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Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Thu Dec 09, 2010 6:41 pm
by chipv

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Fri Dec 10, 2010 4:27 am
by chipv
LIVE CHANGES PT 2

1. Duke can bombard K knights
2. Trebuchets 3 neutral not 4
3. Catapults 3 neutral not 4
4. King 7 neutral not 10
5. S1, S3, S4, S6, S7 4 neutral not 3
6. Swapped A Archer and A Catapult
7. Corrected error in Castle + Knights bonus
8. Corrected error in Bishop + Village bonus
9. Rename NO2 to N02
10. Legend shows no bonus per region number

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Fri Dec 10, 2010 7:34 am
by Lubawski
Why is there no bonus per region number? That seems odd. I get 3 troops whether I have 9 or 24 regions.

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Fri Dec 10, 2010 10:35 am
by Kabanellas
Lubawski wrote:Why is there no bonus per region number? That seems odd. I get 3 troops whether I have 9 or 24 regions.


that's correct - you'll not get any extra troops from reaching the usual 12, 15, 18 ... terrs

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Fri Dec 10, 2010 10:57 am
by Culs De Sac
Lubawski wrote:Why is there no bonus per region number? That seems odd. I get 3 troops whether I have 9 or 24 regions.


It makes it so that the bonuses for the individual disciplines hold more value throughout the game as opposed to just taking 3 neutral 1s

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Fri Dec 10, 2010 11:00 am
by Nola_Lifer
chipv wrote:LIVE CHANGES PT 2

1. Duke can bombard K knights



Wondering what the explanation for this change is. To encourage that people use their nobles???

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Fri Dec 10, 2010 11:06 am
by Culs De Sac
Im curious on why they made s archers so high on neutrals.. they are a pain in the ass to maintain...and now they are even harder to take

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Fri Dec 10, 2010 11:20 am
by Kabanellas
Thanks for the feedback guys!

Nola_Lifer wrote:
chipv wrote:LIVE CHANGES PT 2

1. Duke can bombard K knights



Wondering what the explanation for this change is. To encourage that people use their nobles???


yes, we needed to make the Duke a bit more appealing.

Culs De Sac wrote:Im curious on why they made s archers so high on neutrals.. they are a pain in the ass to maintain...and now they are even harder to take


we gave them the value initially planned. 4 neutral troops for the 'S' Archers that directly connect Castle Archers. It will make a little harder early assaults against neighbouring castles

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Sat Dec 11, 2010 2:18 pm
by Lubawski
Any insight into why you can't take snapshots in the game (generally beyond round 2). It says there is too much information. Any way to fix that?

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Sun Dec 12, 2010 9:16 am
by drunkmunky
Just a quick bug that I've noticed with the xml (I'm guessing). Region N02 has been coded as NO2. Means that instead of it being grouped next to the rest the region, it's placed at the end in most cases.

Obviously not a big bug, but a bug I noticed none-the-less.

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Sun Dec 12, 2010 12:40 pm
by chipv
drunkmunky wrote:Just a quick bug that I've noticed with the xml (I'm guessing). Region N02 has been coded as NO2. Means that instead of it being grouped next to the rest the region, it's placed at the end in most cases.

Obviously not a big bug, but a bug I noticed none-the-less.


Already fixed, new games will have this.

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Tue Dec 14, 2010 12:53 am
by ender516
Why can H5 Knight not attack S7 Archer?

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Tue Dec 14, 2010 4:09 am
by chipv
ender516 wrote:Why can H5 Knight not attack S7 Archer?


S7 is an impassable

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Tue Dec 14, 2010 1:07 pm
by ender516
chipv wrote:
ender516 wrote:Why can H5 Knight not attack S7 Archer?


S7 is an impassable

#-o I'm not used to maps where a region can be occupied and still be impassable. I tend to think of impassables as borders. So the only way in is from the Field Marshal?

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Tue Dec 14, 2010 1:30 pm
by Jim1086
i played several 3 player games where one opponent was @ C and D, I held B and E, and the other opponent held H and E (in other games the same set up, except different locations). The point i'm trying to make is that, the individual with neutral castles between his opponents held the advantage to build and conquer neutrals, leaving me and the player between my castles to endlessly fight-it-out. This is all because we couldn't "go-through" the King's Court.

Suggestions:
1. Turn Knight 8 and Knight 4 into a tunnel so Castle D is able to attack Castles G and H; and vice versa
2. Move Knight 2 to N15, then make Knight 2 and Knight 7 into a tunnel so Castle B is able to attack Castles E and F; and vice versa
3. Make these "special tunnels" revert back to neutral

The other castles A and C are within range of these "tunnels" so they would have the same opportunity as the other castles of reaching those.

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Tue Dec 14, 2010 8:34 pm
by Kabanellas
ender516 wrote:
chipv wrote:
ender516 wrote:Why can H5 Knight not attack S7 Archer?


S7 is an impassable

#-o I'm not used to maps where a region can be occupied and still be impassable. I tend to think of impassables as borders. So the only way in is from the Field Marshal?


nop, you can also reach S7 from H3 Archer and G6 Archer - archers are immune to impassables

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Tue Dec 14, 2010 8:36 pm
by Kabanellas
Jim1086 wrote:i played several 3 player games where one opponent was @ C and D, I held B and E, and the other opponent held H and E (in other games the same set up, except different locations). The point i'm trying to make is that, the individual with neutral castles between his opponents held the advantage to build and conquer neutrals, leaving me and the player between my castles to endlessly fight-it-out. This is all because we couldn't "go-through" the King's Court.

