[Beta] - Krazy Kingdoms - Proposed Changes (3/14/14)

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Re: [Beta] - Krazy Kingdoms

Postby dolomite13 on Wed Sep 25, 2013 7:38 am

jigger1986 wrote:Adding a 2nd starting position per player would be nice.
Im rather confused as to how the Horde can be used, could you (or someone) please explain how it can be attacked?

Your favored territories are adjacent it so if you are yeti then all 4 tundra are adjacent.

D13
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Re: [Beta] - Krazy Kingdoms

Postby betiko on Wed Sep 25, 2013 7:58 am

Well i still think that the +1 tert for the 12th ability is pretty cool. I m in a trips game where everyone has 2 abilities, including the +1 tert. Don t know if it s balanced.
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Re: [Beta] - Krazy Kingdoms

Postby -=- Tanarri -=- on Wed Sep 25, 2013 8:14 am

Dolomite, for what it's worth I've started 3 or 4 games on the map so far and I'm beginning to wonder if it'd be worthwhile to have the starting territories start with 5 instead of 3. As it is now, you've got to roll a 4 vs. 3 and often enough it means you don't take a territory the first turn, which slows the game down and makes it possible for someone else to get a distinct advantage early in the game if they don't get screwed by dice.
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Re: [Beta] - Krazy Kingdoms

Postby Donelladan on Wed Sep 25, 2013 9:35 am

Well i still think that the +1 tert for the 12th ability is pretty cool. I m in a trips game where everyone has 2 abilities, including the +1 tert. Don t know if it s balanced.

Definitely unbalanced !!
I think you can die too easily on that map.
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Re: [Beta] - Krazy Kingdoms

Postby dolomite13 on Wed Sep 25, 2013 11:31 am

Donelladan wrote:
Well i still think that the +1 tert for the 12th ability is pretty cool. I m in a trips game where everyone has 2 abilities, including the +1 tert. Don t know if it s balanced.

Definitely unbalanced !!
I think you can die too easily on that map.


The extra territory is definitely a bug. And yes the map is unbalanced. The goal of the map was to create a more master level map where plays would need to identify which p,Ayer got the good start and diplomacy would be needed to stop that player. In 2 player games it is pret much just unfair at that point. I am considering a max of 2 start positions which would help.

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Re: [Beta] - Krazy Kingdoms

Postby dolomite13 on Wed Sep 25, 2013 11:36 am

-=- Tanarri -=- wrote:Dolomite, for what it's worth I've started 3 or 4 games on the map so far and I'm beginning to wonder if it'd be worthwhile to have the starting territories start with 5 instead of 3. As it is now, you've got to roll a 4 vs. 3 and often enough it means you don't take a territory the first turn, which slows the game down and makes it possible for someone else to get a distinct advantage early in the game if they don't get screwed by dice.

I am actually wondering if setting the map to minimum of 0 was a bad idea as the only bonus you get first turn is the favored territory bonus of +1 however If the minimum were set to 2 you would get that 2 plus the favored territory bonus and start with 3. However you could then move 3 an have a stack of 12 on your 2nd turn. Maybe kingdoms could change to auto 2. To help with this as well.

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Re: [Beta] - Krazy Kingdoms

Postby Gilligan on Wed Sep 25, 2013 11:36 am

dolomite13 wrote:
Donelladan wrote:
Well i still think that the +1 tert for the 12th ability is pretty cool. I m in a trips game where everyone has 2 abilities, including the +1 tert. Don t know if it s balanced.

Definitely unbalanced !!
I think you can die too easily on that map.


The extra territory is definitely a bug. And yes the map is unbalanced. The goal of the map was to create a more master level map where plays would need to identify which p,Ayer got the good start and diplomacy would be needed to stop that player. In 2 player games it is pret much just unfair at that point. I am considering a max of 2 start positions which would help.

D13


Are you talking about limiting the number of unique abilities?
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Re: [Beta] - Krazy Kingdoms

Postby dolomite13 on Wed Sep 25, 2013 2:55 pm

Gilligan wrote:
dolomite13 wrote:
Donelladan wrote:
Well i still think that the +1 tert for the 12th ability is pretty cool. I m in a trips game where everyone has 2 abilities, including the +1 tert. Don t know if it s balanced.

Definitely unbalanced !!
I think you can die too easily on that map.


The extra territory is definitely a bug. And yes the map is unbalanced. The goal of the map was to create a more master level map where plays would need to identify which p,Ayer got the good start and diplomacy would be needed to stop that player. In 2 player games it is pret much just unfair at that point. I am considering a max of 2 start positions which would help.

