Age of Realms: Mayhem [Quenched]

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Re: Age of Realms: Mayhem [Quenched]

Postby DiM on Thu May 29, 2008 7:08 am

blakebowling wrote:when I attack neutral bloodwaters from any other port, I can attack and win but not advance, its like im bombarding.
However when another player occupies a bloodwater I am able to conquer it and advance.
can someone help me with this



weird. can you give a game number.
normally if you attack a blood water from a port you should only be able to bombard it. i have bombarded so many times and it worked fine. and i couldn't advance anything.
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Re: Age of Realms: Mayhem [Quenched]

Postby blakebowling on Thu May 29, 2008 9:12 am

hmm. cant find the game now, but if you cant attack into the sanctuary island at all then that is really unfair. you should at least be able to attack into the port one
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Re: Age of Realms: Mayhem [Quenched]

Postby t-o-m on Thu May 29, 2008 9:30 am

attack U'rl and there you are
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Age of Realms 3

Postby mbohn2 on Thu May 29, 2008 6:11 pm

When is this map going to be fixed? The person that gets deployed on sanctuary wins EVERY game. It is way to easy to get a large bonus on the 1st turn and no one has any chance to catch up because the neutrals have 5 and 6 on the runes with at least one 3 between them and your starting point. I suggest making sanctuary a non deploy point or at least changing the neutral at sanctuary to 2 or 3 instead of 1. It is a very well done map but is unplayable with the current set up.
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Re: Age of Realms 3

Postby mbohn2 on Thu May 29, 2008 6:15 pm

I do see that the neutrals were changed to 2, the sanctuary guy still cruised to victory as we had no way to get to him until he held 5 of the terr there.
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Re: Age of Realms 3

Postby TaCktiX on Thu May 29, 2008 6:17 pm

Please post concerns on the map in the map's topic (residing in Final Forge, with the text [Quenched] next to it).
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Re: Age of Realms: Mayhem [Quenched]

Postby Theguyoverthere on Thu May 29, 2008 6:41 pm

DiM wrote:
Theguyoverthere wrote:sweet but there's one castle being neglected... mua. It's horrrrrible! 6 and 5 on the runes, with 3 in the way, and 5 on the village...


the village is a port so i can't lower it without making the island vulnerable. as for the resources they are just like aoria, 6 and 5 with 3 in the way.


Maybe you could put a village ssomewhere down in Mua island that isn't a port... It doesn't seem fair that Aoria has one but Mua doesn't...
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Re: Age of Realms: Mayhem [Quenched]

Postby DiM on Thu May 29, 2008 6:44 pm

Theguyoverthere wrote:
DiM wrote:
Theguyoverthere wrote:sweet but there's one castle being neglected... mua. It's horrrrrible! 6 and 5 on the runes, with 3 in the way, and 5 on the village...


the village is a port so i can't lower it without making the island vulnerable. as for the resources they are just like aoria, 6 and 5 with 3 in the way.


Maybe you could put a village ssomewhere down in Mua island that isn't a port... It doesn't seem fair that Aoria has one but Mua doesn't...


does it really matter that much? especially since the villages only give +1 :roll:
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Re: Age of Realms: Mayhem [Quenched]

Postby rocky mountain on Thu May 29, 2008 7:38 pm

i think with the power runes it matters. from figye to forest rune 1 its only like 5-6 neutrals, but from mua to ice rune 2 its 9! its really annoying... i would like it if its lowered to like 4 neutrals on the rune, instead of 6. ice rune 1 can stay the same though.
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Re: Age of Realms: Mayhem [Quenched]

Postby lucky_topher on Mon Jun 02, 2008 12:20 pm

Game 2544172

player in sanctuary was defeated in round 1 without ever having a turn... that doesn't make the map seem fair if that's even possible... never got a chance to play ONCE
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Re: Age of Realms: Mayhem [Quenched]

Postby rocky mountain on Mon Jun 02, 2008 8:33 pm

that person must've had REALLY lucky dice. with only 10 armies, getting through all those neutrals.... highly unlikely. it's not just sanctuary though. Aoria could be gone in one turn too. its like that with all the AoR maps.
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Re: Age of Realms: Mayhem [Quenched]

