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Re: Knights [BETA]

PostPosted: Thu Apr 19, 2012 11:56 am
by Swimmerdude99
Map is awesome, I guess I'm fine with the 5 troops, makes the game intersting on its own, also glad you went back to the 1 nuetrals... lets say I love it :)

Re: Knights [BETA]

PostPosted: Thu Apr 19, 2012 12:02 pm
by koontz1973
Thanks swimmerdude. Lets say that as soon as the last map update is uploaded, I will be over the moon about this map. It may not be everyone's cup of tea, and in the long run it may not be the most popular map on the site, but for what it is, it is different from all the others.

Re: Knights [BETA]

PostPosted: Fri Apr 20, 2012 6:15 pm
by pmchugh
1v1 Play is excellent, one of the best maps on the site IMO.

Team games not so much, the fact its very hard to get any deploy other than 5 often means it comes down to a slow accumulation of dice.

Re: Knights [BETA]

PostPosted: Fri Apr 20, 2012 6:26 pm
by IcePack
Game 10853933 my first game (and victims) on your map.

Now I'm off to try a triples game...fun so far :)

IcePack

Re: Knights [BETA]

PostPosted: Fri Apr 20, 2012 7:30 pm
by BrigitteBardot
Congrats on this map. Really liking it and definitely different from the maps we're used to.
BB

Re: Knights [BETA]

PostPosted: Fri Apr 20, 2012 8:41 pm
by patrickaa317
Game 10944896

User is reporting that F5 is unable to attack H6. I haven't verified for myself, can you check the code?

Re: Knights [BETA]

PostPosted: Fri Apr 20, 2012 9:11 pm
by ender516
I have checked the XML, and F5 and H6 do border each other. The Map Inspect feature of BOB confirms this. I was about to suggest that perhaps toddharvey had no troops on F5, but the game log shows a deployment. So, unless he burned up all his troops with failed attacks and didn't notice (which on second thought won't fly, because he has two troops on it now without reinforcing to it), or he has some addon or script running which messed him up, I don't know what the problem was.

Re: Knights [BETA]

PostPosted: Fri Apr 20, 2012 10:27 pm
by koontz1973
Thanks for the support guys.
patrickaa317, checked xml like enders and looked in the game. He should of been able to do it and have no idea why not.

Re: Knights [BETA]

PostPosted: Fri Apr 20, 2012 11:42 pm
by patrickaa317
Thanks for checking guys. I'm not sure what was going on either, as long as it is showing as bordering in the xml i wouldn't worry about it.

Re: Knights [BETA]

PostPosted: Fri Apr 20, 2012 11:47 pm
by koontz1973
Not a problem patrickaa. Hope you are enjoying the game.

Re: Knights [BETA]

PostPosted: Mon Apr 23, 2012 12:35 pm
by thenobodies80
koontz1973 wrote:Legend now says 32 squares for the extra troops.
http://img715.imageshack.us/img715/7725/nkl.png
http://img205.imageshack.us/img205/350/nks.png


Those look blurry koontz...I'm going to send some updates to Lack, can you fix this now? O:)

Re: Knights [BETA]

PostPosted: Mon Apr 23, 2012 12:56 pm
by koontz1973
Here you go. It must of been something wrong when I uploaded them as my files are clean.
Click image to enlarge.
image

Image

http://img99.imageshack.us/img99/7725/nkl.png
http://img571.imageshack.us/img571/350/nks.png

Re: Knights [BETA]

PostPosted: Mon Apr 23, 2012 1:07 pm
by thenobodies80
Yeah it's imageshack, it happened also to ISN2 with his istanbul map.

Anyway, sent to Lack....thanks for the quick update! ;)

Re: Knights [BETA]

PostPosted: Mon Apr 23, 2012 1:23 pm
by Skywatcher
I just starting playing a game on your board a couple of turns ago, so it is still new and fresh and intriguing. One recommendation I'd make (and I haven't read through all comments to see if it has been suggested) is to make a slight change to the wording around the bonuses. You have "Three squares the same +2 and Four Squares the same +4" I recommend changing the word squares to shields. That might remove some confusion.

