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Re: Lorn Empire (Update 5 - Page 4, Post 13 Needs To Check)

PostPosted: Tue Feb 15, 2011 1:03 pm
by Industrial Helix
Hmm... looking at that sea area, i wonder if maybe having a docks area would be a cool feature for those empires bordering the sea. Perhaps each empire could have a sort of specialty area that yields some bonus. The ones bordering the sea could have docks and the ones inland could have like a mountaineer training area or a foresters division or something. You'd have to increase the mountains and trees though to make them useful.

Re: Lorn Empire (Update 5 - Page 4, Post 13 Needs To Check)

PostPosted: Wed Feb 16, 2011 5:23 am
by ISN2
Industrial Helix wrote:Hmm... looking at that sea area, i wonder if maybe having a docks area would be a cool feature for those empires bordering the sea. Perhaps each empire could have a sort of specialty area that yields some bonus. The ones bordering the sea could have docks and the ones inland could have like a mountaineer training area or a foresters division or something. You'd have to increase the mountains and trees though to make them useful.

The dock idea is good, I will work on it in next update (If you mean docks on 4 territories that are connected to each other trough sea), but I can not understand exactly what do you mean about "specialty area that yields some bonus" ...

Can you explain more what do you mean and how are they going to work?

Re: Lorn Empire (Update 5 - Page 4, Post 13 Needs To Check)

PostPosted: Wed Feb 16, 2011 10:45 am
by Industrial Helix
Well... what I'm thinking is that you could turn, for example, Northern 5 into "Mountaineers Training ground" and when a play has that territory, they can now one way attack out of the mountains bordering the Northern Empire and into the northern Empire. They can perhaps attack other empires via the mountains, if the mountains are shared by two Empires.

The above would work for foresters as well, except you would surround an Empire with more trees.

The docks would give some sort of Imperial coastline sea mastery. So hold the docks and you can one way attack any of your home coastline. In certain places, perhaps beaches (this would require drawing in cliffs where the sea meets the land) a Naval Dock could land on another Empire's territory.

The end result is that each empire has a unique feature which helps a player defend his empire and gives him some sort of advantage in attacking other empires. In reality, many of the 'unique features' are the same in function, each one way attacks the border territory and allows for a one way attack into another empire. But, despite being similar in function, they add a lot more story to the map.

Re: Lorn Empire (Update 5 - Page 4, Post 13 Needs To Check)

PostPosted: Sat Feb 19, 2011 3:54 am
by ISN2
Industrial Helix wrote:Well... what I'm thinking is that you could turn, for example, Northern 5 into "Mountaineers Training ground" and when a play has that territory, they can now one way attack out of the mountains bordering the Northern Empire and into the northern Empire. They can perhaps attack other empires via the mountains, if the mountains are shared by two Empires.

The above would work for foresters as well, except you would surround an Empire with more trees.

The docks would give some sort of Imperial coastline sea mastery. So hold the docks and you can one way attack any of your home coastline. In certain places, perhaps beaches (this would require drawing in cliffs where the sea meets the land) a Naval Dock could land on another Empire's territory.

The end result is that each empire has a unique feature which helps a player defend his empire and gives him some sort of advantage in attacking other empires. In reality, many of the 'unique features' are the same in function, each one way attacks the border territory and allows for a one way attack into another empire. But, despite being similar in function, they add a lot more story to the map.

But I guess it could not work, for example, any of my empires has the "Mountaineers Training ground" and can 1 way attack to it's bordering empires via mountains, the other empire has something else and it could 1 way attack to bordering empires too, so those 1 way attacks will make it again a 2 way attack as it is now, each empire has a 2 way attack border with it's bordering empires ...

And if we want to make them somehow different, for example 1 empire could 1 way attack to it's bordering while it's bordering could not attack back, then the balance will be gone.

