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Re: King's Court 2 - BETA

PostPosted: Wed Feb 27, 2013 2:01 pm
by GoranZ
mano wrote:I found out that Knight D5 can not attack n43. It is supposed to, right?

Nice catch, Knight HD5... BOB doesn't mark it so probably it's not attackable but it should be.

Re: King's Court 2 - BETA

PostPosted: Sun Mar 03, 2013 1:34 pm
by thenobodies80
Kabanellas wrote:http://www.freewebs.com/kabanellas/KC2_Version3.2.xml

Last update (V3.2):

HA3 Knight - Neutrals reduced from 3 to 2
HB2 Knight - Neutrals reduced from 4 to 3
HD5 Knight - Can now assault N43


Update sent!

Nobodies

Re: King's Court 2 - BETA

PostPosted: Sun Mar 03, 2013 11:03 pm
by earthen
not sure if this is the right place to post but, I had a problem with game 12278886 on round Round 18 i started my turn and got troops but when i started the deploy stage it says I had no troops to deploy. not sure if it is a bug or what. but i should of had troops to deploy. if you look at the logs you see that i get troops but then nothing is deployed.

Re: King's Court 2 - BETA

PostPosted: Mon Mar 04, 2013 5:48 am
by thenobodies80
earthen wrote:not sure if this is the right place to post but, I had a problem with game 12278886 on round Round 18 i started my turn and got troops but when i started the deploy stage it says I had no troops to deploy. not sure if it is a bug or what. but i should of had troops to deploy. if you look at the logs you see that i get troops but then nothing is deployed.


Ok, this is the log:

log wrote:2013-03-03 17:17:20 - earthen got bonus of 2 troops added to ?
2013-03-03 17:17:20 - earthen got bonus of 2 troops added to ?
2013-03-03 17:17:20 - earthen got bonus of 2 troops added to ?
2013-03-03 17:17:20 - earthen got bonus of 1 troops added to ?
2013-03-03 17:17:20 - earthen got bonus of 1 troops added to ?
2013-03-03 17:17:20 - earthen got bonus of 2 troops added to ?
2013-03-03 17:17:20 - earthen got bonus of 1 troops added to ?
2013-03-03 17:17:20 - earthen got bonus of 1 troops added to ?
2013-03-03 17:17:20 - earthen got bonus of 1 troops added to ?
2013-03-03 17:17:20 - earthen got bonus of -2 troops added to ?


These above are the autodeploy troops, I assume from that you had 3 castles and you received 1 troop for each castle. The troop was placed on the castle, being autodeploy.

log wrote:2013-03-03 17:17:20 - earthen received 2 troops for holding ?
2013-03-03 17:17:20 - earthen received 2 troops for holding ?
2013-03-03 17:17:20 - earthen received -15 troops for holding ?
2013-03-03 17:17:20 - earthen received 1 troops for holding ?
2013-03-03 17:17:20 - earthen received 1 troops for holding ?
2013-03-03 17:17:20 - earthen received 1 troops for holding ?
2013-03-03 17:17:20 - earthen received 3 troops for 18 regions


As you can see you received some troops for holding bonuses, can't say which bonuses because it's a fog game, but in one line you certainly received -15 troops for holding the King and 3 castles (the explanation for the King is in the central legend of the map).
So doing some math: +2-15+1+1+1+3= -7
Being a negative number you had nothing to deploy.
So it's not a bug.

Nobodies

Re: King's Court 2 - BETA

PostPosted: Tue Mar 05, 2013 12:04 pm
by Nola_Lifer
thenobodies80 wrote:Kab, the Community is calling, do the few adjustaments needed, then we're done with this map. :)

Nobodies


To think that this was started in October 2011 :!: Talk about patience...

Re: King's Court 2 - BETA

PostPosted: Wed Mar 06, 2013 3:19 pm
by thenobodies80
              Quenching

---The Beta period has concluded for the King's Court II Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Brand. Let it be known that this map is now ready to be released into live play.

Congratulations Kabanellas, your shiny new medal is well-earned =D>


Conquer Club, enjoy!
              Image

thenobodies80

Re: King's Court 2 [Quenched]

PostPosted: Thu Mar 07, 2013 3:15 pm
by Kabanellas
Pizza Party? 8-)

Re: King's Court 2 [Quenched]

PostPosted: Thu Mar 07, 2013 10:02 pm
by Gilligan
At long last, congrats Kab. Record for longest beta map?

Re: King's Court 2 [Quenched]

PostPosted: Fri Mar 08, 2013 7:07 am
by thenobodies80
If he took months to provide an update!!!!.....but I know he was really busy with much more....mmm how to say? :-k ......"yummy yummy" things.
Or not Kab? :mrgreen: ;)

Anyway, again congrats for the quench...hope you will able soon to continue your buccaneer map idea.