Thanks,
skywatcher

Re: Knights [BETA]

PostPosted: Mon Apr 23, 2012 2:17 pm
by koontz1973
Skywatcher wrote:I just starting playing a game on your board a couple of turns ago, so it is still new and fresh and intriguing. One recommendation I'd make (and I haven't read through all comments to see if it has been suggested) is to make a slight change to the wording around the bonuses. You have "Three squares the same +2 and Four Squares the same +4" I recommend changing the word squares to shields. That might remove some confusion.

Thanks,
skywatcher

That is in the latest updater just sent. Should be shown as soon as the new map is uploaded.

Thanks and hope you enjoy.

Re: Knights [BETA]

PostPosted: Mon Apr 23, 2012 2:23 pm
by chapcrap
Can you make a life size version of the map and mail it to AoN so that he can make sweet love to it?

Re: Knights [BETA]

PostPosted: Mon Apr 23, 2012 2:38 pm
by koontz1973
chapcrap wrote:Can you make a life size version of the map and mail it to AoN so that he can make sweet love to it?

:lol:

Re: Knights [BETA]

PostPosted: Tue Apr 24, 2012 12:11 am
by Fazeem
so far loving it please do not change it...

Re: Knights [BETA]

PostPosted: Wed Apr 25, 2012 12:09 am
by army of nobunaga
chapcrap wrote:Can you make a life size version of the map and mail it to AoN so that he can make sweet love to it?



you so funny!


Id play it in real life though


and in the next version if you skipped the chess idea (except for army movement) and add kingdoms with 10 starting points I can pretty much fucking promise you that you could sell this as a board game in rl.


that is truth

Re: Knights [BETA]

PostPosted: Fri May 11, 2012 11:44 pm
by BrigitteBardot
Love to find out who's the best 1vs1 player on this map so I've just started up a 1vs1 Knights tournament. Feel free to join:

http://www.conquerclub.com/forum/viewtopic.php?f=90&t=170777

BB

Re: Knights [BETA]

PostPosted: Sun May 13, 2012 2:56 am
by chapcrap
After playing, I think that the bonus men shouldn't be given for half of the board. Usually in a 1v1, it will be pretty even and someone could have 32 terts vs 28 terts and get a large bonus which would essentially decide the game. Maybe 40 terts could give the bonus. That would be 5 rows.

Re: Knights [BETA]

PostPosted: Sun May 13, 2012 3:07 am
by koontz1973
chapcrap wrote:After playing, I think that the bonus men shouldn't be given for half of the board. Usually in a 1v1, it will be pretty even and someone could have 32 terts vs 28 terts and get a large bonus which would essentially decide the game. Maybe 40 terts could give the bonus. That would be 5 rows.

Played one game and found the guy who went first managed to get the 32 territs (very lucky dice). Could not do anything as it was trench. Going to increase but thinking about numbers. 40 sounds high, but half way (36) sounds a tad better. Let me think.

Re: Knights [BETA]

PostPosted: Sun May 13, 2012 9:11 am
by koontz1973
Map images and xml to holding 40 squares before getting the extra 5.

Click image to enlarge.
image

Click image to enlarge.
image


http://www.fileden.com/files/2012/1/27/3255536/KNIGHTS.xml

Re: Knights [BETA]

PostPosted: Mon May 14, 2012 10:52 pm
by Swimmerdude99
Could you make it so that if you hold 25 or maybe 26 you also get +2 then it goes to +5 at 40? :)

Re: Knights [BETA]

PostPosted: Mon May 14, 2012 11:06 pm
by koontz1973
swimmerdude99 wrote:Could you make it so that if you hold 25 or maybe 26 you also get +2 then it goes to +5 at 40? :)

No, as that would just mean players would attack on mass. I raised it to forty to stop this happening. Even though the odds of someone getting 16 territs first go are small, it just happened to me in a trench game. I lost round 3.