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Feudal War [Quenched]

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Re: Feudal War [Quenched]

Postby gimil on Sun Feb 15, 2009 9:00 am

If you do not agree with gaining cards from bombardment when you should really bring it up in Suggestions and bugs forum. I can't decided in a map XML wether or not bombardment should lead to a card. Its a game engine 'issue'.
What do you know about map making, bitch?

natty_dread wrote:I was wrong


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Re: Feudal War [Quenched]

Postby GenuineEarlGrey on Sun Feb 22, 2009 4:12 am

Gimil,

The Big Picture: I think this is a good map and I'm darn grateful to you and all the other makers. =D>

Small, small point: Before going to Sugs and Bugs can I confirm with you one detail?!

Am I correct in saying that on the D-Day at Omaha Beach map, when you bombard the beach from an artillery position, you can advance armies? :?

E.G.
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Re: Feudal War [Quenched]

Postby GenuineEarlGrey on Sun Feb 22, 2009 4:14 am

Again, :arrow: this is a darn fine map.

This 'issue' doesn't reflect on that. Before it gets posted in sugs and Bugs let me just re-confirm this.

  • I'm not arguing against bombardment for cards.
  • I'm not keen on repeat cards for repeat bombarding of the same land.
  • Feudal War is a good example because a player can bombarding your "own" lands.

E.G.
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Re: Feudal War [Quenched]

Postby yeti_c on Thu Feb 26, 2009 4:20 pm

GenuineEarlGrey wrote:Gimil,

The Big Picture: I think this is a good map and I'm darn grateful to you and all the other makers. =D>

Small, small point: Before going to Sugs and Bugs can I confirm with you one detail?!

Am I correct in saying that on the D-Day at Omaha Beach map, when you bombard the beach from an artillery position, you can advance armies? :?

E.G.


Bombarding in "Dday" isn't 'true' bombarding...

C.
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Re: Feudal War [Quenched]

Postby GenuineEarlGrey on Thu Feb 26, 2009 7:09 pm

yeti_c wrote:Bombarding in "Dday" isn't 'true' bombarding...

I've noticed this understanding of bombardment in the Change Rules in Bombardment thread http://www.conquerclub.com/forum/viewtopic.php?f=4&t=78358
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Re: Feudal War [Quenched]

Postby Rakio on Tue Jun 30, 2009 6:09 pm

Great map.
Thanks.
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Re: Feudal War [Quenched]

Postby PepeAtila on Sun Aug 09, 2009 8:25 am

Great map, I like it very much.

Just I don't know if it is a programming error to get a bonus card just when you anhilate one country and you don't conquer it.
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Re: Feudal War [Quenched]

Postby The Neon Peon on Sun Aug 09, 2009 8:38 am

PepeAtila wrote:Great map, I like it very much.

Just I don't know if it is a programming error to get a bonus card just when you anhilate one country and you don't conquer it.

http://www.conquerclub.com/public.php?m ... tructions6

Read through that and let's use some logic.

Successful assaults give you cards. Bombardment is a type of assault. I don't see where the issue is.
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Re: Feudal War [Quenched]

Postby Grifter on Sat Sep 26, 2009 11:48 am

I discovered what I think is a bug while playing Game 5652494. This has fog of war. I had Realm of Might castle and subsequently conquered territory 4 in round 1. Territories 2 and 3 were still neutral. The bug is that I was able to see the neutral armies on territory 1 even though I could not attack it.
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Re: Feudal War [Quenched]

Postby SuicidalSnowman on Sat Sep 26, 2009 11:53 am

Grifter wrote:I discovered what I think is a bug while playing Game 5652494. This has fog of war. I had Realm of Might castle and subsequently conquered territory 4 in round 1. Territories 2 and 3 were still neutral. The bug is that I was able to see the neutral armies on territory 1 even though I could not attack it.



It is not a bug. You can bombard territory one from your castle. FoW allows you to see any territory you can attack, so you actually COULD attack it, if you had men on your castle.
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Re: Feudal War [Quenched]

Postby Grifter on Sat Sep 26, 2009 8:19 pm

My mistake. Thanks for the explanation.
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Re: Feudal War [Quenched]

Postby TheForgivenOne on Thu Oct 15, 2009 3:12 am

not really sure if this is a bug or not... Might have just been my computer

I was playing on the map, and i owned the Realm of Might Castle, along with Realm of Might 3, 5. I went to attack Realm of Might 7, from 5, and it gave me 2 options to attack Realm of Might 7. For example, Assault from : Realm of Might 5, Assault : Realm of Might 6, Realm of Might 7, Realm of Might 7. I don't have a screenshot of it. I exited the game, and re-entered, and still got the same problem. Don't think it will help, but Game 5715609 thats the game number. As i said, this might be a bug, or just my compy being stupid.

Thanks for your time,

TFO
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Re: Feudal War [Quenched]

Postby the.killing.44 on Thu Oct 15, 2009 6:59 am

SuicidalSnowman wrote:
Grifter wrote:I discovered what I think is a bug while playing Game 5652494. This has fog of war. I had Realm of Might castle and subsequently conquered territory 4 in round 1. Territories 2 and 3 were still neutral. The bug is that I was able to see the neutral armies on territory 1 even though I could not attack it.



