Feudal War [Quenched]

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Postby Hotdoggie on Sun Jan 20, 2008 11:31 am

Coleman wrote:
bryguy wrote:ok agree with The Great Kingdom, Barbarians, and Realm of Might, but i think Rebel Territory should have 21.11%, and imperial dynasty 10%
I don't meant this in a rude way at all, but I don't think it matters what we think. Those are the real numbers of every completed game so far in what should be the most balanced gametype. :?


It's funny cos' when you look at the map, Barbarians is the best place to start for cards games.

I'd say a bigger sample is needed...the map is somewhat down to luck of who finds who with what and when.
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Postby Coleman on Sun Jan 20, 2008 11:35 am

I'm tempted to run 1v1 actually. All my 1v1 games on that map have been chess level frustration and strategy thinking.

I'm almost willing to go far enough to say that 1v1 is the ideal gametype for this. Maybe 3 FFA is viable as well.
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Postby DiM on Sun Jan 20, 2008 11:37 am

in theory all the castles should have an equal chance to win the game.
to be honest i never played the map and i probably never will because of the country names using numbers. i always missdeploy or attack stupid things when numbers are involved. same goes for siege. i'll never play that again.

anyway back on track. from the stats coleman put it's clear the barbarians the realm of might and the rebels are in a disadvantage. since i didn't play the map i'm not sure that's the case, perhaps it's a mere coincidence that crappy players started with those locations and they didn't know what to do.
or perhaps it's truly an imbalance. to be honest i don't give a rusty nickel on balance. the drop is random so fight with what you are given. sometimes you'll be lucky sometimes not but since the vast majority of people are concerned with equal chances perhaps after a few more games there should be some reconsideration regarding the neutral values of some terits, to further balance the map.
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Postby Coleman on Sun Jan 20, 2008 11:40 am

I don't care either, there were just some complaints that Realm of Might was always shafted, so I wanted to set out to prove them wrong.

Which I didn't quite do...
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Postby Blitzaholic on Sun Jan 20, 2008 11:43 am

Coleman wrote:I don't care either, there were just some complaints that Realm of Might was always shafted, so I wanted to set out to prove them wrong.

Which I didn't quite do...



flame wars is that war you 2 :arrow:

:lol:

i played both and they are different than most maps on here, so it gives others options, they are both fine maps and both got over 40 pages of play which is a ton and shows a lot like both.
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Postby yeti_c on Sun Jan 20, 2008 12:32 pm

Coleman wrote:I don't care either, there were just some complaints that Realm of Might was always shafted, so I wanted to set out to prove them wrong.

Which I didn't quite do...


Realm of Might is the wosrt place to start - annoyingly - it's where I've started 80% of my games on that map!!

C.
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Postby Hotdoggie on Sun Jan 20, 2008 12:39 pm

yeti_c wrote:
Coleman wrote:I don't care either, there were just some complaints that Realm of Might was always shafted, so I wanted to set out to prove them wrong.

Which I didn't quite do...


Realm of Might is the wosrt place to start - annoyingly - it's where I've started 80% of my games on that map!!

C.


yep it is, sucks when you get a drop there.
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Postby DiM on Sun Jan 20, 2008 12:40 pm

so what if realm of might or barbarians are a bad start? the guy that starts with 3 terits in australia isn't advantaged? or the many times i have screwy deployments with 5 terits in asia? is classic poorly designed? no. in my opinion not all maps should be perfectly balanced and actually perfect ballance can be achieved only on a symmetrical map and only with conquest gameplay.
let's say chinese checkers where each player starts with a tip of the star. that's perfect balance but perfect balance = crappy gameplay. :wink:
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Postby AndyDufresne on Sun Jan 20, 2008 4:53 pm

I'd reckon balance can be achieved in non symmetrical maps. A lot more thought is just put into game play. ;)


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Postby The Weird One on Sun Jan 20, 2008 5:18 pm

AndyDufresne wrote:I'd reckon balance can be achieved in non symmetrical maps. A lot more thought is just put into game play. ;)


--Andy

but not with randomized deployment. and definitely not consistent balance
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Postby jako on Sun Jan 20, 2008 5:35 pm

lordhaha had a start on realm of might, he was close to being elim but me and another guy couldnt take him out in 1 go so we let him live and fought each other. long story short, he came back and beat us both.
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Postby DiM on Sun Jan 20, 2008 5:43 pm

The Weird One wrote:
AndyDufresne wrote:I'd reckon balance can be achieved in non symmetrical maps. A lot more thought is just put into game play. ;)


--Andy

but not with randomized deployment. and definitely not consistent balance

weird one is right. the random deployment unbalances the gameplay and thus the only gameplay that eliminates deployment is conquest.
and if the map is not symmetrical there's always going to be a slight imbalance no matter how much thought is put into gameplay.
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Postby zimmah on Wed Feb 06, 2008 8:40 am

DiM wrote:so what if realm of might or barbarians are a bad start? the guy that starts with 3 terits in australia isn't advantaged? or the many times i have screwy deployments with 5 terits in asia? is classic poorly designed? no. in my opinion not all maps should be perfectly balanced and actually perfect ballance can be achieved only on a symmetrical map and only with conquest gameplay.
let's say chinese checkers where each player starts with a tip of the star. that's perfect balance but perfect balance = crappy gameplay. :wink:


well, can be fun sometimes however it will most often result in huge stalemates
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Postby bryguy on Wed Feb 06, 2008 8:56 am

70% of the time when i start with barbarians and/or realm of might i win 8)
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Map Bug?