Suggestions:
1. Turn Knight 8 and Knight 4 into a tunnel so Castle D is able to attack Castles G and H; and vice versa
2. Move Knight 2 to N15, then make Knight 2 and Knight 7 into a tunnel so Castle B is able to attack Castles E and F; and vice versa
3. Make these "special tunnels" revert back to neutral

The other castles A and C are within range of these "tunnels" so they would have the same opportunity as the other castles of reaching those.


though this map is intended to be played in a 'doughnut' way, that is an idea to (eventually) be matured........

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Wed Dec 15, 2010 4:07 pm
by Culs De Sac
Jim1086 wrote:i played several 3 player games where one opponent was @ C and D, I held B and E, and the other opponent held H and E (in other games the same set up, except different locations). The point i'm trying to make is that, the individual with neutral castles between his opponents held the advantage to build and conquer neutrals, leaving me and the player between my castles to endlessly fight-it-out. This is all because we couldn't "go-through" the King's Court.

Suggestions:
1. Turn Knight 8 and Knight 4 into a tunnel so Castle D is able to attack Castles G and H; and vice versa
2. Move Knight 2 to N15, then make Knight 2 and Knight 7 into a tunnel so Castle B is able to attack Castles E and F; and vice versa
3. Make these "special tunnels" revert back to neutral

The other castles A and C are within range of these "tunnels" so they would have the same opportunity as the other castles of reaching those.



Altough you can't conquer the Castles immediately.. you can use your trebuches to opponents via bombardment.. Im not saying this is the most ideal way.. But the map is super young.. and Im sure effective ways to move across the map will be found with more game play.

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Mon Dec 20, 2010 11:42 am
by 3_Kangs
Should K6 Knight be able to assault E6 Village?
I did not get the choice, and can count 3 through non-impassable ...


Thanks for the GREAT map!

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Mon Dec 20, 2010 12:33 pm
by Kabanellas
oops... yes it should :? - as it should reach E2 and V6

Chip can easily correct that for the next update ;)

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Mon Dec 20, 2010 1:33 pm
by chipv
Submitted. Does anyone have any other border/bombard issues?

Also we still are looking for feedback on gameplay - is it play well or more changes needed?

e.g.

Increase catapult range.
Increase some N territories to 2 neutrals around castle area
Increase villages to 3 neutrals

?

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Tue Dec 21, 2010 2:06 pm
by -=- Tanarri -=-
chipv wrote:Submitted. Does anyone have any other border/bombard issues?

Also we still are looking for feedback on gameplay - is it play well or more changes needed?

e.g.

Increase catapult range.
Increase some N territories to 2 neutrals around castle area
Increase villages to 3 neutrals

?


I've been busy as of late so I haven't been able to properly follow the thread. If the above things have been discussed, then as far as my opinion goes, I could see an increase in catapult range being a good thing. It would make those troops more immediately usable and also useful for clearing out the 1's from an attack on your castle. I don't think the villages need to be increased at all. I haven't played any 1 vs 1 on the map for a while, so I'm not sure if the 2 neutrals around the castle areas would be necessary, though based on previous versions of the map it may be nice.

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Wed Dec 22, 2010 5:58 am
by Kabanellas
Chip and I, we have this issues on the table:

- increase village neutrals from 2 to 3 (maybe useful to avoid quick expansions on initial rounds for 1v1)
- increase free hexes neutrals around castles from 1 to 2 (only free hexes beside castles creating a protection wall)
- increase catapult range from 3 to 4 (this would make them more useful both for protection and sight) (we would have to relocate catapults A and H so they won't touch neighbouring castles production)
- reduce 'K' knights neutrals from 4 to 2 (making them more usable and appealing)
- increase the Bishop bonus to 2 troops per 2 villages

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Wed Dec 22, 2010 1:48 pm
by -=- Tanarri -=-
I'm not sure that increasing the village neutrals is a good idea. I haven't played 1v1 for a couple weeks though, so I don't know how bad the insta-kills are these days. Raising the neutral value would throw off the balance of village vs. knight for multiplayer games though, IMO.

The neutral hexes being raised to 2 around the castle sounds like a good idea. Either for one or two regions away. This would add usefulness to the catapult as well.

I like the idea of increasing the catapult range to 4. I think that it will help make them more useful.

I still go for the K knights even at a neutral of 4. Perhaps a reduction to 3 instead would be good?

I'm uncertain of whether or not the Bishop bonus change is a good idea either. While I understand that it seems a bit weak, villages are easy to take in the first round or two, especially for those castles with two villages around them.

Re: The King's Court [GP,GX,XML,BETA]

PostPosted: Wed Dec 22, 2010 4:30 pm
by Nola_Lifer
What is the point of Catapult and Archer? Both accomplish the same thing but Catapults gain more and can bomb with a larger range so one of them is obsolete. Castle B seems like the strongest point to have in the game. Maybe have Nobles be able to bomb around the castle? What about changing the court to a castle in the middle that can bomb other castles and you can add more regions. Just throwing ideas out.