In first condition idea is good, but as you say in function there is no different, it will just make Legend bigger, more different names and understanding map for new players will be harder. But I guess I could add some of those graphical features like docks to make it's graphics look better.

Re: Lorn Empire (Update 5 - Page 4, Post 13 Needs To Check)

PostPosted: Sat Feb 19, 2011 11:21 am
by CJ Lues
Excellent!!! =D>

Re: Lorn Empire (Update 5 - Page 4, Post 13 Needs To Check)

PostPosted: Sat Mar 05, 2011 6:04 pm
by rdsrds2120
You know what would be really cool? If instead of getting +8 autodeploy on the posts, if holding one of them gave you +1 troop per 2 regions in the center or something. Or, if you were to split up more places in the center, +1 for 3 or 4 or something. Looks good, hope it goes through!

Also, maybe if the Barracks could be more involved with something, have them be able to bombard or something. Or be able to attack more than one space away. Just a thought. :D

-rd

Re: Lorn Empire (Update 5 - Page 4, Post 13 Needs To Check)

PostPosted: Sun Mar 06, 2011 11:54 am
by natty dread
rdsrds2120 wrote:You know what would be really cool? If instead of getting +8 autodeploy on the posts, if holding one of them gave you +1 troop per 2 regions in the center or something. Or, if you were to split up more places in the center, +1 for 3 or 4 or something. Looks good, hope it goes through!

Also, maybe if the Barracks could be more involved with something, have them be able to bombard or something. Or be able to attack more than one space away. Just a thought. :D

-rd


I support these ideas!

Re: Lorn Empire (Update 5 - Page 4, Post 13 Needs To Check)

PostPosted: Mon Mar 07, 2011 1:19 am
by Victor Sullivan
natty_dread wrote:
rdsrds2120 wrote:You know what would be really cool? If instead of getting +8 autodeploy on the posts, if holding one of them gave you +1 troop per 2 regions in the center or something. Or, if you were to split up more places in the center, +1 for 3 or 4 or something. Looks good, hope it goes through!

Also, maybe if the Barracks could be more involved with something, have them be able to bombard or something. Or be able to attack more than one space away. Just a thought. :D

-rd


I support these ideas!

Thirded! Especially that one point about bombarding... :P

Anywho, I noticed there were some spelling and grammar mistakes in the background story, and instead of just correcting them for you, I decided to rewrite the story. See how you like it:
Many years ago in a long forgotten land, there was a glorious empire called "The Great Empire". The empire controlled a vast amount of land, from the mountains in the North, to the seas of the South. After the sudden death of King Vinco, the empire fell apart, as his eight sons fought for control. Eight separate empires were formed by each son and to this day the empires still fight for control. What was the Great Empire has descended into just a Lorn Empire. End the wars once and for all and unite the fragments of the former Great Empire.

Anywho, if you don't that's cool. But I thought this added more depth and opened up the possibility of naming the Empires after the king's sons, if you so desire.

Some other things:
  1. The impassable between Infernal 1 and Waters 4 is unnecessary, since there's a water connection there. I suggest just dropping the sea route and erase the impassable on that border.
  2. With rds' suggestion, I think the bonus should be even higher than what he proposed, because the way you have things, it's rather easy to go for a quick elimination, so there has to be a large incentive for going into the middle.
  3. Related to #2, I'm wondering if bombardment borders would be better than standard assault borders. This would help to eliminate the quick elimination strategy (lol). You could potentially use the Barracks in this way.
  4. Just do +2 for every 3 empire territories - it's more balanced, I think, and it will clear up a fair amount of legend space.
  5. The +1 for each castle seems unnecessary to me, as there's already enough incentive for taking someone's castle, and it would just help the guy in the lead (which is no fun :P).
  6. More of a frivolous graphics thing, but you could have a sweet bridge connecting Waters 1 and Knights 4 instead of a dotted line :D
That's all for now!