It is not a bug. You can bombard territory one [and 7] from your castle. FoW allows you to see any territory you can attack, so you actually COULD attack it, if you had men on your castle.
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feudal war starting positions

Postby id3o on Tue Nov 10, 2009 5:08 am

my apologies if this is the wrong place to be posting this.

re the map below:
feudal war is a great map, but to me the starting positions shown have given yellow a huge advantage, and compromised green severely. surely with four players, starting at the corners would be more balanced? or am i alone in this?

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Re: feudal war starting positions

Postby natty dread on Tue Nov 10, 2009 6:23 am

surely with four players, starting at the corners would be more balanced? or am i alone in this?


There's no way to do this with current XML. The starting positions will always be randomly distributed.
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Re: feudal war starting positions

Postby yeti_c on Tue Nov 10, 2009 12:59 pm

Would also make it really boring for a fog game.

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Re: feudal war starting positions

Postby id3o on Wed Nov 11, 2009 10:54 am

true, but in a fog game it wouldn't be anywhere near as much of a disadvantage ..
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Re: feudal war starting positions

Postby yeti_c on Wed Nov 11, 2009 12:50 pm

id3o wrote:true, but in a fog game it wouldn't be anywhere near as much of a disadvantage ..


Play foggy next time then?!

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Re: Feudal War [Quenched]

Postby MrBenn on Wed Nov 11, 2009 4:01 pm

[merged] the discussion into the Feudal War map thread ;-)
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6494316 Re: Feudal War [Quenched]

Postby Oleoneder on Mon Mar 01, 2010 1:23 pm

FINALLY A TOTALLY POINTLESS MAP ... a map where a person just sits in the MAIN CASTLE and simply BOMBARDS one neutral, building cards and reinforcing and building cards and reinforcing ad nausea ... hoping everyone else will be steeeeewpid enough to try to move against that massive MAIN POSITION.

SO; WHAT kind of a game design is one in which 6 people sit bombarding ONE neutral each, building cards, and waiting for someone to flinch JUST AND ONLY to clear the game from their que ... GUFFAW ...
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Re: feudal war starting positions

Postby yeti_c on Tue Mar 02, 2010 2:43 pm

natty_dread wrote:
surely with four players, starting at the corners would be more balanced? or am i alone in this?


There's no way to do this with current XML. The starting positions will always be randomly distributed.


Actually - you know - there is a way of doing this...

We could create 4 starting positions in the XML... those would be the 4 starting corners...

This would change 2/3/4 player games.

2 player games would start with 2 corners each. (Middle 2 castles neutral) - No real point in playing this in Fog anymore.
3 player games would start with 1 corners each - and 1 of the other castles. (similar to before but would ensure that all players had a corner - rather than before where one (unlucky player could've started with both middle castles)
4 player games would start with 1 corner each. (Would reduce the effect of Fog)
5 player games would start with 1 castle each and 1 neutral. (note that the neutral could be any of the 6 castles (yes even the corners) - as currently)
6 player games would start with 1 castle each. (as currently)

Thoughts?

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Re: Feudal War [Quenched]

Postby natty dread on Tue Mar 02, 2010 2:54 pm

The changes seem sensible to me.
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Re: Feudal War [Quenched]

Postby denominator on Tue Mar 02, 2010 4:40 pm

Not a fan. One of the big draws of me to Feudal and the other "starting position" maps is that the starting points of your opponents is unknown. A large part of the game we play here is random luck and dealing with poor luck by using good strategy. New World is probably my favourite starting point map because it has 9 points, so with the exception of 3 player games, there is always at least one neutral point, and each point plays differently.

The other main attraction to Feudal is playing in the fog, and none of the changes suggested make fog more interesting, most make it less interesting. 2 and 4 player games become scripted, like City Mogul is constantly scripted. 3 player games are virtually unaffected, all it does is remove a small percentage circumstance where one player is at a disadvantage. 5 and 6 player games are unaffected.

My vote goes to leaving it the way it is. If people are concerned over the random luck issues with the map, they can go play Feudal Epic where these concerns are addressed by having 10 starting points.
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Re: feudal war starting positions

Postby MrBenn on Tue Mar 02, 2010 5:09 pm

yeti_c wrote:Would also make it really boring for a fog game.

C.

I just dip-checked, and of the 261k games on the map, 169k are foggy - that's about 65% of games on the map, compared to about 30% (7921 / 25640) of currently active/waiting games. This indicates that Feudal War games are twice as likely to be foggy as any other game, and that more FW games are foggy than sunny. Accordingly, anything that has an adverse impact on foggy FW games should be avoided.
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Re: Feudal War [Quenched]

Postby Jock McCock on Thu Mar 04, 2010 7:39 pm

I don't like this idea, although I can see the point in changing it for 3 player games where one player can be disadvantaged by being in Realm and Rebel. I think it's still possible to win from there though so no change should be made.
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