013 12:42 am

Back you go dolomite.Lets hope you stay the course now. ;)
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Re: Krazy Kingdoms [27/3] pg 1/5

Postby dolomite13 on Wed Mar 27, 2013 1:17 am

koontz1973 wrote:Back you go dolomite.Lets hope you stay the course now. ;)


No kidding =) let's hope I don't find a new job too soon.

=D=
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Re: Krazy Kingdoms [27/3] pg 1/5

Postby dolomite13 on Wed Mar 27, 2013 3:22 am

A few concerns about the bonuses

Druid are 2 jungle or 2 forrest for +2 I am thinking it should be 2 of any combination of forest or jungle. I also think elementalists should work the same.

I am not so sure that fishermen arent a little too good as its too hard to dislodge them from seas. Maybe territories that border seas can bombard them?

Also not sure about wizards and their abilities and bonus. Its similar to barbarians but because of the "killer" i gave them a bigger bonus but that could still be too good. I wish they had implemented killer that degrade to 0 by now.

=D=
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Re: Krazy Kingdoms [27/3] pg 1/5

Postby koontz1973 on Wed Mar 27, 2013 3:36 am

Give me today to look at the map. You have made some changes and am trying to catch up. But the druids and elementalists you can leave as they are. No need to make the map bonus heavy. The way you have it now gives it a nice overall balance.
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Re: Krazy Kingdoms [27/3] pg 1/5

Postby dolomite13 on Wed Mar 27, 2013 10:01 am

Just noticed that I completely forgot to mention elimination for not controlling any basic land territories in the map instruction/legend/key area.

=D=
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Re: Krazy Kingdoms [27/3] pg 1/5

Postby dolomite13 on Thu Mar 28, 2013 8:33 pm

Wizards
I think this would be more balanced
* [maelstrom] <==adjacent==>[your favored territories]
* [maelstrom] + [your favored territories] = +1 bonus each
* [maelstrom] Reset 3

Fishermen
I want seas to be more of a terrain blocker. This would make it so that seas provide a bonus and you can get troops in and out but not use them to skip across the sea as blocking terrain.
* [territories that border seas are adjacent for you]
* Seas +2 bonus each.

=D=
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Re: Krazy Kingdoms [27/3] pg 1/5

Postby dolomite13 on Thu Mar 28, 2013 8:41 pm

I had a crazy idea....

what if...

Every territory had two troop locations. The second one would be in an alternate dimension only accessible via the forbidden lands. These lands would provide a bonus of 1 for every 3 but would not count towards special feature bonuses, kingdom bonuses, etc and would not protect you from elimination as any troops on these territories could never return to the main map dimension.

This would be a massive change to hoe the map is laid out and plays which is why I am just floating the idea as a crazy idea and will probably save it for another map in the future with dimensional travel etc...

show


=D=
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Re: Krazy Kingdoms [27/3] pg 1/5

Postby koontz1973 on Fri Mar 29, 2013 1:26 am

dolomite13 wrote:Wizards
I think this would be more balanced
* [maelstrom] <==adjacent==>[your favored territories]
* [maelstrom] + [your favored territories] = +1 bonus each
* [maelstrom] Reset 3

If I understand this, maelstrom is adjacent to favoured territs, and if you control both you get a +1 bonus. This is fine, but you say the maelstrom resets 3. Do you mean it resets to 3 neutrals?
dolomite13 wrote:Fishermen
I want seas to be more of a terrain blocker. This would make it so that seas provide a bonus and you can get troops in and out but not use them to skip across the sea as blocking terrain.
* [territories that border seas are adjacent for you]
* Seas +2 bonus each.

An idea for the seas could be this. Seas can only reinforce their auto deploy and cannot attack out. If you use conditional borders, you can have the borders for the sea only bordering the adjoining regions that a player owns. So if you control Sea 3 and F4, you can reinforce out, but if you own sea 3 and not V2, you cannot attack it from the sea. Then a +2 is OK.
dolomite13 wrote:I had a crazy idea....

Leave it in the ideas box. :P
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Re: Krazy Kingdoms [27/3] pg 1/5

Postby dolomite13 on Fri Mar 29, 2013 1:36 am

koontz1973 wrote:
dolomite13 wrote:Wizards
I think this would be more balanced
* [maelstrom] <==adjacent==>[your favored territories]
* [maelstrom] + [your favored territories] = +1 bonus each
* [maelstrom] Reset 3

If I understand this, maelstrom is adjacent to favoured territs, and if you control both you get a +1 bonus. This is fine, but you say the maelstrom resets 3. Do you mean it resets to 3 neutrals?


