army of nobunaga wrote:playing it right now.. instant damn classic. good work
gameplay is perfect.
Wow, we're in BETA...great news. Let's hope all things run fine. I'll fill in the form for new maps now.
Tnx all!
Moderator: Cartographers
army of nobunaga wrote:playing it right now.. instant damn classic. good work
gameplay is perfect.
Silvanus wrote:perch is a North Korean agent to infiltrate south Korean girls
perchorin wrote:Been playing 1:1 speed games on this map, love it, but just had my opponent drop the +4 Henegouwen bonus and take the first turn...game over. That probably shouldn't be allowed to happen. +4 is just too large a bonus for 4 terts if you're able to get it on the drop. Otherwise, fabulous map!
DubWarrior wrote:perchorin wrote:Been playing 1:1 speed games on this map, love it, but just had my opponent drop the +4 Henegouwen bonus and take the first turn...game over. That probably shouldn't be allowed to happen. +4 is just too large a bonus for 4 terts if you're able to get it on the drop. Otherwise, fabulous map!
Thanks for the reply. It was a game with only one opponent. I think that can happen if you're start positions are a bit unbalanced. It's an automatic function in the code that choses your and your opponent's start position, and add some extra neutrals. with some bad luck one can take a bonus in the first round. But I'm not a pro...
Henegouwen doesn't have a capital with a +1 auto-deploy, and it borders with 3 provinces. I think, for these reasons we decided to give it a +4. true, it only have 4 territs. What does the forum think?
another question, related to it: I checked out the running games. A lot of them are done in around 7 - 9 rounds. not all cities are captured. Some games even didn't use them. Is there enough reason to capture these cities? Or are the continent bonuses too high?
Cheers
cheers
ender516 wrote:DubWarrior wrote:perchorin wrote:Been playing 1:1 speed games on this map, love it, but just had my opponent drop the +4 Henegouwen bonus and take the first turn...game over. That probably shouldn't be allowed to happen. +4 is just too large a bonus for 4 terts if you're able to get it on the drop. Otherwise, fabulous map!
Thanks for the reply. It was a game with only one opponent. I think that can happen if you're start positions are a bit unbalanced. It's an automatic function in the code that choses your and your opponent's start position, and add some extra neutrals. with some bad luck one can take a bonus in the first round. But I'm not a pro...
Henegouwen doesn't have a capital with a +1 auto-deploy, and it borders with 3 provinces. I think, for these reasons we decided to give it a +4. true, it only have 4 territs. What does the forum think?
another question, related to it: I checked out the running games. A lot of them are done in around 7 - 9 rounds. not all cities are captured. Some games even didn't use them. Is there enough reason to capture these cities? Or are the continent bonuses too high?
Cheers
cheers
If I'm using it right, MrBenn's Bonus Probability Calculator says that in a two player game on this map, the probability of any player getting a particular 4-region zone (4-territory continent, if you will) is 1.56%. I think this falls within the guidelines usually followed in the Foundry, so the question is whether the consequences (a +4 bonus) are too severe, given that someone may occasionally get this bonus.
danryan wrote:My initial reaction is that if the southwest is a +4 the southeast should be a +3.
danryan wrote:+5 seems low for Kroon, but also kind of irrelevant. It is impossible for me to envision someone holding it under any scenario where the game isn't over.
I still think Henegouwen should be +3, while artesie should also be +3. I'd say your bonuses are all ok except Henegouwen. With a combination of neutrals and friendly drop it can be a game killer at +4. Kortrijk looks about like a +4 should - lots of access points, central location, hard to hold.
drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
The update has been sent to lackattackDubWarrior wrote:Back with an update!
Changes:
- Henegouwen bonus= +2
- More grey-ish color for Arras and Brugge
Why only a +2 for Henegouwen?
because: South-east is an area with a lot of smaller provinces. Combined with the presence of Arras and cities like Aalst and Doornik, this area is easily to conquer (the whole or a part of it) and defend. For example: together with Oostervant you make a bonus of +4, by only defending 3 regions. Together with the Doornik-autodeploy this grows to a +5. Once conquered Arras too, this even makes a +7.
My point is: it's easy to gain some extra bonus in the south-east. It's not necessary to make that area too important with too large bonuses like a +3 of a +4. In order to make the battle more focussed on the cities, there is no need to overpower some region with other high bonuses.
Hope you all agree
here are the files:
http://www.fileden.com/files/2010/1/27/2739987//BOTGS3S.tif
http://www.fileden.com/files/2010/1/27/2739987//BOTGS3L.tif
corrected XML
http://www.fileden.com/files/2010/1/27/2739987//xml01072010.xml
jefjef wrote:Henegouwen bonus as a + 2????????? I could understand 3. But 2 is just too low. It is not easy to hold with out holding Ronse and Sint Amands.
Thats just a bad idea. Makes it even less attractive.
danryan wrote:Not sure why Henegouwen ended up +2, that is too low. +3 would have been just right. This map is a very good small doubles map, nice job on it. Hope you can change that bonus one more time though.
drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
DubWarrior wrote:Why only a +2 for Henegouwen?
because: South-east is an area with a lot of smaller provinces. Combined with the presence of Arras and cities like Aalst and Doornik, this area is easily to conquer (the whole or a part of it) and defend. For example: together with Oostervant you make a bonus of +4, by only defending 3 regions. Together with the Doornik-autodeploy this grows to a +5. Once conquered Arras too, this even makes a +7.
My point is: it's easy to gain some extra bonus in the south-east. It's not necessary to make that area too important with too large bonuses like a +3 of a +4. In order to make the battle more focussed on the cities, there is no need to overpower some region with other high bonuses.
DubWarrior wrote:DubWarrior wrote:Why only a +2 for Henegouwen?
because: South-east is an area with a lot of smaller provinces. Combined with the presence of Arras and cities like Aalst and Doornik, this area is easily to conquer (the whole or a part of it) and defend. For example: together with Oostervant you make a bonus of +4, by only defending 3 regions. Together with the Doornik-autodeploy this grows to a +5. Once conquered Arras too, this even makes a +7.
My point is: it's easy to gain some extra bonus in the south-east. It's not necessary to make that area too important with too large bonuses like a +3 of a +4. In order to make the battle more focussed on the cities, there is no need to overpower some region with other high bonuses.
In my games Arras played a major part, and so did the south-east. This is still a Beta-map which means we can try it at least.
Don't get me wrong: I very much appreciate the view of a Colonel. Give it a try and if it's not working we still can try a +3 change. Or stick with the full +4. Feel free to post your experiences once the +2 version is up and running.
Arama86n wrote:Guys, just remember, you can't judge the map fron one game type. For example, just because this or that bonus never gets taken 1v1, doesn't mean it won't be used in 8 player standard. And four player assassin is going to play out differently than a quards game... just stating the obvious here, but keep it in mind when suggesting changes.
Loving Flanders 1302 btw
drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
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