Knights & Warlocks - V15 - page 1&12

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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby DiM on Sun Oct 30, 2011 2:54 pm

pretty please... 8-[
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby isaiah40 on Sun Oct 30, 2011 4:12 pm

isaiah40 wrote:[MOVED] per request.
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Re: [Vacation - valid untill Apr 2012] - Knights & Warlocks

Postby DiM on Wed Nov 23, 2011 1:39 am

V6:

*started working on the legend
*changed some bombardment rules.
*tweaked some text

i forgot to add a losing condition that you must hold at least 1 knight warlock to survive.
and i'm thinking a good winning condition would be to unite all knights or unite all warlocks.

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Re: Knights & Warlocks [23.Nov.11] - V6 - page 1&3

Postby thenobodies80 on Wed Nov 23, 2011 4:20 am

Welcome back! :)

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Re: Knights & Warlocks [23.Nov.11] - V6 - page 1&3

Postby AndyDufresne on Wed Nov 23, 2011 9:42 am

In the legend, I'd consider changing >>> to actual arrows -->, just so that people don't start thinking about greater or less than signs, and try to apply that sort of reasoning to how bombardments work.


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Re: Knights & Warlocks [23.Nov.11] - V6 - page 1&3

Postby DiM on Wed Nov 23, 2011 10:00 am

AndyDufresne wrote:In the legend, I'd consider changing >>> to actual arrows -->, just so that people don't start thinking about greater or less than signs, and try to apply that sort of reasoning to how bombardments work.


--Andy


already changed those to arrows.
the legend was just for gameplay describing purposes.
in the next update you'll see the new legend and the arrows. :D
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Re: Knights & Warlocks [23.Nov.11] - V6 - page 1&3

Postby Victor Sullivan on Wed Nov 23, 2011 1:46 pm

Groovy!

I'll have more words in a bit!

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Re: Knights & Warlocks [23.Nov.11] - V6 - page 1&3

Postby Victor Sullivan on Wed Nov 23, 2011 2:04 pm

Only two things for now: one, could you clarify the port connections in the legend? IMO, the ports should only connect to other ports along the same body of water. Second, could you post a version without the numbers? I want to start experimenting with the XML.

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Re: Knights & Warlocks [23.Nov.11] - V6 - page 1&3

Postby DiM on Wed Nov 23, 2011 4:16 pm

i'm not sure if separating the ports as you suggest would add anything or change the gameplay significantly.
plus it would be kinda unrealistic to artificially limit them like that.

anyway here's V7:

*finalized legend.
*added arrows requested by andy

still haven't added the wining/losing conditions. would that add anything to the gameplay? should i add them?

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Re: Knights & Warlocks [24.Nov.11] - V7 - page 1&3

Postby Victor Sullivan on Wed Nov 23, 2011 4:19 pm

I think the losing conditions are important to have. What kind of winning condition did you have in mind?

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Re: Knights & Warlocks [24.Nov.11] - V7 - page 1&3

Postby DiM on Wed Nov 23, 2011 4:23 pm

Victor Sullivan wrote:I think the losing conditions are important to have. What kind of winning condition did you have in mind?

-Sully


DiM wrote:a losing condition that you must hold at least 1 knight/warlock to survive.
and i'm thinking a good winning condition would be to unite all knights or unite all warlocks.
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Re: Knights & Warlocks [24.Nov.11] - V7 - page 1&3

Postby Victor Sullivan on Wed Nov 23, 2011 4:26 pm

DiM wrote:
Victor Sullivan wrote:I think the losing conditions are important to have. What kind of winning condition did you have in mind?

-Sully


DiM wrote:a losing condition that you must hold at least 1 knight/warlock to survive.
and i'm thinking a good winning condition would be to unite all knights or unite all warlocks.

Ah, yes. I don't think the winning conditions are really necessary. But definitely go with the losing condition.

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Re: Knights & Warlocks [24.Nov.11] - V7 - page 1&3

Postby DiM on Wed Nov 23, 2011 4:28 pm

ok, i'll add just the losing condition.
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Re: Knights & Warlocks [24.Nov.11] - V7 - page 1&3

Postby Victor Sullivan on Wed Nov 23, 2011 4:38 pm

To clarify, are the villages the circles with no symbol or all circles?

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Re: Knights & Warlocks [24.Nov.11] - V7 - page 1&3

Postby DiM on Wed Nov 23, 2011 5:07 pm

Victor Sullivan wrote:To clarify, are the villages the circles with no symbol or all circles?

-Sully



absolutely all terits are villages. some of them are special villages that contain a cleric or a noble, or even a knight/warlock.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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