Monsters! - Battle for the Powerstones

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Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Postby dolomite13 on Thu Jul 08, 2010 4:31 pm

Dako wrote:By the way. Most of the team games have no strategy here. First to get a monster and powerstone wins 90% of the games. 10% he gets bad dice.
Hmmm interesting, so far what I have seen is that any team that works together stacking to do what you have suggested as strategy is competitive and can win. It's the teams that don't work to get the bonuses early that end up loosing.. In my opinion this is pretty much how all team games on all maps work. I will take a look at some finished games logs and see if this is indeed true that it happens 90% of the time.

What I am more surprised about is how much fun I find fog of war on this map considering I normally despise it.

=D=
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Re: Monsters! [D,GP,GR,XML,BETA] - Spell Issues

Postby dolomite13 on Thu Jul 08, 2010 4:37 pm

Lightening Bolts / Spells

I have noticed that by having the lightening bolts simply drop by 2 that players are sort of getting stuck on that spell and must sit through several turns of a losing game before they are eliminated. This is causing games to go longer than intended.

Possible fix....

I propose putting lightening bolt back the way it was... resetting to 3 neutral every turn... but to fix the original issue that you can't get your forces off of lightening bolt I propose changing both spells, mind blast and lightening bolt to allow them to assault the powerstone that they are linked with. This would allow players to use either spell and with mind blast they could choose to advance their forces or return them to the powerstone with lightening bolt they could bombard till they are out of forces or return the forces to the powerstone.

ANY THOUGHTS?

=D=
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Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Postby natty dread on Thu Jul 08, 2010 4:41 pm

I don't know. Part of the attraction of the spells was (to me) that you had to consider how many troops you would advance on them, because you could not get them back. Now if you can just move the troops back from the spells it becomes too easy to use them.

There are lots of maps where you can get "trapped" on bombardment-only territories. Poland, Waterloo etc. I don't think it's a big deal.
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Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Postby drunkmonkey on Thu Jul 08, 2010 5:31 pm

I don't know. I don't like the ability to move back and forth, for natty's reasons. But when you think about it, you can basically do that now with Mind Blast (as long as you control the nearest runebound monster), so why not have the ability for Lightning Bolt? Through all the games I've played on Monsters, I've never used Lightning Bolt, but I might if I could get my troops back. Then again, that might make it TOO powerful.
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Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Postby Dako on Fri Jul 09, 2010 5:06 am

I think you just leave it as is. Being stuck there is no problem for me.

And about team games - I meant every team chooses the player they stack on. After that he goes for the monster/powerstone and the 1st one to get better luck wins the game (because he can assault the other monster and it is not that hard). So this map is nice, but there is not strategy involved for team games. Maybe for singles, yes, but not the teams.
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Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Postby dolomite13 on Fri Jul 09, 2010 10:23 am

I agree about the not moving back for lightening bolt ... i know that i do use it and used it before when it reset to 3 to clean people off of powerstones ... it seems alot easier to do that now and less of a strategic decision...
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Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Postby dolomite13 on Fri Jul 09, 2010 10:24 am

In one game that I know of the game engine dropped starting forces on the lightening bolts ... has anyone else seen this?

=D=
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Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Postby danryan on Fri Jul 09, 2010 2:10 pm

Yes, both of us just dropped lightning bolts to start, something wrong there. Game 7279430
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Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Postby dolomite13 on Fri Jul 09, 2010 3:46 pm

danryan wrote:Yes, both of us just dropped lightning bolts to start, something wrong there. Game 7279430
Hrmmm... I will look at the code when I get home tomorrow I am out of town and don't have access to it.
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Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Postby MrBenn on Fri Jul 09, 2010 4:23 pm

Make sure they're coded as neutrals in the <territory> tags ;-)
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Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Postby dolomite13 on Fri Jul 09, 2010 5:44 pm

MrBenn wrote:Make sure they're coded as neutrals in the <territory> tags ;-)
They are not :( I will see if I can fix it from this laptop.

=D=
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Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Postby dolomite13 on Fri Jul 09, 2010 5:55 pm

http://www.bigottergames.com/downloads/monsters15.xml

- Neutral 3 added to the lightening bolts ... looks like when i changed it from killer neutral to bonus -2 i dropped the neutral declaration :(

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Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Postby Dako on Sat Jul 10, 2010 3:16 am

Bad boy! :)
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Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Postby drunkmonkey on Sat Jul 10, 2010 11:43 am

Game 7282507 - Every Lightning Bolt has starting forces. :o
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Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Postby joxter14 on Sun Jul 11, 2010 9:52 am

I think it should be the way it was originally. Since you win with holding powerstones, lightningbolt should be the harder spell to use. And I like that you really have to considered how many troops you are willing to risk putting onto the spell, because you might lose some of them when it reset.

I've been playing a 1 on 1 monsters game and I was dropped onto 5 of the lightning bolts, the other guy onto none. That gave the other guy 5 more monsters than me to start. Initial dropping onto the LB does not make the play balanced.
Last edited by joxter14 on Mon Jul 12, 2010 12:27 am, edited 1 time in total.
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