King's Court 2 [Quenched]

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Re: King's Court 2

Postby Kabanellas on Wed Oct 19, 2011 2:29 am

chapcrap wrote:You spelled it suplly


oops :)
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Re: King's Court 2

Postby Gillipig on Fri Oct 21, 2011 7:50 am

I expect this map to get more games played on it than KC1. Those who liked KC1 will probably like KC2 because a lot of it is the same and the graphics is better. But I also think it will get more games from people who didn't necessary love the first one but are suckers for good looking maps. (I'm one of those people :) ) Roads are very hard to see, maybe make them a bit thicker!?
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Re: King's Court 2

Postby Kabanellas on Fri Oct 21, 2011 11:23 am

:)

on this last update I made them much more visible:

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Re: King's Court 2

Postby chapcrap on Fri Oct 21, 2011 6:33 pm

Gillipig wrote:I expect this map to get more games played on it than KC1. Those who liked KC1 will probably like KC2 because a lot of it is the same and the graphics is better. But I also think it will get more games from people who didn't necessary love the first one but are suckers for good looking maps. (I'm one of those people :) ) Roads are very hard to see, maybe make them a bit thicker!?

If he is talking about the newest update, I think they are a little skinny, but can be clearly seen. I probably wouldn't mess with them.
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Re: King's Court 2

Postby Kabanellas on Sat Oct 22, 2011 4:34 am

I'd probably reduce the College of Cardinals killer neutrals from 6 to 5 or 4....
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Re: King's Court 2

Postby Bruceswar on Sat Oct 22, 2011 4:58 am

Also get rid of the hex lines on the water. It will look better if you ask me.
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Re: King's Court 2

Postby Kabanellas on Sat Oct 22, 2011 8:49 pm

Bruceswar wrote:Also get rid of the hex lines on the water. It will look better if you ask me.


yeah I know what you mean. Thing is, there are some places were they're actually important, like showing that Trebuchet T6 can bombard Knight K02 or Port P03...
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Re: King's Court 2

Postby Gillipig on Sun Oct 23, 2011 2:17 am

Kabanellas wrote:
Bruceswar wrote:Also get rid of the hex lines on the water. It will look better if you ask me.


yeah I know what you mean. Thing is, there are some places were they're actually important, like showing that Trebuchet T6 can bombard Knight K02 or Port P03...

Roads are clearer now. I don't think they have to be super easy to see, part of the difficulty of the map is to see all the details. No sense in removing the hex lines but maybe weaken those that are in the sea. If it makes it look better that is.
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Re: King's Court 2

Postby Kabanellas on Sun Oct 23, 2011 7:51 am

yes I'll try that :)
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Re: King's Court 2

Postby deantursx on Tue Oct 25, 2011 10:56 am

awesome work! I'm so pumped for this! The admiral and the ports are a very cool addition
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Re: King's Court 2

Postby zimmah on Tue Oct 25, 2011 11:30 am

i don't like the way the forest look, it looks more like marbles.
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Re: King's Court 2

Postby Kabanellas on Wed Oct 26, 2011 12:09 pm

deantursx wrote:awesome work! I'm so pumped for this! The admiral and the ports are a very cool addition


Thank you!!
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Re: King's Court 2

Postby Kabanellas on Wed Oct 26, 2011 12:10 pm

zimmah wrote:i don't like the way the forest look, it looks more like marbles.


ironically, I really like the way they look :)
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Re: King's Court 2

Postby AndyDufresne on Wed Oct 26, 2011 12:26 pm

Kabanellas wrote:
zimmah wrote:i don't like the way the forest look, it looks more like marbles.


ironically, I really like the way they look :)

They may be a little too perfectly circular, but overall I think the aesthetic of the map is pretty darn nice looking.


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Re: King's Court 2

Postby Gillipig on Wed Oct 26, 2011 1:00 pm

AndyDufresne wrote:
Kabanellas wrote:
zimmah wrote:i don't like the way the forest look, it looks more like marbles.


ironically, I really like the way they look :)

They may be a little too perfectly circular, but overall I think the aesthetic of the map is pretty darn nice looking.


--Andy

I agree. Nice tone and colour, but they're a bit too circular.
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Re: King's Court 2

Postby chapcrap on Tue Nov 08, 2011 11:52 pm

Is this ready for BETA now? ;)
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Re: King's Court 2

Postby Kabanellas on Wed Nov 09, 2011 7:18 am

:D

Well I'll have to start the enormous (:)) task of doing the small version - But I just want to start it with the gameplay stamp, so i don't have to redo things on 2 fronts. With this kind of territory denomination when you change something you'll probably end up needing to change a lot of what goes next (N40,N41,N42....)
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Re: King's Court 2

Postby isaiah40 on Thu Nov 10, 2011 4:10 pm

Sorry if this has been brought up already, but for the king it says -4 for each castle. Is this right? It seems like if you hold the king and a castle you should get something not lose.
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Re: King's Court 2

Postby Victor Sullivan on Thu Nov 10, 2011 4:14 pm

Don't forget your page number and version number, along with the date of the last update in the thread title! :P

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Re: King's Court 2

Postby Kabanellas on Fri Nov 11, 2011 5:49 am

isaiah40 wrote:Sorry if this has been brought up already, but for the king it says -4 for each castle. Is this right? It seems like if you hold the king and a castle you should get something not lose.


In terms of gameplay making 2 vital parts of the game collide with each other (giving negative bonus) is the best way to spice things :)

(a bit like in Conquer Rome, you get negative bonus if you hold the emperor and a barbarian tribe - those are 2 key elements on map)
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Re: King's Court 2

Postby isaiah40 on Fri Nov 11, 2011 5:55 am

Kabanellas wrote:
isaiah40 wrote:Sorry if this has been brought up already, but for the king it says -4 for each castle. Is this right? It seems like if you hold the king and a castle you should get something not lose.


In terms of gameplay making 2 vital parts of the game collide with each other (giving negative bonus) is the best way to spice things :)

(a bit like in Conquer Rome, you get negative bonus if you hold the emperor and a barbarian tribe - those are 2 key elements on map)


Ah, okay, I didn't know if you had inadvertently hit the - instead of the +. This is looking good gameplay wise, I'll see what the other CA's think. But in the meantime I think this one can get stickied!!
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Re: King's Court 2

Postby isaiah40 on Fri Nov 11, 2011 6:01 am

isaiah40 wrote:
Kabanellas wrote:
isaiah40 wrote:Sorry if this has been brought up already, but for the king it says -4 for each castle. Is this right? It seems like if you hold the king and a castle you should get something not lose.


In terms of gameplay making 2 vital parts of the game collide with each other (giving negative bonus) is the best way to spice things :)

(a bit like in Conquer Rome, you get negative bonus if you hold the emperor and a barbarian tribe - those are 2 key elements on map)


Ah, okay, I didn't know if you had inadvertently hit the - instead of the +. This is looking good gameplay wise, I'll see what the other CA's think.!!

This will be stamped in a couple of days if there are not any other gameplay issues!
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Re: King's Court 2 (V13 pg4)

Postby Kabanellas on Fri Nov 11, 2011 10:16 am

thank you :)
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Re: King's Court 2 (V13 pg4)

Postby wolfpack0530 on Fri Nov 18, 2011 5:24 am

kab, it looks really really good. sexy even.

i now need to buy a new keyboard...... :o
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Re: King's Court 2 (V13 pg4)

Postby isaiah40 on Fri Nov 18, 2011 8:35 am

:oops: I missed this one. My two days turned into 1 week. Sorry about that Kab.

By the King's order, I now declare this map stamped!
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