Clash of Kings - [14.03.14] - V18.1 - Pg 1&16

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Re: Clash of Kings [16.Jan.12] - 1v1 map - V8 - p1&8

Postby lostatlimbo on Tue Jan 17, 2012 2:23 am

The banners look great. You might want to tweak some arrows once you've settled on the banners, as some overlap awkwardly (particularly Supply Caravan and various ships)
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Re: Clash of Kings [16.Jan.12] - 1v1 map - V8 - p1&8

Postby DiM on Tue Jan 17, 2012 4:34 am

lostatlimbo wrote:The banners look great. You might want to tweak some arrows once you've settled on the banners, as some overlap awkwardly (particularly Supply Caravan and various ships)



yep, i know. i'll also have to bend the text to follow the curve of the banners.
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Re: Clash of Kings [16.Jan.12] - 1v1 map - V8 - p1&8

Postby DiM on Wed Jan 25, 2012 1:47 am

V9:
*added men near the 3rd artillery
*curved the terit names
*moved and adjusted arrows
*removed connections from assassin to quarter 3 and quarter 2
*changed the text colour to grey to be easier on the eyes.

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Last edited by DiM on Mon Jan 30, 2012 6:21 am, edited 1 time in total.
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Re: Clash of Kings [25.Jan.12] - 1v1 map - V9 - p1&9

Postby BadgerJelly on Wed Jan 25, 2012 3:17 am

changed the text colour to grey to be easier on the eyes


Opposite effect for me. Less clear now.
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Re: Clash of Kings [25.Jan.12] - 1v1 map - V9 - p1&9

Postby AndyDufresne on Wed Jan 25, 2012 11:45 am

BadgerJelly wrote:
changed the text colour to grey to be easier on the eyes


Opposite effect for me. Less clear now.

Maybe a touch more white than gray, but I think overall this is the right idea.


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Re: Clash of Kings [25.Jan.12] - 1v1 map - V9 - p1&9

Postby lostatlimbo on Sat Jan 28, 2012 11:15 pm

I think part of the problem is the distortion from curving them. You might try a strong or smooth anti-alias on these in addition to lightening the gray.
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Re: Clash of Kings [25.Jan.12] - 1v1 map - V9 - p1&9

Postby DiM on Thu Feb 09, 2012 7:27 pm

V10:
*tweaked territory labels
*changed assassin and balloon to 30 neutral

thoughts on gameplay?

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Last edited by DiM on Fri Feb 17, 2012 9:45 am, edited 1 time in total.
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Re: Clash of Kings [10.Feb.12] - 1v1 map - V10 - p1&9

Postby koontz1973 on Fri Feb 10, 2012 2:41 am

DiM, one thing that concerns me is this. Red can take blue ship 3 with only 6 neutrals. This can give them a good footing in blues camp without blue being able to counter easily. As the castle is the losing condition, can I suggest that this is made a lot harder for them to get a footing into blues camp this way. Will also be a problem in manual as the castle can be taken straight away. Look at removing dock 3 or moving it to the other side of the river. That way red has to come through blues armies the long way. The same can be said for blue getting into reds camp. The ships need to have some rethink to stop the early attacks into each camps.

Thinking about it, manual deployment on this map will cause a lot of problems with the easy way of gettng into each others camps. Why not remove the losing conditions but make it that all bonuses are required to hold the bases or castle. Then you can reduce the neutrals again on the balloon and assassins guild.
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Re: Clash of Kings [10.Feb.12] - 1v1 map - V10 - p1&9

Postby DiM on Fri Feb 10, 2012 8:17 am

so each player starts with 5 terits of 5 troops each. that means that normally with manual deployment 1 troop is automatically placed in each terit and the player decides where to put the rest of 15.

isn't it possible to code the terits to start directly with 5 troops and the player to get nothing to deploy even in manual? i think it is and that basically solves all the issues you mentioned.
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Re: Clash of Kings [10.Feb.12] - 1v1 map - V10 - p1&9

Postby koontz1973 on Fri Feb 10, 2012 8:41 am

Not sure what coding the territs to start with 5 will do in a manual game. Has it been done on another map? Better ask a mod.

5 troops + the starting bonuses of 5 gives me ten troops, that way, I can take supply ship 3, assault ship 3 and blues ship 3 with 6 neutrals. This allows me into blues camp. Depending on what I do with the other troops I have, I should be able to reinforce anything between 2 and 4 troops to ship 3. This gives red a huge advantage as he is inside blues defences at the end of round 1.
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Re: Clash of Kings [10.Feb.12] - 1v1 map - V10 - p1&9

Postby DiM on Fri Feb 10, 2012 8:59 am

koontz1973 wrote:Not sure what coding the territs to start with 5 will do in a manual game. Has it been done on another map? Better ask a mod.

5 troops + the starting bonuses of 5 gives me ten troops, that way, I can take supply ship 3, assault ship 3 and blues ship 3 with 6 neutrals. This allows me into blues camp. Depending on what I do with the other troops I have, I should be able to reinforce anything between 2 and 4 troops to ship 3. This gives red a huge advantage as he is inside blues defences at the end of round 1.



i've pmed sully for clarification. let's see what he says about the coding.
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Re: Clash of Kings [10.Feb.12] - 1v1 map - V10 - p1&9

Postby Victor Sullivan on Fri Feb 10, 2012 4:31 pm

DiM wrote:
koontz1973 wrote:Not sure what coding the territs to start with 5 will do in a manual game. Has it been done on another map? Better ask a mod.

5 troops + the starting bonuses of 5 gives me ten troops, that way, I can take supply ship 3, assault ship 3 and blues ship 3 with 6 neutrals. This allows me into blues camp. Depending on what I do with the other troops I have, I should be able to reinforce anything between 2 and 4 troops to ship 3. This gives red a huge advantage as he is inside blues defences at the end of round 1.



i've pmed sully for clarification. let's see what he says about the coding.

It seems to me if they are coded as starting positions with a specified amount (start="5"), then those troops are not given to someone in a Manual game. So in this case, no troops would be given to deploy in a Manual game.

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Re: Clash of Kings [10.Feb.12] - 1v1 map - V10 - p1&9

Postby natty dread on Fri Feb 10, 2012 5:22 pm

Yes, in a manual game if there are no troops to distribute manually, the first round will just say "you have no troops to deploy", effectively it will play out the same as an automatic game.
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Re: Clash of Kings [10.Feb.12] - 1v1 map - V10 - p1&9

Postby koontz1973 on Sat Feb 11, 2012 12:16 am

Now that the manual is sorted, my original problem of red getting into blues camp with a lot of troops seems to give red an advantage. Both sides only have 10 neutrals to get through to get to the WC but red also has the 5 troops on 2 camps while blue has 5 on the castle only. Might be nice to have one of blues quarters on ship 3 to act as a deterrent.

Blues legend, can it read the assassin guild can one way attack the enemy camps (not tents). Tents might cause confusion as you call them camps on the map.
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Re: Clash of Kings [10.Feb.12] - 1v1 map - V10 - p1&9

Postby lostatlimbo on Mon Feb 13, 2012 6:40 pm

On a semi-related note, will this solution work for the manual issue in Conquership too?
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