Re: King's Court 2 [Quenched]

PostPosted: Fri Mar 08, 2013 9:17 am
by nolefan5311
Kabanellas wrote:Pizza Party? 8-)


As thenobodies implied above...you should celebrate the quenching of this map by starting another!

Re: King's Court 2 [Quenched]

PostPosted: Fri Mar 08, 2013 11:45 pm
by -=- Tanarri -=-
Gilligan wrote:At long last, congrats Kab. Record for longest beta map?


I think the record for the longest beta map is Das Schloss, no? I thought that was stuck in beta for something like a year.

Re: King's Court 2 [Quenched]

PostPosted: Sat Mar 09, 2013 12:38 pm
by Gilligan
-=- Tanarri -=- wrote:
Gilligan wrote:At long last, congrats Kab. Record for longest beta map?


I think the record for the longest beta map is Das Schloss, no? I thought that was stuck in beta for something like a year.


If you count the time where it was closed (which was a few months) then probably.

Re: King's Court 2 [Quenched]

PostPosted: Sat Mar 09, 2013 5:17 pm
by Kabanellas
thenobodies80 wrote:If he took months to provide an update!!!!.....but I know he was really busy with much more....mmm how to say? :-k ......"yummy yummy" things.
Or not Kab? :mrgreen: ;)

Anyway, again congrats for the quench...hope you will able soon to continue your buccaneer map idea.



ahhahhh :lol: :lol: :lol:

well some were/are yummy some were not so yummy 8-) 8-)

anyway, I'm eager to start working on the Age of Bucanneers project... ;)

Re: King's Court 2 [Quenched]

PostPosted: Sun Mar 24, 2013 3:03 am
by Oneyed
this is maybe too late, but naming of regions is not clear. why in xml is region HD6 Road but in the map it is R24? and because map is supersized player must roll up and down again and again when he attacks or reinforce.
I mean why is not possible to have names the same? when region has in xml name HD6 why not also in the map? or vice versa?

Oneyed

EDIT: I hold The Duke (who can bombard Knights) but I can not "see" some Knights. I mean I can not see their numbers, there are only question marks.

Re: King's Court 2 [Quenched]

PostPosted: Fri Mar 29, 2013 9:59 am
by Kabanellas
Oneyed wrote:this is maybe too late, but naming of regions is not clear. why in xml is region HD6 Road but in the map it is R24? and because map is supersized player must roll up and down again and again when he attacks or reinforce.
I mean why is not possible to have names the same? when region has in xml name HD6 why not also in the map? or vice versa?

Oneyed

EDIT: I hold The Duke (who can bombard Knights) but I can not "see" some Knights. I mean I can not see their numbers, there are only question marks.


Hi,
names of hexes are located on top (of them). R24 is from the Hex below HD6. As for the Duke, he can only bombard 'K' Knights. The same applies to the Field Marshal, who can only assault 'A' archers

Re: King's Court 2 [Quenched]

PostPosted: Fri Mar 29, 2013 5:21 pm
by Oneyed
Kabanellas wrote:As for the Duke, he can only bombard 'K' Knights.


I understand, but I hold the Duke but I see armies only of some Knights. armies of some Knights I can not see - there is only question mark.

Oneyed

Re: King's Court 2 [Quenched]

PostPosted: Sat Mar 30, 2013 8:18 am
by -=- Tanarri -=-
Oneyed wrote:
Kabanellas wrote:As for the Duke, he can only bombard 'K' Knights.


I understand, but I hold the Duke but I see armies only of some Knights. armies of some Knights I can not see - there is only question mark.

Oneyed


Just to be clear, the Duke can only see knights that are on hexes which start with "K" for their region name. It is likely the knights you can't see do not start with "K" and are part of the castle areas.

Re: King's Court 2 [Quenched]

PostPosted: Sun Mar 31, 2013 10:26 am
by Oneyed
-=- Tanarri -=- wrote:Just to be clear, the Duke can only see knights that are on hexes which start with "K" for their region name. It is likely the knights you can't see do not start with "K" and are part of the castle areas.


now I see. thanks :)

Oneyed

Re: King's Court 2 [Quenched]

PostPosted: Tue Jun 18, 2013 2:13 am
by stealth99
hey, just a quick question.

When you play this map in trench, does that eliminate trebuchet's?

Re: King's Court 2 [Quenched]

PostPosted: Tue Jun 18, 2013 7:48 am
by nolefan5311
stealth99 wrote:hey, just a quick question.

