King's Court 2 [Quenched]

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Re: King's Court 2 - BETA

Postby SirJohn13 on Sat Jan 12, 2013 4:57 am

In my opinion HF is by far the worst position. Has very little access to bonuses (only a village) and it takes a long while to expand from there due to absence of a knight. In a trench game especially it is catastrophic.

HB is fine I think. Truth is it is quite vulnerable to attack from 2 catapults (but so are all but the 4 corner castles), but it has great attacking potential, plus 2 villages next to it.

Overall, all other positions are playable I think (some might be a little better, but nothing great)

These comments concern 1v1, 2v2, 3v3 and 4v4 games. Multiplayer games are a whole different story and I haven't played enough to be able to judge if starting position matters and to what extent.

Also, I have found absolutely no use for the Cathedrals or the College of Cardinals so far, after quite a few games.
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Re: King's Court 2 - BETA

Postby random21 on Sun Jan 13, 2013 12:35 am

Really? HF is a pretty strong position in my experience. You have 1 village, and 4 woods.

I suppose HB I have had bad dice experience in beginning with trying to take villages. Even waiting and letting the castle build first for extra troops. Still, HB has no easy pickings i.e. Mines or Woods... and I believe it is the only one.

HF lack of Knight is made up for by 4 woods and a village, with a very accessible port. HF is a backbone for your troop income.

Although, ... I never play trench. And so I can't say for that gameplay mode. But yes, perhaps Knights are much more powerful in Trench.

In any setting but trench though.

For trench, I sort of see the argument here. Because everything is right next to HB castle, it is easily accessible. But then it only works for trench.
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Re: King's Court 2 - BETA

Postby Kabanellas on Thu Jan 24, 2013 3:04 pm

Very interesting analyses JCMS :)

...anyway I'm not really expecting to make all castles completely equal in terms of predominance/importance in the game.

Truth is that they're different, as they should be, with different characteristics from one another. Actually, there's no map where that possibility of unbalance start doesn't happen (unless a totally symmetric map - which I personally don't like), even in maps with no starting positions. There's always that particular continent/bonus zone that everybody wants, which the guy with the most favorable drop is more likely to get.

I really enjoy playing this map as it is... honestly :) Of course that there's a lot of possibilities when it comes to change the gameplay here..... and that's because there's so many sides to it. I really had to choose when I was conceiving this map, and that was freaking hard!! because you just can't have the best of all worlds on one.... and there's always sooooo many options 8-)

That said, I'm about to make the following changes:

-Switch HA3 Knight with HA1 Archer (Graphics and XML change)
-Reduce HB2 Knight neutrals from 4 to 3 as it should (XML change)
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Re: King's Court 2 - BETA

Postby Kabanellas on Fri Jan 25, 2013 10:14 pm

I was working on the XML, when something occurred to me concerning the Archer/Knight swap.

Currently A01 is on a midpoint between HA1 Archer and HJ6 Archer. With the swap HJ Castle will have an easy (more direct) control over A01, which means some predominance over HA castle.

I could suggest some changes to compensate one of those options. Swapping or maintaining things as they are.

1- Leave HA1 Archer as it is, but reduce HA3 Knight neutrals fro 3 to 1. Making it easier for HA castle to expand.
or
2- Swap positions between HA1 Archer and HA3 Knight , but reducing the Archer neutrals from 2 to 1 and possibly A02 from 3 to 2.
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Re: King's Court 2 - BETA

Postby JustCallMeStupid on Sun Jan 27, 2013 4:20 pm

Hey Keban,
I see your concern with Castle HJ having an advantage over HA castle via the archer but that archer has a 4 on it and is extremely discouraging to take. I still think the swap of the knight and archer would benefit HA more than it would hinder it. And again allow the quick bombard move to be overcome by using the knight to come back. I like suggestion 1 best and I would also suggest that the catapult could be reduced to a 3 so that at least theyd have a 1 unit retaliation advantage.

Ive played about 12+ games on the map and I have never seen anyone ever take A01 before round 10 in any game. I just realized I have to play that map some more I have no games on it right now.
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Re: King's Court 2 - BETA

Postby greenoaks on Sun Jan 27, 2013 6:27 pm

SirJohn13 wrote:Also, I have found absolutely no use for the Cathedrals or the College of Cardinals so far, after quite a few games.

with 54 games on this map i didn't even notice the Collage of Cardinals and have never taken a Cathedral until a few games ago when someone else took one so i had to to take them out.
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Re: King's Court 2 - BETA

Postby SirJohn13 on Mon Jan 28, 2013 5:44 pm

Update: I was playing a trench game and managed to dominate the council and gain access to the king.......Opponent smartly got hold of a cathedral and was able to bombard my council members in the next round. So in this case it was actually really useful.

But in non-trench you just attack head-on from your nobles
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Re: King's Court 2 - BETA

Postby Robert The Red on Mon Feb 11, 2013 1:46 pm

Hi
Can anyone explain the hex numbering, though it looks to be random i am sure there is some logic to it. R hexes i assume indicate road so would that mean an N hex indicates no road?
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Re: King's Court 2 - BETA

Postby Kabanellas on Wed Feb 13, 2013 7:02 pm

N hexes are all the Non-important hexes. They will give no bonus, and they will make you lose 2 armies for every round.
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Re: King's Court 2 - BETA

Postby Robert The Red on Fri Feb 15, 2013 8:46 pm

Just noticed archer a16 jumps to a14 witout having to go through a15. not sure you meant it like that.
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Re: King's Court 2 - BETA

Postby HardAttack on Tue Feb 19, 2013 10:19 am

Kabanelas mate, really one another nice art you put up on here, congradulations =D>

There is little point i would like to make, it is the size if it can be made %70 / %70 resized down ?
playing nuclear card games now, and i can not see north territories flashes using BOB.

all the bests.
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Re: King's Court 2 - BETA

Postby HardAttack on Wed Feb 20, 2013 5:29 pm

house of finwe has 2 archers but not cavalary,
house of doriath has 2 cavalaries but no archer,

other starting positions are given 1 archer and 1 cavalary...

wondering if it is a mistake ?

cheers,
ha.
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Re: King's Court 2 - BETA

Postby Kabanellas on Thu Feb 21, 2013 2:10 pm

Robert The Red wrote:Just noticed archer a16 jumps to a14 witout having to go through a15. not sure you meant it like that.


it ended up working like that... But no real harm coming from it. ;)
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Re: King's Court 2 - BETA

Postby Kabanellas on Thu Feb 21, 2013 2:13 pm

HardAttack wrote:Kabanelas mate, really one another nice art you put up on here, congradulations =D>

There is little point i would like to make, it is the size if it can be made %70 / %70 resized down ?
playing nuclear card games now, and i can not see north territories flashes using BOB.

all the bests.


Hi HA!!! :)

The small map version was the best I could do considering space vs legibility. As for the differences between Houses/Castles they're part of the concept. Different characteristics for different game-play.
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Re: King's Court 2 - BETA

Postby mano on Fri Feb 22, 2013 7:42 am

I found out that Knight D5 can not attack n43. It is supposed to, right?
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