Monsters! - Battle for the Powerstones

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Re: Monsters! [D,GP,GR,XML,BETA]

Postby dolomite13 on Sun Jul 11, 2010 3:10 pm

joxter14 wrote:I think it should be the way it was originally. Since you win with holding powerstones, lightningbolt should be the harder spell to use. And I like that you really have to considered how many troops you are willing to risk putting onto the spell, because you might lose some of them when it reset.
I am starting to think that's true...

=D=
Last edited by dolomite13 on Wed Jul 28, 2010 10:25 pm, edited 2 times in total.
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Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Postby djak. on Fri Jul 16, 2010 10:49 am

joxter14 wrote:I was dropped onto 5 of the lightning bolts, the other guy onto none. That gave the other guy 5 more monsters than me to start. Initial dropping onto the LB does not make the play balanced.


I got dropped on 4 Ls in a 3 player, the disadvantage leading to me to now only have 4 armies - all on Ls, and I can only bombard, not attack.

joxter14 wrote:I think it should be the way it was originally.


ASAP.
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Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Postby fumandomuerte on Fri Jul 16, 2010 11:49 am

djak. wrote:
joxter14 wrote:I was dropped onto 5 of the lightning bolts, the other guy onto none. That gave the other guy 5 more monsters than me to start. Initial dropping onto the LB does not make the play balanced.


I got dropped on 4 Ls in a 3 player, the disadvantage leading to me to now only have 4 armies - all on Ls, and I can only bombard, not attack.

joxter14 wrote:I think it should be the way it was originally.


ASAP.


Yeah, you should somehow re-write the XML for the spells. I'm in a 6 players game and two of us started with 2 Lightning Bolts... That's -4 troops...
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Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Postby dolomite13 on Fri Jul 16, 2010 12:39 pm

The xml for lightening bolt dropping players has been fixed and submitted for upload.

I am conflicted over the changes from lightening bolt resetting to 3 neutral to -2 per turn... on one hand lightening bolt becomes useful and people use it more ... on the other hand you can see all of the powerstones in a fog of war game just by holding that. I am really thinking making it reset would help the map in the long run ... but maybe the reset number could be decreased to 1 neutral... any thoughts?

=D=
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Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Postby dolomite13 on Fri Jul 16, 2010 12:44 pm

fumandomuerte wrote:Yeah, you should somehow re-write the XML for the spells. I'm in a 6 players game and two of us started with 2 Lightning Bolts... That's -4 troops...


Lightening bolts should not be giving a -2 they should be degrading by 2 according to the xml

=D+
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Re: Monsters! [D,GP,GR,XML,BETA] - Lightening Bolt Thoughts?

Postby MrBenn on Mon Jul 19, 2010 1:34 pm

The updates have gone live...
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Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Postby drunkmonkey on Mon Jul 19, 2010 1:54 pm

dolomite13 wrote:
fumandomuerte wrote:Yeah, you should somehow re-write the XML for the spells. I'm in a 6 players game and two of us started with 2 Lightning Bolts... That's -4 troops...


Lightening bolts should not be giving a -2 they should be degrading by 2 according to the xml

=D+


They are, but BOB adds the [-2] to your total expected reinforcements. I'm guessing he was confused by that.
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Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Postby dolomite13 on Mon Jul 19, 2010 6:49 pm

drunkmonkey wrote:
dolomite13 wrote:
fumandomuerte wrote:Yeah, you should somehow re-write the XML for the spells. I'm in a 6 players game and two of us started with 2 Lightning Bolts... That's -4 troops...


Lightening bolts should not be giving a -2 they should be degrading by 2 according to the xml

=D+


They are, but BOB adds the [-2] to your total expected reinforcements. I'm guessing he was confused by that.


Ah that explains it... for now then lightening bolt will only change in that you wont start on them and they will simply decay by 2... if you eliminate all but the forces someone has on a lighteing bolt ... well then take them out there as well ;)
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Re: Monsters! [D,GP,GR,XML,BETA] - Lightening Bolt Thoughts?

Postby MrBenn on Fri Jul 23, 2010 2:55 pm

How do you feel about the update? Are you going to stick with it, or do you see further tweaks down the line?
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Re: Monsters! [D,GP,GR,XML,BETA] - Lightening Bolt Thoughts?

Postby dolomite13 on Fri Jul 23, 2010 7:18 pm

MrBenn wrote:How do you feel about the update? Are you going to stick with it, or do you see further tweaks down the line?
Honestly I believe that how the map is right now is pretty darn good ... I was torn on the lightning bolts between resetting to 3 neutral and simply decaying but I am starting to believe that the decay option is better in that once you have an army there it is sort of a sentry watching all of the powerstones in a fog of war game. The possibility that someone will eliminate all your forces except the lightning bolt exists and could slow down a game but I do believe the the benefits outweigh this negative. So I would say the map is done ... I need to go enter the info for the map into the map info database thing yet =)

=D=
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Re: Monsters! [D,GP,GR,XML,BETA]

Postby wtf_ on Mon Jul 26, 2010 12:59 pm

In game 7220331, the Shield doesn't seem to be properly resetting to 8. The shield on Grath was not assaulted, bombarded, etc. through the last full round, yet stays at 1.
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Re: Monsters! [D,GP,GR,XML,BETA]

Postby drunkmonkey on Mon Jul 26, 2010 1:35 pm

wtf_ wrote:In game 7220331, the Shield doesn't seem to be properly resetting to 8. The shield on Grath was not assaulted, bombarded, etc. through the last full round, yet stays at 1.


Can't see it through the fog, but is the shield a neutral 1, or owned by a player? It only resets if a player controls it.
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Re: Monsters! [D,GP,GR,XML,BETA]

Postby dolomite13 on Mon Jul 26, 2010 7:54 pm

wtf_ wrote:In game 7220331, the Shield doesn't seem to be properly resetting to 8. The shield on Grath was not assaulted, bombarded, etc. through the last full round, yet stays at 1.


Looks like it should reset if a player controls it otherwise if bombarded or assaulted and not conquered it will remain at where it was.

Code: Select all
<territory>
<name>Shield - Grath</name>
<borders>
<border>Grath</border>
</borders>
<coordinates>
<smallx>358</smallx>
<smally>390</smally>
<largex>478</largex>
<largey>512</largey>
</coordinates>
<neutral killer="yes">8</neutral>
</territory>
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Re: Monsters! [D,GP,GR,XML,BETA]

Postby dolomite13 on Wed Jul 28, 2010 10:46 pm

Map is now entered into the map database.

http://chipv.freehostia.com/index.php?a ... owerstones

=D=
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Re: Monsters! [D,GP,GR,XML,BETA]

Postby Rémi on Fri Jul 30, 2010 5:03 pm

wtf_ wrote:In game 7220331, the Shield doesn't seem to be properly resetting to 8. The shield on Grath was not assaulted, bombarded, etc. through the last full round, yet stays at 1.

Same problem in Game 7264671, with Sythe's shield, always staying at 1.
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