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Re: Krazy Kingdoms - XML Submitted (8/23)

Postby dolomite13 on Mon Sep 02, 2013 12:47 pm

Gilligan wrote:let's just do a run then... quads foggy:

Red - drop to yellow (now has 4)
Pink - drop to silver (now has 4)
Blue - drop to yellow (now has 5)
Cyan - drop to silver (now has 5)
Green - drop to yellow (now has 6)
Orange - drop to silver (now has 6)
Yellow - drop to himself, now has 7, attacking 7v5,4 to eliminate, assuming the fort.
Silver - drop to himself, now has 7, attacking 7v5,4 to eliminate, assuming the fort.

So yeah, it seems okay, only testing will let us know. :)


Yea we can always increase that territory between to 7 if necessary.

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Re: Krazy Kingdoms - XML Submitted (8/23)

Postby Gilligan on Mon Sep 02, 2013 12:49 pm

dolomite13 wrote:
Gilligan wrote:let's just do a run then... quads foggy:

Red - drop to yellow (now has 4)
Pink - drop to silver (now has 4)
Blue - drop to yellow (now has 5)
Cyan - drop to silver (now has 5)
Green - drop to yellow (now has 6)
Orange - drop to silver (now has 6)
Yellow - drop to himself, now has 7, attacking 7v5,4 to eliminate, assuming the fort.
Silver - drop to himself, now has 7, attacking 7v5,4 to eliminate, assuming the fort.

So yeah, it seems okay, only testing will let us know. :)


Yea we can always increase that territory between to 7 if necessary.

=D13=


Yep, I think that 5 or 7 would be fine. Maybe it should be 7 now, just to force expanding before trying to kill. People could try that attack just as a hail mary and kind of ruin the game. 7v7,4 is nearly impossible and should pretty much never be tried unless going for a win. :)
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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby dolomite13 on Mon Sep 02, 2013 12:54 pm

I have always thought that territory may be low at 5 here it is with 7's

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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby dolomite13 on Mon Sep 02, 2013 1:02 pm

OK hopefully that should do it =)

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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby Gilligan on Mon Sep 02, 2013 1:05 pm

Great! Once we figure out how the territory bonus works, this will get stamped. :D
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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby dolomite13 on Mon Sep 02, 2013 1:36 pm

Gilligan wrote:Great! Once we figure out how the territory bonus works, this will get stamped. :D


Excellent

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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby dolomite13 on Mon Sep 02, 2013 11:24 pm

I am looking at the map and the starting forces and I think that 5 neutral on those 4 territories will be fine but I remembered that I wanted to change 4 others to 5 neutral also.

This keeps starting advancement towards other players slow at the start but also makes sure all 8 kingdoms have 1 territory that's 5 neutral they have to take for get all 4 favored.

XML That Matches Map Below
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=D13=

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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby Gilligan on Mon Sep 02, 2013 11:31 pm

That's fine. We can always change it in beta if necessary. :)
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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby dolomite13 on Mon Sep 02, 2013 11:44 pm

Gilligan wrote:That's fine. We can always change it in beta if necessary. :)


Yep =)

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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby -=- Tanarri -=- on Tue Sep 03, 2013 6:56 am

dolomite13 wrote:I am looking at the map and the starting forces and I think that 5 neutral on those 4 territories will be fine but I remembered that I wanted to change 4 others to 5 neutral also.

This keeps starting advancement towards other players slow at the start but also makes sure all 8 kingdoms have 1 territory that's 5 neutral they have to take for get all 4 favored.

XML That Matches Map Below
kk9.xml


=D13=


I agree that if you're going to have the territories being 5 neutral, then you should have one of each. It also divides the map nicely so that there's a pair of territories in each section without breaking a 5.
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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby dolomite13 on Tue Sep 03, 2013 10:45 am

-=- Tanarri -=- wrote:
dolomite13 wrote:I am looking at the map and the starting forces and I think that 5 neutral on those 4 territories will be fine but I remembered that I wanted to change 4 others to 5 neutral also.

This keeps starting advancement towards other players slow at the start but also makes sure all 8 kingdoms have 1 territory that's 5 neutral they have to take for get all 4 favored.

XML That Matches Map Below
kk9.xml


=D13=


I agree that if you're going to have the territories being 5 neutral, then you should have one of each. It also divides the map nicely so that there's a pair of territories in each section without breaking a 5.


Yep one of each land type, each has 4 bordering territories so they are the same for all kingdoms. 2 radiation, 2 minions, 2 mines and 1 cavern and one with no relation to a special feature. Which means there is additional incentive to break those 5's and not just leave them as buffers. And theyu are basically on all of the main choke points. So you could go straight across the map through all 3's a total of 12 neutral armies to get to an opponent or through the 5 and 11 neutral armies to get to an opponent.

I like it like this ... it should slow things down a bit even in 4v4 when people stack and... each player has the opportunity to conquer 2 territories before possible conflict.

Right now the choice kingdom/special feature combos based on conquering only 3's are as follows.

