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Re: Knights [21/01] Page 1 & 21

Postby jammyjames on Tue Mar 20, 2012 3:47 am

Quick question - why is movement only limited to 2 forwards 1 side. In chess you can go 1 forward 2 side with a knight also?

Just curious - Does it make the XML far too awkward to do?

Cheers
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Re: Knights [21/01] Page 1 & 21

Postby thehippo8 on Tue Mar 20, 2012 4:09 am

jammyjames wrote:Quick question - why is movement only limited to 2 forwards 1 side. In chess you can go 1 forward 2 side with a knight also?

Just curious - Does it make the XML far too awkward to do?

Cheers


I thought LOL but then I though ... hmm ... maybe you are serious! Have a look at the key. One forward and two to either side or two forward and one to either side or one back and two either side or two back and one either side ... just like a knight in chess!!
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Re: Knights [21/01] Page 1 & 21

Postby SimplyObsessed on Tue Mar 20, 2012 4:26 am

On 4 player games G2 seems to be starting with 1 neutral, I think this is a mistake?

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Re: Knights [21/01] Page 1 & 21

Postby koontz1973 on Tue Mar 20, 2012 12:18 pm

SimplyObsessed wrote:On 4 player games G2 seems to be starting with 1 neutral, I think this is a mistake?

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Thanks and fixed.
http://www.fileden.com/files/2012/1/27/3255536//Newknights.xml
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Re: Knights [21/01] Page 1 & 21

Postby koontz1973 on Tue Mar 20, 2012 12:19 pm

jammyjames wrote:Quick question - why is movement only limited to 2 forwards 1 side. In chess you can go 1 forward 2 side with a knight also?

Just curious - Does it make the XML far too awkward to do?

Cheers

You are right, you can do that, and you can do that in this one as well. Think about it. ;)

As for the queary over the 5 troops per round, if any ideas on raising or lowering them, I am all ears but would like to wait for a couple of weeks and see what the results of games are. Most seem to be going near round 20 so it seems to be a long game map.
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Re: Knights [21/01] Page 1 & 21

Postby swimmerdude99 on Tue Mar 20, 2012 2:24 pm

I am a fan of the map concept, in fact would be one of my favorites. however the 5 troop thing is about to make me quit playing the map, it makes the game all dice in team games. it needs to be something like you always get 3 troops, but you get a bonus of 1 troop for every 5 territs? or soemthing like that?.... the automatic 5 is insane though
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Re: Knights [21/01] Page 1 & 21

Postby AndyDufresne on Tue Mar 20, 2012 3:51 pm

swimmerdude99 wrote:I am a fan of the map concept, in fact would be one of my favorites. however the 5 troop thing is about to make me quit playing the map, it makes the game all dice in team games. it needs to be something like you always get 3 troops, but you get a bonus of 1 troop for every 5 territs? or soemthing like that?.... the automatic 5 is insane though

I haven't played the map yet, but this sounds interesting...


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Re: Knights [21/01] Page 1 & 21

Postby danfrank on Tue Mar 20, 2012 4:26 pm

=D> =D> congrats on the beta ... Suggestion forting can be done adjacently as well as in the knights directions .. is that correct ? i feel forting should be done in the same manner knight moves only
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Re: Knights [21/01] Page 1 & 21

Postby ManBungalow on Tue Mar 20, 2012 4:29 pm

danfrank wrote:=D> =D> congrats on the beta ... Suggestion forting can be done adjacently as well as in the knights directions .. is that correct ? i feel forting should be done in the same manner knight moves only

Forts are made along attack routes. The XML doesn't allow different routes for attacks/forts.
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Re: Knights [21/01] Page 1 & 21

Postby danfrank on Tue Mar 20, 2012 4:32 pm

the five is a bit steep
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Re: Knights [21/01] Page 1 & 21

Postby Ninja Champion on Tue Mar 20, 2012 4:42 pm

Found a small error:

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G2 Should start as 3 neutral Game 10810496

Awesome map so far, I love it. Certainly some different gameplay.. I have no issue with the 5 troops due while I'm at it.
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Re: Knights [21/01] Page 1 & 21

Postby chapcrap on Tue Mar 20, 2012 4:57 pm

I think the 5 troops is a lot for team games and larger games. I would agree with swimmer's idea.

Make it 3 and +1 for 5/6/7 terts or something.
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Re: Knights [21/01] Page 1 & 21

Postby koontz1973 on Tue Mar 20, 2012 11:29 pm

The error has been reported and the new xml should be uploaded any day now. I has buggered some of the games up. In 4, 6 and 8 player games, the amount of starting troops is less than normal.

OK, 3 troops per round with an additional troop for every 5,6,or 7 territs is now on the table as well as just lowering it to 3 troops per round.

My opioion on this is that it would cause the games more problems than solve. With the normal troop reinforcements, a player could easily take the third row from there back row to get extra troops without the opponent being able to take enough to remove it. Player who then goes first would have an overwhelming advantage. As for the larger games, this was designed as a 1v1 map so if the normal reinforcents came in, I would suggest a noraml one for 5 territs but with a max of 5. This would make games finish a round or two quicker and make the larger games more able to expand.

Thoughts?
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Re: Knights [21/01] Page 1 & 21

Postby chapcrap on Wed Mar 21, 2012 1:52 am

The reinforcements and attacking are fine, IMO.

If you make the bonuses for 3 plus a bonus for every 7 terts, then in 1v1, people would still get 5 for the deploy unless they took 5 more terts, which could happen, or if they lose 3. I think that would effect the 1v1 play very much, but would allow larger games to be more viable.

With a deploy of 5 on the first turn, if someone actually was able to take 5 terts to increase the deploy to 6, the opponent should be able to take 1 because you only need to hit one neutral before being able to hit the opponent.

And it would speed up 1v1 games as well. Instead of taking forever to finish up once someone is clearly ahead and going to win, it will be able to move faster.
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Re: Knights [21/01] Page 1 & 21

Postby thehippo8 on Wed Mar 21, 2012 2:09 am

chapcrap wrote:The reinforcements and attacking are fine, IMO.

If you make the bonuses for 3 plus a bonus for every 7 terts, then in 1v1, people would still get 5 for the deploy unless they took 5 more terts, which could happen, or if they lose 3. I think that would effect the 1v1 play very much, but would allow larger games to be more viable.

With a deploy of 5 on the first turn, if someone actually was able to take 5 terts to increase the deploy to 6, the opponent should be able to take 1 because you only need to hit one neutral before being able to hit the opponent.

And it would speed up 1v1 games as well. Instead of taking forever to finish up once someone is clearly ahead and going to win, it will be able to move faster.


Not sure if it's the Mafia Games ... but I'm convinced! Lynch "Five"!!
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