Feudal War [Quenched]

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Postby Forza AZ on Sun Dec 30, 2007 6:59 pm

gimil wrote:
Forza AZ wrote:I found a few mistakes in the XML:

-In the borders of Imperial Dynasty 1 you forgot ID 5 in the XML.
-In the borders of ID 4 there is ID castle in the XML, while they don't border on the map
-In the borders of ID 5 you forgot ID 1 in the XML.
-In the borders of Lake Minstelo 3 you forgot Fol
-In the borders of Fol you forgot Lake Minstelo 3


thanks forza AZ, ill get these sorted in a day or two. :)

OK, looking forward to playing this map, but I'll wait with starting games untill all works like it should. Nice work again.
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Postby gimil on Sun Dec 30, 2007 7:05 pm

Forza AZ wrote:
gimil wrote:
Forza AZ wrote:I found a few mistakes in the XML:

-In the borders of Imperial Dynasty 1 you forgot ID 5 in the XML.
-In the borders of ID 4 there is ID castle in the XML, while they don't border on the map
-In the borders of ID 5 you forgot ID 1 in the XML.
-In the borders of Lake Minstelo 3 you forgot Fol
-In the borders of Fol you forgot Lake Minstelo 3


thanks forza AZ, ill get these sorted in a day or two. :)

OK, looking forward to playing this map, but I'll wait with starting games untill all works like it should. Nice work again.


Ill PM you myself once there done :)
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Postby yeti_c on Mon Dec 31, 2007 9:34 am

Hmmm - I wrote most of the code for this at 3AM - a while back... perhaps not the best idea!!

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Postby Coleman on Mon Dec 31, 2007 11:57 am

yeti did it right, he did it for the large map...
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See, they (1 & 5) don't touch in the large map, in the small map they do. This is an image error us coders can't do anything about.
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Postby yeti_c on Mon Dec 31, 2007 12:13 pm

Coleman wrote:yeti did it right, he did it for the large map...
See, they (1 & 5) don't touch in the large map, in the small map they do. This is an image error us coders can't do anything about.


Sweet!!!

Of course this is unlucky for you Gimil - you've got some work to fix that!!!

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Postby Forza AZ on Mon Dec 31, 2007 12:13 pm

Coleman wrote:yeti did it right, he did it for the large map...


See, they (1 & 5) don't touch in the large map, in the small map they do. This is an image error us coders can't do anything about.

OK, I checked it with the small map (which I always play on). So, that's 2 maps in which the small and large were uploaded with different borders (also Iberia).
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Postby Coleman on Mon Dec 31, 2007 12:17 pm

It's all fixed, waiting for lack. Don't know about Iberia though.
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Postby lalaland on Mon Dec 31, 2007 2:32 pm

What happens in a 7 or 8 player game; there are only 6 castles?
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Postby Gilligan on Mon Dec 31, 2007 2:35 pm

lalaland wrote:What happens in a 7 or 8 player game; there are only 6 castles?


It won't let you create a game. Same with Age of Realms.
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Postby Bad Speler on Mon Dec 31, 2007 2:44 pm

Coleman wrote:It's all fixed, waiting for lack. Don't know about Iberia though.

It'll be fixed Tuesday evening, when I get home from my vacation.
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Postby gimil on Mon Dec 31, 2007 2:58 pm

Coleman wrote:It's all fixed, waiting for lack. Don't know about Iberia though.


thanks for helping out coleman :)
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Unsuccessful attack BUG in Feudal War map

Postby cloudcatcher on Tue Jan 01, 2008 3:03 pm

Description: Unsuccessful attack BUG in Feudal War

Detailed description: attacking from Great Kingdom Castle to Great Kingdom 6: if successful with dice - absolutely nothing happens. If unsuccessful, armies get taken away from Great Kingdom Castle as it should be. Attacks onto Great Kingdom 5 and 7 worked as it should.

Found where: Feudal War map, game 1497635

Possible idea: Great Kingdom 6 shows being occupied by 1 army neutral player. If there were 10 or so armies on it, it would make sense, but it really only showed 1 army at the start of my bombardment, and it still shows 1 army now
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Re: Unsuccessful attack BUG in Feudal War map

Postby fireedud on Tue Jan 01, 2008 3:16 pm

cloudcatcher wrote:Description: Unsuccessful attack BUG in Feudal War

Detailed description: attacking from Great Kingdom Castle to Great Kingdom 6: if successful with dice - absolutely nothing happens. If unsuccessful, armies get taken away from Great Kingdom Castle as it should be. Attacks onto Great Kingdom 5 and 7 worked as it should.