- Treefolk/Undead - 2 territories gets +3 bonus
- Dragonkin/Undead: 2 territories gets +3 bonus
- Sphynx/Miners - 2 territories gets a +3 bonus
- Yeti/Undead - 2 territories gets a +2 bonus
- Gnome/Cultists - 2 territories gets a +2 bonus
- Lizardmen/Dwellers - 2 territories gets a +2 bonus
- Human/Demonic - 2 territories gets a +1 bonus
- Murklord/Dwellers - 2 territories gets a +1 bonus

So if you run across Undead Treefolk or Undead Dragonkin pay close attention ;)

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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby DearCyrus on Tue Sep 03, 2013 10:54 am

Looking forward to trying this out AS SOON as it hits beta! ;)
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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby -=- Tanarri -=- on Tue Sep 03, 2013 1:35 pm

dolomite13 wrote:Yep one of each land type, each has 4 bordering territories so they are the same for all kingdoms. 2 radiation, 2 minions, 2 mines and 1 cavern and one with no relation to a special feature. Which means there is additional incentive to break those 5's and not just leave them as buffers. And theyu are basically on all of the main choke points. So you could go straight across the map through all 3's a total of 12 neutral armies to get to an opponent or through the 5 and 11 neutral armies to get to an opponent.

I like it like this ... it should slow things down a bit even in 4v4 when people stack and... each player has the opportunity to conquer 2 territories before possible conflict.

Right now the choice kingdom/special feature combos based on conquering only 3's are as follows.

- Treefolk/Undead - 2 territories gets +3 bonus
- Dragonkin/Undead: 2 territories gets +3 bonus
- Sphynx/Miners - 2 territories gets a +3 bonus
- Yeti/Undead - 2 territories gets a +2 bonus
- Gnome/Cultists - 2 territories gets a +2 bonus
- Lizardmen/Dwellers - 2 territories gets a +2 bonus
- Human/Demonic - 2 territories gets a +1 bonus
- Murklord/Dwellers - 2 territories gets a +1 bonus

So if you run across Undead Treefolk or Undead Dragonkin pay close attention ;)

=D13=


I like how this works out. There will always be better combinations than others, but I don't think the differences will make it an automatic win and I believe knowing the map and skill level will affect the outcome a lot.

BTW, I noticed there's a neutral 7 floating over the three caverns for the Dwellers on the right special abilities area. Is that there for some reason or was that image just a photoshop generated image that you mistakenly moved a neutral 7 to there?
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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby dolomite13 on Tue Sep 03, 2013 1:42 pm

-=- Tanarri -=- wrote:BTW, I noticed there's a neutral 7 floating over the three caverns for the Dwellers on the right special abilities area. Is that there for some reason or was that image just a photoshop generated image that you mistakenly moved a neutral 7 to there?


Yea that doesn't belong there ... the Dwellers are trying to revolt against me it seems ;)

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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby -=- Tanarri -=- on Tue Sep 03, 2013 1:51 pm

dolomite13 wrote:
-=- Tanarri -=- wrote:BTW, I noticed there's a neutral 7 floating over the three caverns for the Dwellers on the right special abilities area. Is that there for some reason or was that image just a photoshop generated image that you mistakenly moved a neutral 7 to there?


Yea that doesn't belong there ... the Dwellers are trying to revolt against me it seems ;)

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Alright, that's what I figured the case was :) Looking forward to having this in Beta.. I'm keeping a slot open for it in anticipation :)
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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby EricPhail on Tue Sep 03, 2013 5:51 pm

Just a thought: aquatic could be very powerful wrt early kills (especially in trench)

(btw just a general question, can killer neutral territory have different start and killer values eg. starts as 7 neutral but reverts to 5 neutral when held?)
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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby dolomite13 on Tue Sep 03, 2013 6:32 pm

EricPhail wrote:Just a thought: aquatic could be very powerful wrt early kills (especially in trench)

(btw just a general question, can killer neutral territory have different start and killer values eg. starts as 7 neutral but reverts to 5 neutral when held?)


I believe the answer is no as the xml is coded like this... <neutral killer="yes">7</neutral> ... Not allowing for variable killer values.

If sea's seem too powerful in trench (or other games) as they are we can up that to 5 neutral.

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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby -=- Tanarri -=- on Tue Sep 03, 2013 7:16 pm

EricPhail wrote:Just a thought: aquatic could be very powerful wrt early kills (especially in trench)

(btw just a general question, can killer neutral territory have different start and killer values eg. starts as 7 neutral but reverts to 5 neutral when held?)


Defintely not, different values after being held for killer neutrals are a fairly old XML update request. If no one else gets to it before I do, I'll likely end up transferring it to the suggestions forum within the next week or two.
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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby dolomite13 on Wed Sep 04, 2013 8:24 pm

Yesterday was the 1 year anniversary of the submission of this map.

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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby -=- Tanarri -=- on Sat Sep 07, 2013 3:00 pm

Gilligan wrote:Great! Once we figure out how the territory bonus works, this will get stamped. :D


Any update on how this is going? I'm just being excited to be able to play the map :)
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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby Gilligan on Wed Sep 11, 2013 8:52 pm

test
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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby dolomite13 on Wed Sep 11, 2013 8:56 pm

Ooo were taking a test ... i'm excited ;)
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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby Gilligan on Wed Sep 11, 2013 9:07 pm

dolomite13 wrote:Ooo were taking a test ... i'm excited ;)


you saw nothing ;)
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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby dolomite13 on Wed Sep 11, 2013 9:14 pm

Gilligan wrote:
dolomite13 wrote:Ooo were taking a test ... i'm excited ;)


you saw nothing ;)


These are not the droids were looking for :shock:

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