Postby Torter_of_Worlds on Fri Mar 21, 2008 10:09 am

Game No.: 2057457

I united the castles...but no victory even though I met the objective? At the end of the game log it is clear I controlled all castles prior to eliminating my opponent.

Please help.

Thanks
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Re: Map Bug?

Postby gimil on Fri Mar 21, 2008 10:17 am

Torter_of_Worlds wrote:Game No.: 2057457

I united the castles...but no victory even though I met the objective? At the end of the game log it is clear I controlled all castles prior to eliminating my opponent.

Please help.

Thanks


You have to hold the castles at the start of your turn to unit the land, not capture all the castles mid turn. Hope this helped you out :)
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Re: Feudal War [Quenched]

Postby Heimdall on Sat Mar 29, 2008 3:30 am

I have trouble with the numbers too but i what i don't like is that you can get cards by bombardment. I leave it up to you to figure out the best strategy using this.. And you're screwed if you start on 1 castle in particular...
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Re: Feudal War [Quenched]

Postby gimil on Sat Mar 29, 2008 12:14 pm

Heimdall wrote:I have trouble with the numbers too but i what i don't like is that you can get cards by bombardment. I leave it up to you to figure out the best strategy using this.. And you're screwed if you start on 1 castle in particular...


Gaining cards through bombardment isnt an issue that I can resolve. Only the web master has control over that. The numbers issue will be resolved in the revamp that I am carrying out in hte main foundry.
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Re: Feudal War [Quenched]

Postby Torter_of_Worlds on Tue Apr 01, 2008 4:49 pm

Thanks Gimil

I like the map - dont see what all the fuss is about. I've won my last 15 games in a row 1 v. 1 freestyle/no cards/chained/various starting positions...people just need to learn how to play each starting position. Granted, one may be more advantageous; however, there are more factors at play than mere starting position, e.g. dice & what your opponent does.

I want more maps like Feudal. :)
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Re: Feudal War [Quenched]

Postby whitestazn88 on Wed Jul 16, 2008 12:51 pm

i was just wondering... if you miss a turn, do you get 5 auto deployed after you attack?

i guess i never really knew how the auto deploy stuff worked when it came to this topic.
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Re: Feudal War [Quenched]

Postby t-o-m on Wed Jul 16, 2008 1:02 pm

whitestazn88 wrote:i was just wondering... if you miss a turn, do you get 5 auto deployed after you attack?

that would be a no.
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Re:

Postby Kemmler on Fri Jul 18, 2008 9:29 am

bryguy wrote:70% of the time when i start with barbarians and/or realm of might i win 8)


The only drops I don't like are two castles together (eg ROM and GK) or barbarians and imperial. I like one of the bottom ones and one of the others, which you get pretty much 70% of the time
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Re:

Postby daydream on Sun Jul 20, 2008 4:31 pm

bryguy wrote:70% of the time when i start with barbarians and/or realm of might i win 8)


more than 70% of the time i play this map 1on1, i win :D
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Feudal War map

Postby GenuineEarlGrey on Wed Jan 14, 2009 2:31 am

DiM,

I've been playing a lot on the Feudal War map recently and came up against a "problem" that you'd identified before the map was quenched...

Sun Oct 28, 2007 10:43 pm
Forum: Final Forge
Topic: Feudal War [Quenched]
Replies: 712
Views: 20331

DiM wrote:other comments:
4. there's still the bombardment problem. you have in the legend that castles can bombard all terits within their kingdom. but that's impossible.
because you can't have both attack and bombard from 1 terit to another. so i say make only the non-adjacent terits bombardable from the castles.
otherwise you'll have a big problem.

let's say you start with barbarians. and your first action is to bombard 1 and 2. you can't attack them because you have to bombard and they turn neutral. there will be no way of advancing and you'll be stuck there.


I've been through the next ten odd pages of the discussion on quenching this map and nobody appears to pick the problem up. Was this the case?

Best wishes

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Re: Feudal War [Quenched]

Postby Kotaro on Wed Jan 14, 2009 2:45 am

Read the map:
- Castles can bombard non adjacent territories


Non adjacent. So you can attack from barbarians castle to barbarians 1, or bombard barbarians 7 from barbarians castle.
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