Found where: Feudal War map, game 1497635

Possible idea: Great Kingdom 6 shows being occupied by 1 army neutral player. If there were 10 or so armies on it, it would make sense, but it really only showed 1 army at the start of my bombardment, and it still shows 1 army now



bombardment means that you kill off everything and leave one neutral.
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Postby cloudcatcher on Tue Jan 01, 2008 3:32 pm

Thanks for explaining that - now it makes sense.

Could there not be a legend on the map explaining what "bombardment" means? It cost me a lot of armies to find out. In "Instructions" - "Game Play Notes" bombardment is explained differently and only pertaining to two other maps, not Feudal War

Another question: to win, does one need to hold all castles as written on the top, or can one also eliminate all opponents, but have one castle still occupied by neutral player?
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Postby bryguy on Tue Jan 01, 2008 3:37 pm

cloudcatcher wrote:Thanks for explaining that - now it makes sense.

Could there not be a legend on the map explaining what "bombardment" means? It cost me a lot of armies to find out. In "Instructions" - "Game Play Notes" bombardment is explained differently and only pertaining to two other maps, not Feudal War

Another question: to win, does one need to hold all castles as written on the top, or can one also eliminate all opponents, but have one castle still occupied by neutral player?


they can eliminate all opponents, or in assassin, eliminate their target, or just eliminate anybody for terminator
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Postby gimil on Tue Jan 01, 2008 4:09 pm

cloudcatcher wrote:Another question: to win, does one need to hold all castles as written on the top, or can one also eliminate all opponents, but have one castle still occupied by neutral player?


You can win by either elimenating all opponenets, elimenation your target in assassin or win by starting your turn holding all 6 castles.
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Postby Kaplowitz on Sat Jan 05, 2008 8:13 pm

im 100% on this map cause i won my 4 person game!

THX FOR THE HELP WITH MY 80 POINTS GIMIL!!!
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Postby yeti_c on Tue Jan 15, 2008 7:32 am

I've been informed this map is unbalanced...

I suspect they're right - if you start in the middle of the map - you're fucked!!

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Postby rebelman on Tue Jan 15, 2008 8:28 am

yeti_c wrote:I've been informed this map is unbalanced...

I suspect they're right - if you start in the middle of the map - you're fucked!!

C.


in a lot of ways this makes sense as the terrs on the edge can only be attacked from 1 side - whereas in the middle you have to protect multiple flanks.
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Postby yeti_c on Tue Jan 15, 2008 8:50 am

rebelman wrote:
yeti_c wrote:I've been informed this map is unbalanced...

I suspect they're right - if you start in the middle of the map - you're fucked!!

C.


in a lot of ways this makes sense as the terrs on the edge can only be attacked from 1 side - whereas in the middle you have to protect multiple flanks.


So how do we rebalance it...

Also - if in a game of doubles - one team starts in the top - they have 1 border each - and can run amok in the Northern Plains getting lots of territory bonus.

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Fuedal War

Postby erikiscool on Tue Jan 15, 2008 6:30 pm

This is a great and well thought out map.
Kudos to whomever came up with it.
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Postby barterer2002 on Tue Jan 15, 2008 9:02 pm

I also think the wording needs to be changed.

Currently reads: "Victory is gained by conquering all castles" Should read "Victory is gained by holding all castles at the start of a turn"
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Postby bryguy on Wed Jan 16, 2008 9:22 am

barterer2002 wrote:I also think the wording needs to be changed.

Currently reads: "Victory is gained by conquering all castles" Should read "Victory is gained by holding all castles at the start of a turn"


dude, your just supposed to know that :roll:
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Postby Coleman on Wed Jan 16, 2008 11:44 am

Even if bryguy meant that sarcastically I agree. All the effects of every territory or collection of territories ever only applies it's effect at the start of your turn. This is painfully obvious through play. Why would the victory condition be different?

It's be like making a legend with continent bonus values and being forced to put "received at start of turn".

*gasp* We need to hurry and touch up all the released maps so they say that. How else would you know!? Oh my god, how could we have missed it!? #-o
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Postby barterer2002 on Wed Jan 16, 2008 6:40 pm

What other map has a capture this and win feature to it? The only two I know of are Feudal and the new Magic one.
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