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Re: King's Court 2 [Quenched]

PostPosted: Fri Mar 08, 2013 11:45 pm
by -=- Tanarri -=-
Gilligan wrote:At long last, congrats Kab. Record for longest beta map?


I think the record for the longest beta map is Das Schloss, no? I thought that was stuck in beta for something like a year.

Re: King's Court 2 [Quenched]

PostPosted: Sat Mar 09, 2013 12:38 pm
by Gilligan
-=- Tanarri -=- wrote:
Gilligan wrote:At long last, congrats Kab. Record for longest beta map?


I think the record for the longest beta map is Das Schloss, no? I thought that was stuck in beta for something like a year.


If you count the time where it was closed (which was a few months) then probably.

Re: King's Court 2 [Quenched]

PostPosted: Sat Mar 09, 2013 5:17 pm
by Kabanellas
thenobodies80 wrote:If he took months to provide an update!!!!.....but I know he was really busy with much more....mmm how to say? :-k ......"yummy yummy" things.
Or not Kab? :mrgreen: ;)

Anyway, again congrats for the quench...hope you will able soon to continue your buccaneer map idea.



ahhahhh :lol: :lol: :lol:

well some were/are yummy some were not so yummy 8-) 8-)

anyway, I'm eager to start working on the Age of Bucanneers project... ;)

Re: King's Court 2 [Quenched]

PostPosted: Sun Mar 24, 2013 3:03 am
by Oneyed
this is maybe too late, but naming of regions is not clear. why in xml is region HD6 Road but in the map it is R24? and because map is supersized player must roll up and down again and again when he attacks or reinforce.
I mean why is not possible to have names the same? when region has in xml name HD6 why not also in the map? or vice versa?

Oneyed

EDIT: I hold The Duke (who can bombard Knights) but I can not "see" some Knights. I mean I can not see their numbers, there are only question marks.

Re: King's Court 2 [Quenched]

PostPosted: Fri Mar 29, 2013 9:59 am
by Kabanellas
Oneyed wrote:this is maybe too late, but naming of regions is not clear. why in xml is region HD6 Road but in the map it is R24? and because map is supersized player must roll up and down again and again when he attacks or reinforce.
I mean why is not possible to have names the same? when region has in xml name HD6 why not also in the map? or vice versa?

Oneyed

EDIT: I hold The Duke (who can bombard Knights) but I can not "see" some Knights. I mean I can not see their numbers, there are only question marks.


Hi,
names of hexes are located on top (of them). R24 is from the Hex below HD6. As for the Duke, he can only bombard 'K' Knights. The same applies to the Field Marshal, who can only assault 'A' archers

Re: King's Court 2 [Quenched]

PostPosted: Fri Mar 29, 2013 5:21 pm
by Oneyed
Kabanellas wrote:As for the Duke, he can only bombard 'K' Knights.


I understand, but I hold the Duke but I see armies only of some Knights. armies of some Knights I can not see - there is only question mark.

Oneyed

Re: King's Court 2 [Quenched]

PostPosted: Sat Mar 30, 2013 8:18 am
by -=- Tanarri -=-
Oneyed wrote:
Kabanellas wrote:As for the Duke, he can only bombard 'K' Knights.


I understand, but I hold the Duke but I see armies only of some Knights. armies of some Knights I can not see - there is only question mark.

Oneyed


Just to be clear, the Duke can only see knights that are on hexes which start with "K" for their region name. It is likely the knights you can't see do not start with "K" and are part of the castle areas.

Re: King's Court 2 [Quenched]

PostPosted: Sun Mar 31, 2013 10:26 am
by Oneyed
-=- Tanarri -=- wrote:Just to be clear, the Duke can only see knights that are on hexes which start with "K" for their region name. It is likely the knights you can't see do not start with "K" and are part of the castle areas.


now I see. thanks :)

Oneyed

Re: King's Court 2 [Quenched]

PostPosted: Tue Jun 18, 2013 2:13 am
by stealth99
hey, just a quick question.

When you play this map in trench, does that eliminate trebuchet's?

Re: King's Court 2 [Quenched]

PostPosted: Tue Jun 18, 2013 7:48 am
by nolefan5311
stealth99 wrote:hey, just a quick question.

When you play this map in trench, does that eliminate trebuchet's?


Killer neutrals are not affected by trench gameplay. So, if you begin the turn not holding a killer neutral and then take the killer neutral, you can continue the attack from that killer neutral, all in the same turn.