-Sully

Re: Lorn Empire (Update 5 - Page 4, Post 13 Needs To Check)

PostPosted: Mon Mar 07, 2011 2:22 am
by natty dread
Although I wouldn't make the barracks bombard, but the ranged attack seems a good idea.

Re: Lorn Empire (Update 5 - Page 4, Post 13 Needs To Check)

PostPosted: Tue Mar 15, 2011 2:12 pm
by ISN2
rdsrds2120 wrote:You know what would be really cool? If instead of getting +8 autodeploy on the posts, if holding one of them gave you +1 troop per 2 regions in the center or something. Or, if you were to split up more places in the center, +1 for 3 or 4 or something. Looks good, hope it goes through!

Also, maybe if the Barracks could be more involved with something, have them be able to bombard or something. Or be able to attack more than one space away. Just a thought. :D

-rd

Thanks rdsrds2120 for nice ideas, I'm going to use some of them in my next update =D>

Victor Sullivan wrote:
natty_dread wrote:
rdsrds2120 wrote:You know what would be really cool? If instead of getting +8 autodeploy on the posts, if holding one of them gave you +1 troop per 2 regions in the center or something. Or, if you were to split up more places in the center, +1 for 3 or 4 or something. Looks good, hope it goes through!

Also, maybe if the Barracks could be more involved with something, have them be able to bombard or something. Or be able to attack more than one space away. Just a thought. :D

-rd


I support these ideas!

Thirded! Especially that one point about bombarding... :P

Anywho, I noticed there were some spelling and grammar mistakes in the background story, and instead of just correcting them for you, I decided to rewrite the story. See how you like it:
Many years ago in a long forgotten land, there was a glorious empire called "The Great Empire". The empire controlled a vast amount of land, from the mountains in the North, to the seas of the South. After the sudden death of King Vinco, the empire fell apart, as his eight sons fought for control. Eight separate empires were formed by each son and to this day the empires still fight for control. What was the Great Empire has descended into just a Lorn Empire. End the wars once and for all and unite the fragments of the former Great Empire.

Anywho, if you don't that's cool. But I thought this added more depth and opened up the possibility of naming the Empires after the king's sons, if you so desire.

Some other things:
  1. The impassable between Infernal 1 and Waters 4 is unnecessary, since there's a water connection there. I suggest just dropping the sea route and erase the impassable on that border.
  2. With rds' suggestion, I think the bonus should be even higher than what he proposed, because the way you have things, it's rather easy to go for a quick elimination, so there has to be a large incentive for going into the middle.
  3. Related to #2, I'm wondering if bombardment borders would be better than standard assault borders. This would help to eliminate the quick elimination strategy (lol). You could potentially use the Barracks in this way.
  4. Just do +2 for every 3 empire territories - it's more balanced, I think, and it will clear up a fair amount of legend space.
  5. The +1 for each castle seems unnecessary to me, as there's already enough incentive for taking someone's castle, and it would just help the guy in the lead (which is no fun :P).
  6. More of a frivolous graphics thing, but you could have a sweet bridge connecting Waters 1 and Knights 4 instead of a dotted line :D
That's all for now!

-Sully


Thanks for rewriting the story, I like it and will use it in next update but i may change a little of it.

Also another thanks for your nice ideas too, I will use some of them :D

natty_dread wrote:Although I wouldn't make the barracks bombard, but the ranged attack seems a good idea.

I must look more to see how can I add some balanced bombard or ranged attack.

Re: Lorn Empire (Update 5 - Page 4, Post 13 Needs To Check)

PostPosted: Sat Mar 19, 2011 10:32 pm
by luxCRUSADER
Wishing you all the best on this fantastic map ! :)

Can't wait to play on it :) Looks like it will be a great 2 player map as well :)

Cheers m8 !

