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L M S wrote:In the description in the upper left...
Did you mean 'wary', instead of 'weary'?
nolefan5311 wrote:t4mcr53s2 wrote:Game 12020804 Round 11
opponent had no tribes and just wouldn't die... leaving game open if that helps...
swimmerdude had same problem
We're just waiting on the xml to be uploaded

nolefan5311 wrote:t4mcr53s2 wrote:Game 12020804 Round 11
opponent had no tribes and just wouldn't die... leaving game open if that helps...
swimmerdude had same problem
We're just waiting on the xml to be uploaded

thenobodies80 wrote:nolefan5311 wrote:t4mcr53s2 wrote:Game 12020804 Round 11
opponent had no tribes and just wouldn't die... leaving game open if that helps...
swimmerdude had same problem
We're just waiting on the xml to be uploaded
No it was uploaded....anyway I got where the problem lies. It will be fixed soon.
Nobodies


Iron Maid wrote:Game 12012330
First game on the map. My esteemed opponent has no Tribes anymore. But is still alive.
Guess it will be repaired soon, and then the bastard turns in a set and wipes all tribes out?


thenobodies80 wrote:It should be ok now....
cairnswk wrote:thenobodies80 wrote:It should be ok now....
Yes seems it is OK from the logs i examined.
however, there seems to be another situation where the person who goes first has best advantage in 1V1. how do we overcome that?

cairnswk wrote:however, there seems to be another situation where the person who goes first has best advantage in 1V1. how do we overcome that?

greenoaks wrote:i am in favour of not giving out all the starting territories in 1v1's
we don't in
Age Of Realms 1
Age Of Realms 2
Age Of Realms 3
Feudal War
Feudal Epic
Middle Ages
Kings Court
Kings Court 2
strategy would have more of an impact if we had to learn how to play this map based on our different starting positions and the starting positions of the other player. this would increase the map's playability or longevity.

nolefan5311 wrote:...
I should start off saying that first turn in most 1v1 games is going to have the advantage, especially on a map this size, but there are several potential fixes to even things out a bit.
We can either significantly lower the amount of starting positions distributed at the drop (which is going to require a ton of positions to be coded),
decrease the region bonus (1 army per 4 or 5 regions instead of the standard 3), and in doing this, this would also allow us to lower the amount of troops defending the tribe. In 1v1 right now, people are receiving 10 troops for 32 regions in addition to having 4 stacks of 7 men to attack with. If we do it per 4 regions, we will need to fix it so that only 31 regions are dropped, but first turn a person would only drop 7 armies instead of 10. Increasing it to 5 I think would affect larger games too much.
We could also code a maximum of two tribes per player for 2 and 3 person games, reducing each players army count by 36 and taking out of play two of those four 7 stacks.
thenobodies80 wrote:...Set a limit to positions given out, with underlying neutrals for those not given, and it's done.
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