When you play this map in trench, does that eliminate trebuchet's?


Killer neutrals are not affected by trench gameplay. So, if you begin the turn not holding a killer neutral and then take the killer neutral, you can continue the attack from that killer neutral, all in the same turn.

Re: King's Court 2 [Quenched]

PostPosted: Tue Jun 18, 2013 10:28 pm
by stealth99
That leaves me with one more question. Is there a difference between "neutrals" and "killer neutrals". What does the word killer mean or refer to?

Re: King's Court 2 [Quenched]

PostPosted: Wed Jun 19, 2013 12:10 pm
by nolefan5311
stealth99 wrote:That leaves me with one more question. Is there a difference between "neutrals" and "killer neutrals". What does the word killer mean or refer to?


Any territory that resets to a neutral at the beginning of the players turn that holds it, is a killer neutral.

Re: King's Court 2 [Quenched]

PostPosted: Tue Dec 10, 2013 5:59 pm
by random21
This needn't take long. But well, I tend to type a lot.

I suggest a very quick alteration to KC2.

Balance the starting points of HA most importantly, and potentially, HB.

HA castle has no safety from trebuchet bombardment. All that can survive are the catapult and archers, which only bombard, and can not take back their lost castle.

HA is the ONLY castle that can not recover. HB is weak but it has No6 as last ditch resort, and from other direction, can hide using knight or village. Even this is not ideal, some castles can survive even while being bombarded from all sides. But several others have this problem too, if your castle faces assault from trebuchets on either side, some survive them both, others do not.

But the main issue is HA castle.

Again, HA is a totally crippled starting point.

The solution is more territories in and around the castle, this may of course be discussed as to what the best solution is.

I propose that as HB and HA are both somewhat problematic, as other corners have behind the mountain avenues, give HB and HA connection out of reach of trebuchet so they can seek some refuge, and recover from bombardment.

I played kc2 beta only very shortly, but only after just joining, and failed to make comments then, but am making them now.

I believe the gameplay does suffer with no safe escape point at all for HA, meaning if you face opponents in HB andor HJ, trebuchet 1 is so central to that corner, it wipes everything clean out.

So I am wondering if quick suitable alterations can be made .. quickly... to address this situation. I don't mind if a lot of discussion goes into making the right suitable corrections. But if the implementation once decided... could be made swiftly.

What to people in map foundry think, and other cc members?

Re: King's Court 2 [Quenched]

PostPosted: Wed Dec 11, 2013 7:12 am
by Kabanellas
Hi!

well, the issue about HA was already pointed out in the past.... and it was discussed mostly between me and jcms (which raised that issue)

Kabanellas wrote:I was working on the XML, when something occurred to me concerning the Archer/Knight swap.

Currently A01 is on a midpoint between HA1 Archer and HJ6 Archer. With the swap HJ Castle will have an easy (more direct) control over A01, which means some predominance over HA castle.

I could suggest some changes to compensate one of those options. Swapping or maintaining things as they are.

1- Leave HA1 Archer as it is, but reduce HA3 Knight neutrals fro 3 to 1. Making it easier for HA castle to expand.
or
2- Swap positions between HA1 Archer and HA3 Knight , but reducing the Archer neutrals from 2 to 1 and possibly A02 from 3 to 2.


JustCallMeStupid wrote:Hey Keban,
I see your concern with Castle HJ having an advantage over HA castle via the archer but that archer has a 4 on it and is extremely discouraging to take. I still think the swap of the knight and archer would benefit HA more than it would hinder it. And again allow the quick bombard move to be overcome by using the knight to come back. I like suggestion 1 best and I would also suggest that the catapult could be reduced to a 3 so that at least theyd have a 1 unit retaliation advantage.

Ive played about 12+ games on the map and I have never seen anyone ever take A01 before round 10 in any game. I just realized I have to play that map some more I have no games on it right now.


the last updates made:

Kabanellas wrote:http://www.freewebs.com/kabanellas/KC2_Version3.2.xml

Last update (V3.2):

HA3 Knight - Neutrals reduced from 3 to 2
HB2 Knight - Neutrals reduced from 4 to 3
HD5 Knight - Can now assault N43


...we could still work a bit around it.... but don't really know. This is a issue that never worried me that much..

Re: King's Court 2 [Quenched]

PostPosted: Wed Dec 11, 2013 7:17 am
by random21
hmm, really?

i mean.... there is no way to save HA castle. if trebuchet 1 gets 20 troops on it, by round 6-7-8

it doesnt matter that knight was reduced from 3 to 2. its going to all get bombarded just the same. the knight might help for quick expand... but then ha has some daunting tasks to survive.