Re: Lorn Empire (Update 5 - Page 4, Post 13 Needs To Check)

PostPosted: Sun Mar 27, 2011 1:36 pm
by Victor Sullivan
How goes the update? I'm looking forward to seeing it ;)

Re: Lorn Empire (Update 6 - Page 5)

PostPosted: Sat Apr 02, 2011 12:09 am
by ISN2
Lorn Empire

Many years ago in a forgotten land, there was a glorious empire called "The Great Empire". The empire controlled a vast amount of land, from the mountains in the North, to the seas of the South. After the death of King Glore, the empire fell apart, as his eight sons fought for control. Eight empires were formed by each son and to this day the empires still fight for control. What was the Great Empire has descended into just a Lorn Empire. End the wars once and reunite the former Great Empire.

Map Size: 82 Territories (Total)
Play Type Support: All Types
Starting Territories (Where Players May Start): 8
Auto Deploy Territories: 12 (8 Barracks, 4 Post)
Bonus Territories: 8 Castles
Combined Bonus Territories: 56 (All Territories In Empires)
Winning Conditions: Take Out All Other Rivals
Losing Conditions: Get Taken Out Or Have No Castles

Update 6:
1. Several gameplay rules are changed.

2. Two graphical docks are added and an extra sea connection has been removed.

3. Some other small graphical changes are done.

4. Default natural armies are shown on the map.

5. Legend is updated.

Click image to enlarge.
image


Map Rules:
1. Each player starts the game on 1 or 2 castles depending on number of players.

2. Each castle has 4 armies at start and has a +1 deployment bonus.

3. Players get 1 army per every 3 territories. The minimum army getting is 3 armies (Like normal maps).

4. There is a barracks territory in each empire bordering the castle with 4 naturals on it. The barracks territory has an auto deploy bonus of 4 per turn.

5. All other empire territories will start with 2 naturals on them except 2 bordering territories with other empires that will start with 16 naturals.

6. Having any 5 empire territories will have a +4 bonus.
Note: castle and barracks are counted as empire territories too.

7. Having any 2 farmland territories will have a +1 bonus.
Note: posts are counted as farmland territories too.

8. Every player must have at least 1 castle or will be eliminated.

9. The farmlands in middle of map have low number of naturals on them, 2 or 4 except bordering farmlands with empires that have 28 naturals.

10. There are territories in farmlands named "Grail Caravan", "Silk Villages", "Viller Camp" and "Tent" that will start with 16 naturals on each and will have an auto deploy of 6 each turn.

11. Out ways of each empire will start with 16 naturals at start.

Re: Lorn Empire (Update 6 - Page 5)

PostPosted: Sun Apr 03, 2011 11:47 pm
by Victor Sullivan
Yes, yes! Nice to see an update! ;) Some comments:
ISN2 wrote:End the wars once and reunite the former Great Empire.
This should be "End the wars once and for all and reunite the former Great Empire" or just "End the wars and reunite the former Great Empire".


ISN2 wrote:Map Rules:
1. Each player starts the game on 1 or 2 castles depending on number of players.
Yes, good. And with the new XML we can make it so that the maximum amount of castles one can have is two.

2. Each castle has 4 armies at start and has a +1 deployment bonus.
Alright, I think this is good.

3. Players get 1 army per every 3 territories. The minimum army getting is 3 armies (Like normal maps).
Yup, this is fine, too.

4. There is a barracks territory in each empire bordering the castle with 4 naturals on it. The barracks territory has an auto deploy bonus of 4 per turn.
Meh, I think you could stand to increase the neutrals to like 12, so you have to invest in it.

5. All other empire territories will start with 2 naturals on them except 2 bordering territories with other empires that will start with 16 naturals.
Okay, I agree you have the right idea, but maybe consider increasing it just a bit more - to around 19-21. Like I've said before, quick elimination = bad.

6. Having any 5 empire territories will have a +4 bonus.
Note: castle and barracks are counted as empire territories too.
I think this is a little high. Maybe do something like "hold all regions surrounding your castle for +3". You could potentially exclude the Barracks from this - it might be a good idea, actually.