Re: King's Court 2 [Quenched]

PostPosted: Tue Jun 18, 2013 10:28 pm
by stealth99
That leaves me with one more question. Is there a difference between "neutrals" and "killer neutrals". What does the word killer mean or refer to?

Re: King's Court 2 [Quenched]

PostPosted: Wed Jun 19, 2013 12:10 pm
by nolefan5311
stealth99 wrote:That leaves me with one more question. Is there a difference between "neutrals" and "killer neutrals". What does the word killer mean or refer to?


Any territory that resets to a neutral at the beginning of the players turn that holds it, is a killer neutral.

Re: King's Court 2 [Quenched]

PostPosted: Tue Dec 10, 2013 5:59 pm
by random21
This needn't take long. But well, I tend to type a lot.

I suggest a very quick alteration to KC2.

Balance the starting points of HA most importantly, and potentially, HB.

HA castle has no safety from trebuchet bombardment. All that can survive are the catapult and archers, which only bombard, and can not take back their lost castle.

HA is the ONLY castle that can not recover. HB is weak but it has No6 as last ditch resort, and from other direction, can hide using knight or village. Even this is not ideal, some castles can survive even while being bombarded from all sides. But several others have this problem too, if your castle faces assault from trebuchets on either side, some survive them both, others do not.

But the main issue is HA castle.

Again, HA is a totally crippled starting point.

The solution is more territories in and around the castle, this may of course be discussed as to what the best solution is.

I propose that as HB and HA are both somewhat problematic, as other corners have behind the mountain avenues, give HB and HA connection out of reach of trebuchet so they can seek some refuge, and recover from bombardment.

I played kc2 beta only very shortly, but only after just joining, and failed to make comments then, but am making them now.

I believe the gameplay does suffer with no safe escape point at all for HA, meaning if you face opponents in HB andor HJ, trebuchet 1 is so central to that corner, it wipes everything clean out.

So I am wondering if quick suitable alterations can be made .. quickly... to address this situation. I don't mind if a lot of discussion goes into making the right suitable corrections. But if the implementation once decided... could be made swiftly.

What to people in map foundry think, and other cc members?

Re: King's Court 2 [Quenched]

PostPosted: Wed Dec 11, 2013 7:12 am
by Kabanellas
Hi!

well, the issue about HA was already pointed out in the past.... and it was discussed mostly between me and jcms (which raised that issue)

Kabanellas wrote:I was working on the XML, when something occurred to me concerning the Archer/Knight swap.

Currently A01 is on a midpoint between HA1 Archer and HJ6 Archer. With the swap HJ Castle will have an easy (more direct) control over A01, which means some predominance over HA castle.

I could suggest some changes to compensate one of those options. Swapping or maintaining things as they are.

1- Leave HA1 Archer as it is, but reduce HA3 Knight neutrals fro 3 to 1. Making it easier for HA castle to expand.
or
2- Swap positions between HA1 Archer and HA3 Knight , but reducing the Archer neutrals from 2 to 1 and possibly A02 from 3 to 2.


JustCallMeStupid wrote:Hey Keban,
I see your concern with Castle HJ having an advantage over HA castle via the archer but that archer has a 4 on it and is extremely discouraging to take. I still think the swap of the knight and archer would benefit HA more than it would hinder it. And again allow the quick bombard move to be overcome by using the knight to come back. I like suggestion 1 best and I would also suggest that the catapult could be reduced to a 3 so that at least theyd have a 1 unit retaliation advantage.

Ive played about 12+ games on the map and I have never seen anyone ever take A01 before round 10 in any game. I just realized I have to play that map some more I have no games on it right now.


the last updates made:

Kabanellas wrote:http://www.freewebs.com/kabanellas/KC2_Version3.2.xml

Last update (V3.2):

HA3 Knight - Neutrals reduced from 3 to 2
HB2 Knight - Neutrals reduced from 4 to 3
HD5 Knight - Can now assault N43


...we could still work a bit around it.... but don't really know. This is a issue that never worried me that much..

Re: King's Court 2 [Quenched]

PostPosted: Wed Dec 11, 2013 7:17 am
by random21
hmm, really?

i mean.... there is no way to save HA castle. if trebuchet 1 gets 20 troops on it, by round 6-7-8

it doesnt matter that knight was reduced from 3 to 2. its going to all get bombarded just the same. the knight might help for quick expand... but then ha has some daunting tasks to survive.