Postby DiM on Wed Jun 04, 2008 9:29 pm

the guy had perfect dice. i can't do anything about that. i'm pretty certain that the chances of doing that are well below 1%.

and honestly with perfect dice a round 1 elimination is possible on any map.

imagine 1v1 classic where a guy attacks his opponent with each and every terit he has and has perfect dice.

i actually saw this type of "strategy" once and the guy that went second had only 3 terits left. game over in round 2
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Re: Age of Realms: Mayhem [Quenched]

Postby blakebowling on Sat Jun 14, 2008 2:37 pm

<EDIT> If this is not an error (Gimi'l and Di'm do not border) then I appologize to DiM and Yeti_c</EDIT>
gimi'l (bloodwater) only borders B'hed, and it should border D'im as well (as D'im is on the opposite side)

The current territory code for gimi'l is
Code: Select all
<territory>
<name>Gimi'l</name>

   <borders>
<border>B'hed</border>
<border>Eon</border>
<border>Vesk</border>
<border>Duht</border>
<border>Qasr</border>
<border>Voigth</border>
<border>U'rl</border>
<border>Sler</border>
<border>Aosa</border>
<border>Ieme</border>
<border>Ikalu</border>
</borders>

   <coordinates>
<smallx>290</smallx>
<smally>223</smally>
<largex>388</largex>
<largey>292</largey>
</coordinates>
<neutral>2</neutral>
<bonus>-10</bonus>
</territory>



The code should look like
Code: Select all
<territory>
<name>Gimi'l</name>

   <borders>
<border>B'hed</border>
<border>D'im</border>
<border>Eon</border>
<border>Vesk</border>
<border>Duht</border>
<border>Qasr</border>
<border>Voigth</border>
<border>U'rl</border>
<border>Sler</border>
<border>Aosa</border>
<border>Ieme</border>
<border>Ikalu</border>
</borders>

   <coordinates>
<smallx>290</smallx>
<smally>223</smally>
<largex>388</largex>
<largey>292</largey>
</coordinates>
<neutral>2</neutral>
<bonus>-10</bonus>
</territory>



and the code for D'im will need to be changed as well
current code for D'im
Code: Select all
<territory>
<name>D'im</name>

   <borders>
<border>K'rah</border>
<border>Eon</border>
<border>Vesk</border>
<border>Duht</border>
<border>Qasr</border>
<border>Voigth</border>
<border>U'rl</border>
<border>Sler</border>
<border>Aosa</border>
<border>Ieme</border>
<border>Ikalu</border>
</borders>

   <coordinates>
<smallx>154</smallx>
<smally>225</smally>
<largex>206</largex>
<largey>294</largey>
</coordinates>
<neutral>2</neutral>
<bonus>-10</bonus>
</territory>



new code
Code: Select all
<territory>
<name>D'im</name>

   <borders>
<border>K'rah</border>
<border>Gimi'l</border>
<border>Eon</border>
<border>Vesk</border>
<border>Duht</border>
<border>Qasr</border>
<border>Voigth</border>
<border>U'rl</border>
<border>Sler</border>
<border>Aosa</border>
<border>Ieme</border>
<border>Ikalu</border>
</borders>

   <coordinates>
<smallx>154</smallx>
<smally>225</smally>
<largex>206</largex>
<largey>294</largey>
</coordinates>
<neutral>2</neutral>
<bonus>-10</bonus>
</territory>
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Re: Age of Realms: Mayhem [Quenched]

Postby bryguy on Sat Jun 14, 2008 5:21 pm

they dont touch. Its obvious they dont border each other :roll:



btw, i dont even think that Gimi'l is supposed to border anything but the docks
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Re: Age of Realms: Mayhem [Quenched]

Postby t-o-m on Sat Jun 14, 2008 6:46 pm

as people say that the sanctuary give a massive bonus too early, even a 10 by round 2 without anyone able to touch them, maybe make it +1 for 2 bloodwater terits, +2 for 4, +3 for 6?

or +1 for 2, +2 for 3, +3 for 5, ect?
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