7. Having any 2 farmland territories will have a +1 bonus.
Note: posts are counted as farmland territories too.
Is this in addition to the standard territory bonus? I think it should be - promote movement into the center farmlands.

8. Every player must have at least 1 castle or will be eliminated.
Yes, good.

9. The farmlands in middle of map have low number of naturals on them, 2 or 4 except bordering farmlands with empires that have 28 naturals.
Whoa! 28 neutrals?? You want them to go in the middle. Make those 2 neutrals, as well, not 28.

10. There are territories in farmlands named "Grail Caravan", "Silk Villages", "Viller Camp" and "Tent" that will start with 16 naturals on each and will have an auto deploy of 6 each turn.
Alright, this is decent. 16 seems fairly reasonable, though since it's in the middle you should consider lowering it to 12.

11. Out ways of each empire will start with 16 naturals at start.
You already said this :P But I'll say again, these territories should have around 19-21 neutrals, I think.


-Sully

Re: Lorn Empire (Update 6 - Page 5)

PostPosted: Thu Apr 07, 2011 12:50 am
by MarshalNey
I'm still catching up on my reading in forums after my hiatus, and I apologize ISN2 for not commenting yet. I'll look this over thoroughly tomorrow, I promise 8-[

What I see, however, I like and the first post is excellent (thank you!)

-- Marshal Ney

Re: Lorn Empire (Update 6 - Page 5)

PostPosted: Fri Apr 08, 2011 12:51 am
by MarshalNey
OK, I've had a better look now. First, let me say that I love the graphics, the little story is nice and overall the theme is good.

Now, here are some clarity issues:
(1) Need to define on the map clearly what constitutes an Empire region and a Farm region. I'm assuming that the Farmlands are all the regions that start with "F" and the Empire regions are everything else, but I hate to make assumptions when playing a map for the first time.

(2) The rule "Barracks bombard adjacent Farmlands", I've no idea what 'adjacent' means here, given my assumption in (1) above.

(3) At some point, you need to put in the legend the symbols for a Castle, maybe a Post if you want to save legend space, (and possibly Barracks if you change the names- you can't have them all be the same name). Also need to show sample symbols for impassible terrain.

As for the gameplay, here are my thoughts:
(1) Conquest maps are tricky, and most require extensive Beta testing. The trouble is always balancing the neutral values to prevent 'quick' eliminations, while providing room for players to accomplish something useful on their turn. Let me go into this in more detail with my next two points.

(2) The current neutral values are too high in some places. As Sully posted, 28 is enough to ensure that any decent player will avoid the center like the plague. Especially when the benefit is so low. Far smarter to just take the 5 regions around them for a +4 bonus, then stack and stack and hope that an opportunity comes around to bull rush and elimate a neighbor. This sort of gameplay experience doesn't seem terribly fun, as the options are currently very 1(maybe 2)-dimensional. Plus, the strategy is minimal and dice will play a major role in determining a victor.
However, a similar argument can be made about Feudal War, so perhaps it will have an appeal (if that's what you're aiming for in terms of a gameplay framework).

(3) The bonuses are okay, perhaps too low for the center (farm) regions. Conversely, perhaps the neutral values can be lowered to 1s for most of the center. Sixteen neutrals for a +6 auto-deploy is fair enough, but considering the awful risk that players take by exposing themeselves to a quick kill, I could even see the bonus as high as +8 autodeploy.

(4) The map needs to have more options. Opening up the center will help a lot; adding in some more impassibles for entering the center might help give the castles more protection. Alternatively, you could make entry into the center a one-way attack (say through the Castle, or Barracks, or some new type of place) and then have no way to attack back out except through a Post, which would guard against quick kills as each Post has a substantial number of neutrals.

Anyway, hope this helps, and keep up the good work!

