
Moderator: Cartographers
unriggable wrote:You could have two starting territories per player: One bombards the castle and one attacks it, however all reinforcements are directly placed on the bombarding territory.
Aerial Attack wrote:DiM,
You aren't reading the map/legend correctly - You can't attack the anyone else's home base. That would make Assassin and Terminator moot points in terms of game type. You have to conquer the castle to win - plain and simple
Actually that is not how it works. To win the game the only way would be through holding the castle for 1 round.oaktown wrote:Just posted this on the sperm thread before I saw this... i repeat myself:
There's too much potential for games to be decided entirely by luck.
• Scenario A: Player One wins because he auto-attacks the 100 with a stack of 45 and wins.
• Scenario B: Player One auto-attacks and comes within five armies of breaking the 100; Player Two wins by virtue of the fact that his turn comes after dumb-ass auto-attacker.
WidowMakers wrote:Actually that is not how it works. To win the game the only way would be through holding the castle for 1 round.oaktown wrote:Just posted this on the sperm thread before I saw this... i repeat myself:
There's too much potential for games to be decided entirely by luck.
• Scenario A: Player One wins because he auto-attacks the 100 with a stack of 45 and wins.
• Scenario B: Player One auto-attacks and comes within five armies of breaking the 100; Player Two wins by virtue of the fact that his turn comes after dumb-ass auto-attacker.
If you managed to kill all 100 with 45. The next 1-5 players would probably bombard you to death pretty quickly.
WM
Coleman wrote:The objectives don't evaluate if they are achieved or not until the start of your turn. So you need to keep it for a turn.
I guess this is a big deal. Well If it does not require holding for one round, there is a problem.yeti_c wrote:Coleman wrote:The objectives don't evaluate if they are achieved or not until the start of your turn. So you need to keep it for a turn.
Are you sure? I thought that was the plan -> But then Lack changed his mind?
Hmmm -> I shall have to do some investigation...
C.
WidowMakers wrote:I guess this is a big deal. Well If it does not require holding for one round, there is a problem.yeti_c wrote:Coleman wrote:The objectives don't evaluate if they are achieved or not until the start of your turn. So you need to keep it for a turn.
Are you sure? I thought that was the plan -> But then Lack changed his mind?
Hmmm -> I shall have to do some investigation...
C.
Lets wait and see.
WM
AndyDufresne wrote:If 3 people are playing, would the other camps simply be not applicable? Or would each person get two camps?
--Andy
I dont know what you mean. There are only 6 starting territories, the camps. The siege points and castle start neutral.unriggable wrote:The biggest problem is ensuring that players start with their respective attackers.
WidowMakers wrote:I probably will not work on this for a while but I wanted to get the idea out there.
yeti_c wrote:WidowMakers wrote:Actually that is not how it works. To win the game the only way would be through holding the castle for 1 round.oaktown wrote:Just posted this on the sperm thread before I saw this... i repeat myself:
There's too much potential for games to be decided entirely by luck.
• Scenario A: Player One wins because he auto-attacks the 100 with a stack of 45 and wins.
• Scenario B: Player One auto-attacks and comes within five armies of breaking the 100; Player Two wins by virtue of the fact that his turn comes after dumb-ass auto-attacker.
If you managed to kill all 100 with 45. The next 1-5 players would probably bombard you to death pretty quickly.
WM
That's not how <objective>'s work...
If you hold them you win... end of... there is no turn wait.
C.
zimmah wrote:yeti_c wrote:WidowMakers wrote:Actually that is not how it works. To win the game the only way would be through holding the castle for 1 round.oaktown wrote:Just posted this on the sperm thread before I saw this... i repeat myself:
There's too much potential for games to be decided entirely by luck.
• Scenario A: Player One wins because he auto-attacks the 100 with a stack of 45 and wins.
• Scenario B: Player One auto-attacks and comes within five armies of breaking the 100; Player Two wins by virtue of the fact that his turn comes after dumb-ass auto-attacker.
If you managed to kill all 100 with 45. The next 1-5 players would probably bombard you to death pretty quickly.
WM
That's not how <objective>'s work...
If you hold them you win... end of... there is no turn wait.
C.
can't you just program your way around it? i'm still pretty noob to xml files but i'm kinda sure you could work your way around it if that was the only problem..
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