Robert The Red wrote:Hi
Great map, will have fun working out some winning strategies on this one. Just one pointer from me. I am getting Kings court squint, the outline of the hexes is very difficult to see hence i am never sure which hex the road is running through plus the roads could also do with a bit more highlighting. I curently just take every hex and hope for the best on the law of averages that i will increase my bonus. I have tried changing the look of it in BOB but to no avail. apart from that causing me some frustration, the game is great.
Robert The Red
It’s not perhaps a sentiment one has too often in life, but it can be said without hesitation that the past year or so has been a good one for popular accounts of the lives of 17th-century English polymaths.
DoomYoshi wrote:Ah yes, the great "territories that don't matter" debate.
Robert The Red wrote:Archer A11 seems to be of little use
JustCallMeStupid wrote:DoomYoshi wrote:Ah yes, the great "territories that don't matter" debate.
Ya and one of them is a repeat off mine too lol. ITs fine if there are territories that dont matter, it seems silly to have village V10 at all, but ur right, it is a pretty irrelevant issue.
I have analyzed each of the castles and came to the conclusion that castles HA and HJ and HB have a large disadvantage because T1 can basically kill all surrounding points except an archer making it impossible for those castles to get back into the game after being bombarded. Every other castle has a knight or generic territory that can be taken to get them back into the game. I think it be a benefit to the game if T1 location was swapped with N35. Additionally, T1 being the strongest Trebuch it happens to be located near a port, (which I have seen used every game the ports), which means it has the easiest access from a team rushing the ports. (Castle HE is in a similar situation as above mentioned but T4 isn't quite as strong as T1 and I cant figure out an easy fix for that one that doesnt effect balance disproportionately)
I think this change would balance out the castles more. I really like how they are not identical in any manner but I think it is unfair that 3 castles can be completely nuked by the Trebuch leaving only an archer to survive while every other castle has at least a knight or blank territory that cannot be bombarded by a single Trebuch.
greenoaks wrote:but that's just it, i think your request is irrelevant.
differences in castles make this a great map as you learn different strategies to deal with them. it is not one strategy fits all. Age Of Realms 2 anyone ?
however V10 adds nothing to the map as it is not accessable by its closest castle & not linked by road if you take the very long way round
JustCallMeStupid wrote:Additionally, one can argue 'each castle/realm is different like HF has no knights....' Again, my point is HA is THE ONLY CASTLE that can be completely bombarded out of the game with no comeback from a single Trebuch, where every other castle has some kind of territory they can call safe from one solo trebuch bombarding. I think Fixing this makes the map a better map overall, but specifically for the, currently, very unlucky person to get HA.
JustCallMeStupid wrote:Suggestions I think would help improve balance and not significantly give any location an advantage:
HA: Switch knight with archer
HE5: Add road to here (its a safe spot from T3) (alternatively switch HE archer w HE5 and add road even safer spot if someone were to want to have one)
I'd prefer not to. For conceptual reasons, mainly... It would be a road leading to nowhere and remember that you can always take that spot just don't leave troops on it
Label the Nobles so easy to associate with castle. Maybe this could be done like NJ for Noble Jaroman.
If you look at it there are letters inside those noble's circles (HA,HB....) not perceptible though... I'll see what I can do about it. In the meanwhile you can always have this mental scheme: HA is the first Castle/Noble and it goes clockwise so HC = 3rd noble spot
N06: add road
Please please please no that would be insane work at this stage. I would have to reaname all N hexes on map and all R hexes as well. That would be a major XML change and a lot of work on the graphics part as well.
change the -2 non road to a -1 (this is just a preference, Im not really sure how often this really comes into play (this is probably least important change Id suggest)
I'd rather keep the -2. This works great on trench warfare
N83: should there have been a knight here instead of a neutral spot? (would this add to the map, take away, or do basically nothing? I kind of think it would make it better, maybe someone would go for V10)
That would give some advantage to HG over HF and again..... a lot of stuff to change....
JustCallMeStupid wrote:I really enjoy the map. Me and my buddies have been testing out a lot of team games on it and it is well designed through and through. I hope you dont see any of this as me saying ur map sucks cause it doesnt, its an awesome map and thanks for making it.
JustCallMeStupid wrote:EDIT: Why is HB knight the only knight in game that starts as a 4?
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