Moderator: Cartographers
hatchman wrote:I think it's a very clever map... Now how many forced neutrals? Nine? Do we really need them?
iancanton wrote:reducing the bridge neutrals to 2 each is possible.
iancanton wrote:however, we have a more pressing problem in 2-player games. player 1 starts with 12 regions and a deployment of 4 troops so, by winning only 1 region from player 2, he secures an immediate advantage, cutting player 2's starting deployment to only 3 troops. also in 2-player games, the castle is almost never captured, for example Game 4992779.
we can stop these two things from happening if we code the 4 towers as start positions and not the 8 courts. if we do this, then there will be only 5 regions that are forced to start neutral: the tower and 4 bridges.
ian.
Hopscotcher wrote:I played a game and I think it said that I could assault The Ridge from Coppiece. I didn't try it, because that is not where I wanted to attack, but you might want to check that out.
Fun Map!
ttfn,
Hops
Towers and catapults with the same coloured flag can bombard each other
thenobodies80 wrote:Hopscotcher wrote:I played a game and I think it said that I could assault The Ridge from Coppiece. I didn't try it, because that is not where I wanted to attack, but you might want to check that out.
Fun Map!
ttfn,
Hops
Where do we write that?Towers and catapults with the same coloured flag can bombard each other
OlJock99 wrote:I agree with the 12 region comment. That's my biggest beef with the Siege Map. Getting rid of 2 neutrals would help a ton.
Arachnophobia wrote:One thing (dunno if it has been discussed before, too lazy to read the whole thread):
How do you attack the castle? There's walls around it (obviously), implying an impassable, but no way to get in, except for bombarding (which doesnt capture the towers). So just from looking at it, I see no way to attack the castle. Which is bad and should be corrected
lozzini wrote:Arachnophobia wrote:One thing (dunno if it has been discussed before, too lazy to read the whole thread):
How do you attack the castle? There's walls around it (obviously), implying an impassable, but no way to get in, except for bombarding (which doesnt capture the towers). So just from looking at it, I see no way to attack the castle. Which is bad and should be corrected
I belive, you can bombard from the catapults, or you can take the towers from where they connect with the outside, and then the towers can attack the castle
Lozz
hatchman wrote:I'm just tired of this recent trend of maps with a billion neutrals. Bogs ya down. And it's mainly to minimize a first-round advantage in 1vs1 games I believe? Too much catering to one style of play. Perhaps there should be two versions of each map: a 1vs1 version and an everything else version...
<territory>
<name>East Bridge</name>
<borders>
<border>Knight</border>
<border>Woodland</border>
</borders>
<coordinates>
<smallx>398</smallx>
<smally>250</smally>
<largex>529</largex>
<largey>327</largey>
</coordinates>
<neutral>2</neutral>
</territory>
<territory>
<name>North Bridge</name>
<borders>
<border>Earl</border>
<border>Oilseed</border>
</borders>
<coordinates>
<smallx>260</smallx>
<smally>143</smally>
<largex>349</largex>
<largey>184</largey>
</coordinates>
<neutral>2</neutral>
</territory>
<territory>
<name>South Bridge</name>
<borders>
<border>Bishop</border>
<border>Peak</border>
</borders>
<coordinates>
<smallx>285</smallx>
<smally>369</smally>
<largex>381</largex>
<largey>483</largey>
</coordinates>
<neutral>2</neutral>
</territory>
<territory>
<name>West Bridge</name>
<borders>
<border>Marquess</border>
<border>Savannah</border>
</borders>
<coordinates>
<smallx>144</smallx>
<smally>275</smally>
<largex>195</largex>
<largey>357</largey>
</coordinates>
<neutral>2</neutral>
</territory>
<positions>
<position>
<territory>Bishop</territory>
</position>
<position>
<territory>Earl</territory>
</position>
<position>
<territory>Knight</territory>
</position>
<position>
<territory>Marquess</territory>
</position>
<position>
<territory>Desert Tower</territory>
</position>
<position>
<territory>Field Tower</territory>
</position>
<position>
<territory>Forest Tower</territory>
</position>
<position>
<territory>Mountain Tower</territory>
</position>
</positions>
<continent>
<name>Courts</name>
<bonus>6</bonus>
<components>
<territory>Abbot</territory>
<territory>Baron</territory>
<territory>Bishop</territory>
<territory>Duke</territory>
<territory>Earl</territory>
<territory>Knight</territory>
<territory>Marquess</territory>
<territory>Viscount</territory>
</components>
</continent>
pikkio wrote:with this changes the map will be balanced in our opinion. please tell us what you think about. ^_^
only a question: if we change those things, what will happen to the current opened games? do they continue with the last version or do the map rules change in the middle of a game?
hatchman wrote:Map Inspect revealed no doors to me...
Towers (4) | 4 |
Desert Tower <2> ==> Baron {3} Castle <4>
Field Tower <2> ==> Abbot {3} Castle <4>
Forest Tower <2> ==> Castle <4> Duke {3}
Mountain Tower <2> ==> Castle <4> Viscount {3}
<territory>
<name>Mountain Tower</name>
<borders>
<border>Castle</border>
<border>Viscount</border>
</borders>
<bombardments>
<bombardment>Ridge</bombardment>
</bombardments>
<coordinates>
<smallx>305</smallx>
<smally>293</smally>
<largex>406</largex>
<largey>382</largey>
</coordinates>
<neutral>2</neutral>
</territory>
<territory>
<name>Viscount</name>
<borders>
<border>Baron</border>
<border>Bishop</border>
<border>Duke</border>
<border>Knight</border>
<border>Mountain Tower</border>
</borders>
<coordinates>
<smallx>351</smallx>
<smally>282</smally>
<largex>469</largex>
<largey>367</largey>
</coordinates>
</territory>
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