Marshal Ney

Re: Lorn Empire (Update 6 - Page 5)

PostPosted: Sun Apr 10, 2011 10:20 am
by OliverFA
Apologies for not having discovered this map until now. At first glance, it looks so nice!

Re: Lorn Empire (Update 6 - Page 5)

PostPosted: Wed Apr 13, 2011 12:54 pm
by ISN2
Victor Sullivan wrote:Yes, yes! Nice to see an update! ;) Some comments:
ISN2 wrote:End the wars once and reunite the former Great Empire.
This should be "End the wars once and for all and reunite the former Great Empire" or just "End the wars and reunite the former Great Empire".


Thanks it's going to be fixed in my coming update. And again thanks for the overall story :D


Victor Sullivan wrote:
ISN2 wrote:Map Rules:
1. Each player starts the game on 1 or 2 castles depending on number of players.
Yes, good. And with the new XML we can make it so that the maximum amount of castles one can have is two.
ISN2: Well by default if we divide 8 castles for any of 2,3,4,5,6,7,8 players they will get 1 or 2 castles and I don't think there is any need for that new XML feature :D

2. Each castle has 4 armies at start and has a +1 deployment bonus.
Alright, I think this is good.

3. Players get 1 army per every 3 territories. The minimum army getting is 3 armies (Like normal maps).
Yup, this is fine, too.

4. There is a barracks territory in each empire bordering the castle with 4 naturals on it. The barracks territory has an auto deploy bonus of 4 per turn.
Meh, I think you could stand to increase the neutrals to like 12, so you have to invest in it.
ISN2: Well I don't want the players to get a hard start, I think it should be fair to let them get the auto-deploy bonus in first turn, then they can focus on other bonuses or eliminations :D

5. All other empire territories will start with 2 naturals on them except 2 bordering territories with other empires that will start with 16 naturals.
Okay, I agree you have the right idea, but maybe consider increasing it just a bit more - to around 19-21. Like I've said before, quick elimination = bad.
ISN2: Well there are two 16s there, so it is actually 32 between them in total.

6. Having any 5 empire territories will have a +4 bonus.
Note: castle and barracks are counted as empire territories too.
I think this is a little high. Maybe do something like "hold all regions surrounding your castle for +3". You could potentially exclude the Barracks from this - it might be a good idea, actually.
ISN2: Well since there are 7 territories in each Empire and 2 of them are 16, so I think the bonus still should be for having 5, but I can lower the +4 to +3 ...

7. Having any 2 farmland territories will have a +1 bonus.
Note: posts are counted as farmland territories too.
Is this in addition to the standard territory bonus? I think it should be - promote movement into the center farmlands.
ISN2: Yeah this is in addition.

8. Every player must have at least 1 castle or will be eliminated.
Yes, good.
ISN2: O:)

9. The farmlands in middle of map have low number of naturals on them, 2 or 4 except bordering farmlands with empires that have 28 naturals.
Whoa! 28 neutrals?? You want them to go in the middle. Make those 2 neutrals, as well, not 28.
ISN2: Yeah, if you look at the map, from a castle to another are 2 ways, for example from Western Empire Castle too Snowy Lands Castle: WE 1 (16), SL 3 (16) 2 territories and 32 naturals, now other way: WE 2 (2), F15 (28), SL 3 (2) here it is 3 territories and still 32 naturals, and yes you are right, this is a problem and players will not go into the middle, but if I lower them then there will another way for quick elimination. But I guess MarshalNey about 1 way attack is really, really and really nice, I'm going to use it and fix this problem in game-play ...

10. There are territories in farmlands named "Grail Caravan", "Silk Villages", "Viller Camp" and "Tent" that will start with 16 naturals on each and will have an auto deploy of 6 each turn.
Alright, this is decent. 16 seems fairly reasonable, though since it's in the middle you should consider lowering it to 12.
ISN2: Well I'm going to make the bonus more :D

11. Out ways of each empire will start with 16 naturals at start.
You already said this :P But I'll say again, these territories should have around 19-21 neutrals, I think.
ISN2: ^^^^^


-Sully

Re: Lorn Empire (Update 6 - Page 5)

PostPosted: Wed Apr 13, 2011 1:12 pm
by ISN2
MarshalNey wrote:OK, I've had a better look now. First, let me say that I love the graphics, the little story is nice and overall the theme is good.

