The King's Court [Quenched]

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Re: The King's Court [GP,GX,XML,BETA]

Postby DJENRE on Sat Mar 05, 2011 12:46 am

Amazing map. I'll need many games to play it correctly I presume but I'll try again. I'm not sure yet about the best tactic.

Good work
Let me know if you're interested in joining MapMaker Killer.
http://www.conquerclub.com/forum/viewtopic.php?f=89&t=137470
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Re: The King's Court [GP,GX,XML,BETA]

Postby hagardunor on Wed Mar 09, 2011 10:55 am

i think about a little bug ( Game 8590481 ) i can see the knight from other team but i havent no contact and not another knight archer or catapult...

I can give my ident in MP for a map maker when he want looking that
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Re: The King's Court [GP,GX,XML,BETA]

Postby natty dread on Wed Mar 09, 2011 11:00 am

Do you hold the duke?
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Re: The King's Court [GP,GX,XML,BETA]

Postby hagardunor on Wed Mar 09, 2011 11:08 am

natty_dread wrote:Do you hold the duke?


oups... yes sorry :oops:
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Re: The King's Court [GP,GX,XML,BETA]

Postby MrBenn on Thu Mar 10, 2011 6:26 pm

MrBenn wrote:
chipv wrote:Ok I have word this change may be a week or so away
The discussion about starting positions and a potential adjustment to the way the xml works is pretty much the only thing keeping this map in Beta. Chip and I have decided to wait a couple of weeks to see if lack can pull a trick out of the bag for us...

I have a feeling that the magic bag has moved a little closer now that the clickable maps update has been made...
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Re: The King's Court [GP,GX,XML,BETA]

Postby ender516 on Fri Mar 11, 2011 11:05 pm

Ah, le sac magique, le sac magique! (I can't quite remember what children's program that was from, but it was a British production, so perhaps MrBenn recognizes the reference.)
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Re: The King's Court [GP,GX,XML,BETA]

Postby knubbel on Tue Mar 15, 2011 5:48 am

Did only read the last 3 pages...
but why are the starting positions so unfair? In some positions there are two villages in some we only have one. starting in a corner is way better. all starting positions should be equal.
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Re: The King's Court [GP,GX,XML,BETA]

Postby Riskismy on Tue Mar 15, 2011 4:31 pm

Well, it is a really volatile and fast map with troops jumping here and there in no time, so I guess it's not a big deal. That said, I agree with knubbe, V6 should probalby be at F6.
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Re: The King's Court [GP,GX,XML,BETA]

Postby MrBenn on Mon Mar 28, 2011 2:13 pm

ender516 wrote:Ah, le sac magique, le sac magique! (I can't quite remember what children's program that was from, but it was a British production, so perhaps MrBenn recognizes the reference.)

I'm a tot, Je suis une tot, Tilly Tom and Tiny... da-de-da-da da-de-da-da... One two three.... da-de-da-da da-de-da-da... Tots TV!






In other news, the required XML updated is currently in the testing phase... These are certainly exciting times!
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Re: The King's Court [GP,GX,XML,BETA]

Postby snlfam on Tue Mar 29, 2011 9:39 am

I have played this map a number of times because I think the design is incredible :mrgreen: ... however, I have also found that the side castles (B,D,F,H) have a distinct disadvantage in that 2 trebuchets can attack them whereas only 1 trebuchet can attack each corner castle. This means that the side castles can be bombarded by 4 catapults through the 2 trebuchets. :( This is compared to 1 trebuchet and 2 catapults for the corner castles. With the auto-deploy of 2 on catapults, players with side castles are extremely vulnerable.

I really hope you can solve this inherent unfairness, because I love everything else about the map. :D
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Re: The King's Court [GP,GX,XML,BETA]

Postby Riskismy on Tue Mar 29, 2011 9:52 am

I'm of the same opinion. There are some differences between the castles, some of them more serious than others. I'm not quite sure what to do about most of them without re-doing most all of the map - and I don't think they're serious enough to warrant that.

Do you have any suggestions on how to address the issue you brought up?
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Re: The King's Court [GP,GX,XML,BETA]

Postby chipv on Tue Mar 29, 2011 2:22 pm

LIVE CHANGE

Players can only have a maximum of 2 castles to start with - this will affect 1v1 games where players now get 2 castles instead of 4.
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Re: The King's Court [GP,GX,XML,BETA]

Postby natty dread on Tue Mar 29, 2011 2:30 pm

Why hasn't this XML update been announced anywhere?

...oh, I see it just was... silly me.
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Re: The King's Court [GP,GX,XML,BETA]

Postby soundman on Tue Mar 29, 2011 5:47 pm

Several concerns on gameplay have been brought up. Are we going to get any feedback soon?
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Re: The King's Court [GP,GX,XML,BETA]

Postby Kabanellas on Wed Mar 30, 2011 11:13 am

snlfam wrote:I have played this map a number of times because I think the design is incredible :mrgreen: ... however, I have also found that the side castles (B,D,F,H) have a distinct disadvantage in that 2 trebuchets can attack them whereas only 1 trebuchet can attack each corner castle. This means that the side castles can be bombarded by 4 catapults through the 2 trebuchets. :( This is compared to 1 trebuchet and 2 catapults for the corner castles. With the auto-deploy of 2 on catapults, players with side castles are extremely vulnerable.

I really hope you can solve this inherent unfairness, because I love everything else about the map. :D



Hi, this was all covered and discussed previously in this thread. Actually I even posted a table where all game-play factors appear:

Click image to enlarge.
image


there you can see that the Castles bombarded by 4 catapults ( 2 trebuchets) have a slighter advantage, in the total rating, compared to the ones bombarded by 2 (1trebuchet). But to be honest, I must say that I'm not really sure that being able to reach only 1 trebuchet instead of 2 is an advantage - depending on the perspective you might think that's just the opposite. I've felt it quite often when playing this map.
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