Ooo yea I see what you mean ... it should be
* [maelstrom] <==adjacent==>[your favored territories]
* [your favored territories] = +1 bonus each
* [maelstrom] Reset to 3 neutral when held[/quote]

koontz1973 wrote:
dolomite13 wrote:Fishermen
I want seas to be more of a terrain blocker. This would make it so that seas provide a bonus and you can get troops in and out but not use them to skip across the sea as blocking terrain.
* [territories that border seas are adjacent for you]
* Seas +2 bonus each.

An idea for the seas could be this. Seas can only reinforce their auto deploy and cannot attack out. If you use conditional borders, you can have the borders for the sea only bordering the adjoining regions that a player owns. So if you control Sea 3 and F4, you can reinforce out, but if you own sea 3 and not V2, you cannot attack it from the sea. Then a +2 is OK.


Ah i see something like this

* [territories you control that border seas are adjacent to seas]
* Seas autodeploy 2

This way you can attack into seas and reinforce out of seas and you get 2 autodeploy on a sea. Not the same as an "anywhere" type of bonus but since noone else can eliminate those forces except through the forbidden lands that seems fair.

What ya think?

=D=




koontz1973 wrote:
dolomite13 wrote:I had a crazy idea....

Leave it in the ideas box. :P


Agreed... I have a "dimensional" map idea in mind already involving heaven and hell and lots of imagery from the heavy metal album covers ;)
Last edited by dolomite13 on Fri Mar 29, 2013 2:06 am, edited 2 times in total.
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Re: Krazy Kingdoms [27/3] pg 1/5

Postby koontz1973 on Fri Mar 29, 2013 2:02 am

dolomite13 wrote:Ooo yea I see what you mean ... it should be
* [maelstrom] <==adjacent==>[your favored territories]
* [your favored territories] = +1 bonus each
* [maelstrom] Reset to 3 neutral when held

OK
dolomite13 wrote:Ah i see something like this

* [territories you control that border seas are adjacent to seas]
* Seas autodeploy 2

This way you can attack into seas and reinforce out of seas and you get 2 autodeploy on a sea. Not the same as an "anywhere" type of bonus but since noone else can eliminate those forces except through the forbidden lands that seems fair.

What ya think?

OK

Get these changes done, then will have another look.
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Re: Krazy Kingdoms [27/3] pg 1/5

Postby dolomite13 on Fri Mar 29, 2013 2:06 am

koontz1973 wrote:
dolomite13 wrote:Ooo yea I see what you mean ... it should be
* [maelstrom] <==adjacent==>[your favored territories]
* [your favored territories] = +1 bonus each
* [maelstrom] Reset to 3 neutral when held

OK
dolomite13 wrote:Ah i see something like this

* [territories you control that border seas are adjacent to seas]
* Seas autodeploy 2

This way you can attack into seas and reinforce out of seas and you get 2 autodeploy on a sea. Not the same as an "anywhere" type of bonus but since noone else can eliminate those forces except through the forbidden lands that seems fair.

What ya think?

OK

Get these changes done, then will have another look.




Done

Here is an updated map with those changes.

And the note about needing to control a basic land or you will be eliminated.

=D=

http://img13.imageshack.us/img13/3664/kk016lg.png
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Re: Krazy Kingdoms [27/3] pg 1/5

Postby koontz1973 on Fri Mar 29, 2013 2:26 am

You still need to add the text for the seas only bordering regions owned by the same player and the auto deploy.
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Re: Krazy Kingdoms [27/3] pg 1/5

Postby dolomite13 on Fri Mar 29, 2013 9:34 am

koontz1973 wrote:You still need to add the text for the seas only bordering regions owned by the same player and the auto deploy.


It's there ... the "key" describes the "sea" icon and the "controlled territory bordering a sea"... I might need to reword that just a bit.

Then the icons under fisherman using those descriptions should say that.

[controlled bordering] <== assaults ==> [sea]
[sea] Auto 2



I am wondering if I have looked at the map too much lately ... I would love a set of fresh eyes to explain the map back to me to see if it is clear enough... maybe i could put together a quiz and send it to some friends that play CC.... hmmmm....


=D=
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