Now, here are some clarity issues:
(1) Need to define on the map clearly what constitutes an Empire region and a Farm region. I'm assuming that the Farmlands are all the regions that start with "F" and the Empire regions are everything else, but I hate to make assumptions when playing a map for the first time.

(2) The rule "Barracks bombard adjacent Farmlands", I've no idea what 'adjacent' means here, given my assumption in (1) above.

(3) At some point, you need to put in the legend the symbols for a Castle, maybe a Post if you want to save legend space, (and possibly Barracks if you change the names- you can't have them all be the same name). Also need to show sample symbols for impassible terrain.

As for the gameplay, here are my thoughts:
(1) Conquest maps are tricky, and most require extensive Beta testing. The trouble is always balancing the neutral values to prevent 'quick' eliminations, while providing room for players to accomplish something useful on their turn. Let me go into this in more detail with my next two points.

(2) The current neutral values are too high in some places. As Sully posted, 28 is enough to ensure that any decent player will avoid the center like the plague. Especially when the benefit is so low. Far smarter to just take the 5 regions around them for a +4 bonus, then stack and stack and hope that an opportunity comes around to bull rush and elimate a neighbor. This sort of gameplay experience doesn't seem terribly fun, as the options are currently very 1(maybe 2)-dimensional. Plus, the strategy is minimal and dice will play a major role in determining a victor.
However, a similar argument can be made about Feudal War, so perhaps it will have an appeal (if that's what you're aiming for in terms of a gameplay framework).

(3) The bonuses are okay, perhaps too low for the center (farm) regions. Conversely, perhaps the neutral values can be lowered to 1s for most of the center. Sixteen neutrals for a +6 auto-deploy is fair enough, but considering the awful risk that players take by exposing themeselves to a quick kill, I could even see the bonus as high as +8 autodeploy.

(4) The map needs to have more options. Opening up the center will help a lot; adding in some more impassibles for entering the center might help give the castles more protection. Alternatively, you could make entry into the center a one-way attack (say through the Castle, or Barracks, or some new type of place) and then have no way to attack back out except through a Post, which would guard against quick kills as each Post has a substantial number of neutrals.

Anyway, hope this helps, and keep up the good work!

Marshal Ney

Thanks for all of those good suggestions, I really loved many of them, especially the one-way attack that is going to fix the problem of big naturals for middle =D> :D

I will use many of your suggestions in my coming update, Also I will make the legend more clear for the things you said, thanks again O:)

OliverFA wrote:Apologies for not having discovered this map until now. At first glance, it looks so nice!

Thanks mate O:)

Re: Lorn Empire (Update 6 - Page 5)

PostPosted: Wed Apr 13, 2011 2:07 pm
by natty dread
ISN2: Well by default if we divide 8 castles for any of 2,3,4,5,6,7,8 players they will get 1 or 2 castles and I don't think there is any need for that new XML feature


8/2 = 4

Re: Lorn Empire (Update 6 - Page 5)

PostPosted: Wed Apr 13, 2011 2:17 pm
by ISN2
natty_dread wrote:
ISN2: Well by default if we divide 8 castles for any of 2,3,4,5,6,7,8 players they will get 1 or 2 castles and I don't think there is any need for that new XML feature


8/2 = 4

Well I believe it was yourself who did teach me that in 1v1 (2 players) it gets divided into 3 and 1 of them goes natural right? So in a 2 players game it is still (8/3), right?