Re: King's Court 2 [Quenched]

PostPosted: Fri Apr 18, 2014 8:07 pm
by GoranZ
There is little weakness of HA castle... its easy to get from HJ castle to HA threw Knight at HJ2 and N29... I think that N29 and the forest south-east to it should swap places.

Re: King's Court 2 [Quenched]

PostPosted: Fri Apr 18, 2014 8:20 pm
by random21
agreed, and a safety added for ha, switch ha knight and ha archer to survive a treb assault. no safety for ha castle, all other castles have one. also, n29 - ha castle, is the shortest ground assault on the map

Re: King's Court 2 [Quenched]

PostPosted: Sat Apr 19, 2014 12:39 pm
by ManBungalow
The problem here is making the changes you described. Changing the gameplay means changing the XML, and the XML can't be changed without affecting existing games as far as I'm aware.

Re: King's Court 2 [Quenched]

PostPosted: Sat Apr 19, 2014 1:56 pm
by DiM
ManBungalow wrote:The problem here is making the changes you described. Changing the gameplay means changing the XML, and the XML can't be changed without affecting existing games as far as I'm aware.


not saying there's one here, but if there's a flaw in the gameplay, then the map can simply be closed so that no new games are created. then the changes are done once all games are finished and the map is reopened.

Re: King's Court 2 [Quenched]

PostPosted: Sat Apr 19, 2014 2:18 pm
by ManBungalow
DiM wrote:
ManBungalow wrote:The problem here is making the changes you described. Changing the gameplay means changing the XML, and the XML can't be changed without affecting existing games as far as I'm aware.


not saying there's one here, but if there's a flaw in the gameplay, then the map can simply be closed so that no new games are created. then the changes are done once all games are finished and the map is reopened.

I believe you are correct.

However, there are several games which are ongoing on the map with no end in sight. eg. Game 13160121 Admin going and putting a round limit on such games might be an option though?

Having the map closed for any length of time would knacker up tournaments, planned clan games etc.

I hate to be so negative about making a good change, but I don't think it'll happen unless there's a better way of implementing it.

Re: King's Court 2 [Quenched]

PostPosted: Sun Apr 20, 2014 10:56 am
by random21
hmm, also even now. knight being able to assault n29 directly, gives hj knight a range of 4. forests should be impassable. consider hh knight cannot hit n77. there is no different for n29.

making n29 forest helps. and i think make ha archer/switch ha knight ... which i believe has already been suggested, is correct move.

just make a whole new map.

we can have kc2, no changes to current ongoing games. and then make new map, kc2.2

wall off kc2 original, so that no new games cant created... new games must use kc2.2

when all games from kc2 original are finished, delete the map, and rename kc2.2 kc2 again.

Re: King's Court 2 [Quenched]

PostPosted: Sun Apr 20, 2014 11:03 am
by Gilligan
random21 wrote:hmm, also even now. knight being able to assault n29 directly, gives hj knight a range of 4. forests should be impassable. consider hh knight cannot hit n77. there is no different for n29.

making n29 forest helps. and i think make ha archer/switch ha knight ... which i believe has already been suggested, is correct move.

just make a whole new map.

we can have kc2, no changes to current ongoing games. and then make new map, kc2.2

wall off kc2 original, so that no new games cant created... new games must use kc2.2

when all games from kc2 original are finished, delete the map, and rename kc2.2 kc2 again.


I don't think this is an option, as maps cannot be deleted.

Re: King's Court 2 [Quenched]

PostPosted: Sun Apr 20, 2014 1:29 pm
by random21
ok, so then dont delete, and have two kc2, with and without a fix?

or see the fastest possible route to fixing the map... and do so. there is no reason the community should object to this fix.

just the formalities of going about doing so

Re: King's Court 2 [Quenched]

PostPosted: Tue Apr 22, 2014 4:57 pm
by Gilligan
random21 wrote:ok, so then dont delete, and have two kc2, with and without a fix?

or see the fastest possible route to fixing the map... and do so. there is no reason the community should object to this fix.

just the formalities of going about doing so


well, to do anything permission needs to be granted by kabanellas. without that, there's no point in thinking any farther.

Re: King's Court 2 [Quenched]

PostPosted: Tue Apr 22, 2014 5:12 pm
by MrBenn
If Kab was up for making a tweak could the map be put back into Beta for a while? It would probably be a less controversial change than the revisions to the Pearl Harbour map we did/undid back in the day.