D13


Are you talking about limiting the number of unique abilities?


d13
No that is how I like it I would like to expand it do you can have 2 kingdoms/favored territories in 2,3,and 4 player games instead of just 1. And fix it so it properly drops on the special abilities.
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Re: [Beta] - Krazy Kingdoms

Postby Gilligan on Wed Sep 25, 2013 3:27 pm

dolomite13 wrote:
Gilligan wrote:
dolomite13 wrote:
Donelladan wrote:
Well i still think that the +1 tert for the 12th ability is pretty cool. I m in a trips game where everyone has 2 abilities, including the +1 tert. Don t know if it s balanced.

Definitely unbalanced !!
I think you can die too easily on that map.


The extra territory is definitely a bug. And yes the map is unbalanced. The goal of the map was to create a more master level map where plays would need to identify which p,Ayer got the good start and diplomacy would be needed to stop that player. In 2 player games it is pret much just unfair at that point. I am considering a max of 2 start positions which would help.

D13


Are you talking about limiting the number of unique abilities?


d13
No that is how I like it I would like to expand it do you can have 2 kingdoms/favored territories in 2,3,and 4 player games instead of just 1. And fix it so it properly drops on the special abilities.


Yeah you could do that...but what isn't being proper on special abilities?
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Re: [Beta] - Krazy Kingdoms

Postby -=- Tanarri -=- on Wed Sep 25, 2013 7:09 pm

Gilligan wrote:
dolomite13 wrote:d13
No that is how I like it I would like to expand it do you can have 2 kingdoms/favored territories in 2,3,and 4 player games instead of just 1. And fix it so it properly drops on the special abilities.


Yeah you could do that...but what isn't being proper on special abilities?


If I understand correctly, it sounds like D1 is acting like a 12th special ability, so when there's 2 players it gives the players 4 special abilities each instead of 3, since there's 12/3 special ability territories. Once D1 update is posted, it should fix the problem. Presuming I'm following what's going on correctly.
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Re: [Beta] - Krazy Kingdoms

Postby Gilligan on Wed Sep 25, 2013 7:24 pm

-=- Tanarri -=- wrote:
Gilligan wrote:
dolomite13 wrote:d13
No that is how I like it I would like to expand it do you can have 2 kingdoms/favored territories in 2,3,and 4 player games instead of just 1. And fix it so it properly drops on the special abilities.


Yeah you could do that...but what isn't being proper on special abilities?


If I understand correctly, it sounds like D1 is acting like a 12th special ability, so when there's 2 players it gives the players 4 special abilities each instead of 3, since there's 12/3 special ability territories. Once D1 update is posted, it should fix the problem. Presuming I'm following what's going on correctly.


Yes, this is what I was getting at. If dolomite is talking about the D1 then the problem is fixed, just awaiting upload.
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Re: [Beta] - Krazy Kingdoms

Postby dolomite13 on Wed Sep 25, 2013 10:11 pm

Gilligan wrote:
-=- Tanarri -=- wrote:
Gilligan wrote:
dolomite13 wrote:d13
No that is how I like it I would like to expand it do you can have 2 kingdoms/favored territories in 2,3,and 4 player games instead of just 1. And fix it so it properly drops on the special abilities.


Yeah you could do that...but what isn't being proper on special abilities?


If I understand correctly, it sounds like D1 is acting like a 12th special ability, so when there's 2 players it gives the players 4 special abilities each instead of 3, since there's 12/3 special ability territories. Once D1 update is posted, it should fix the problem. Presuming I'm following what's going on correctly.


Yes, this is what I was getting at. If dolomite is talking about the D1 then the problem is fixed, just awaiting upload.


Sounds good...

We will wait till its fixed before making any other tweaks. However I am concerned with manual deployment games. Starting to rethink 3 on each special feature. May need to be just 1. Makes them more vulnerable to forbidden lands. Maybe they could be auto 1.

I am back from vacation and have access to my PC again =D>

=D13=
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Re: [Beta] - Krazy Kingdoms

Postby dolomite13 on Thu Sep 26, 2013 2:25 pm

Can anyone confirm that holding Lizardmen and barbarians or any Kingdom and Barbarians in a fog game lets you see the Horde space?

=D13=
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Re: [Beta] - Krazy Kingdoms

Postby iAmCaffeine on Sat Sep 28, 2013 8:14 am

I've got three active games where I have Barbarians and cannot see Horde.
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Re: [Beta] - Krazy Kingdoms

Postby grifftron on Sat Sep 28, 2013 10:41 am

So... in this game Game 13394606

Barbarians (Horde) is one of my special powers, and when I got a big stack.. I advanced on it... but once I advanced, it wouldn't let me attack.. i thought Horde attacks all terts like the bomb, bombards all terts (which worked fine in a different game)... was my turn suppose to end right when I advanced on Horde? Will I be able to attack when I start my next turn? Or is this an issue that needs to be fixed?

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