Re: Lorn Empire (Update 6 - Page 5)

PostPosted: Wed Apr 13, 2011 2:18 pm
by natty dread
ISN2 wrote:
natty_dread wrote:
ISN2: Well by default if we divide 8 castles for any of 2,3,4,5,6,7,8 players they will get 1 or 2 castles and I don't think there is any need for that new XML feature


8/2 = 4

Well I believe it was yourself who did teach me that in 1v1 (2 players) it gets divided into 3 and 1 of them goes natural right? So in a 2 players game it is still (8/3), right?


That only applies to regular territories, not starting positions. Starting positions are always divided equally. And if you want the castles to start with 4 troops, they must be coded as starting positions.

Re: Lorn Empire (Update 6 - Page 5)

PostPosted: Wed Apr 13, 2011 2:26 pm
by ISN2
natty_dread wrote:
ISN2 wrote:
natty_dread wrote:
ISN2: Well by default if we divide 8 castles for any of 2,3,4,5,6,7,8 players they will get 1 or 2 castles and I don't think there is any need for that new XML feature


8/2 = 4

Well I believe it was yourself who did teach me that in 1v1 (2 players) it gets divided into 3 and 1 of them goes natural right? So in a 2 players game it is still (8/3), right?


That only applies to regular territories, not starting positions. Starting positions are always divided equally. And if you want the castles to start with 4 troops, they must be coded as starting positions.

Oh, thanks for the info, didn't know that for starting with an amount we should use starting positions, thanks O:)

Re: Lorn Empire (Update 7 - Page 6)

PostPosted: Thu Apr 14, 2011 7:28 am
by ISN2
Update 7:
1. Empires now can one-way attack into farmlands and farmlands can not attack back.

2. Posts are renamed into Villages.

3. Each village can now one-way attack into two empires through tunnels that can bee seen on the map.

4. Graphical tunnel ways added into the map to show exactly where each village can attack.

5. A change in Snowy Lands borders is made to make the Snowy Lands Castle connected into all other Snowy Lands territories like all other Empires (For balancing things).

6. Legend has been rebuilt with 50px more height for adding new info, a small map added to show where are Empires and where are Farmlands, also symbols are added and new rules are written in legend.

7. A few small problems fixed.

8. Natural numbers changed into new rules on the map.

Click image to enlarge.
image


Map Rules:
1. Each player starts the game on 1 or 2 castles depending on number of players.

2. Each castle has 4 armies at start and has a +1 bonus.

3. Players get 1 army per every 3 territories. The minimum army getting is 3 armies (Like normal maps).

4. There is a barracks territory in each empire bordering the castle with 4 naturals on it. The barracks territory has an auto deploy bonus of 4 per turn.

5. All other empire territories will start with 2 naturals on them except 2 bordering territories with other empires that will start with 16 naturals.

6. Having any 5 empire territories will have a +3 bonus.
Note: castle and barracks are counted as empire territories too.

7. Having any 2 farmland territories will have a +1 bonus.
Note: villages are counted as farmland territories too.

8. Every player must have at least 1 castle or will be eliminated.

9. Six of farmlands in middle of map have low number of naturals on them, 2 or 4. Sixteen of bordering farmlands with empires have 8 naturals and the other four farmlands are villages.

10. Villages are territories in farmlands named "Grail Village", "Silk Village", "Viller Camp" and "Tent" and will start with 16 naturals on each and will have an auto deploy of 8 each turn.

11. Villages can one-way attack into empires using tunnels shown on them map.

12. Empires can one-way attack into farmlands.

Re: Lorn Empire (Update 7 - Page 6)

PostPosted: Thu Apr 14, 2011 3:45 pm
by Victor Sullivan
It would be nice to show the one-way attacks more clearly. The tunnels are kinda cool, but it makes it look two-way. And the one-way empire-to-farmland arrow or whatever doesn't even show up on the map. You should try to make it so people don't have the chance of screwing up an Escalating Spoils cash run, if you know what I mean...