Moderator: Cartographers
the fact that they over extended is their own fault. if they are foolish enough to leave a trail of 1s then it's their own fault. and they would do it even if they had just 3 armies per turn. just like the people that attack on the first turn with every single army they have. it's all about strategy. do it right and you win do it wrong and you lose. i can't tweak a map because some people don't know how to play it. sorry about it.stlcard1521 wrote:I think castle value should be toned down to maybe like 3 armies, 5 is way too many because then you get 8 per turn. basically what i have been doing is saving most of my armies the first turn, then on my second turn i have like a total of 20 armies, knock out someone who over extended, then i have a 2nd castle and sometimes a resource pair, so im getting like 15 armies per turn, which gives me enough to kill someone on the next turn, etc. anyway, once people figure out you easily win doing that its going to be a cheap map and no fun to play on. but i really like how its the only capital-like map.
and even if i lower the bonus to 3 or 1 or even take out the bonus completely there will still be persons that overextend because they don't know how to play.stlcard1521 wrote: there will almost always be someone that doesnt know the map though that over extends
this is impossible to code. dice are random from random.org and we can't change themfurther64 wrote:another suggestion that may deter the castle rush would be be to give the ports a +1 on dice when attacking them. this in addition to your suggestion would (i believe) make the game more fun.
Code: Select all
castle +5
castle + village +2
castle + resource pair + 5
sanctuary +5Code: Select all
castle +5 (autodeploy)
castle + village +2
castle + resource pair + 4
sanctuary +4
Code: Select all
castle +3
castle + village +1
castle + resource pair +3
sanctuary +3My preferred solution to that would then be to drop the number neutrals protecting them.DiM wrote:people aren't going for resources.
this is what bothers me most. the map is very popular in fact it's much over my expectations. and yet i'm not totally glad with it.rebelman wrote: this map in its CURRENT format has been welcomed with open arms.
DiM I see where you are coming from but perhaps you should see this map as two maps in one - a fun map that appeals to the masses (something which you previously indicated you wished to produce) and a map for stategists and thinkers to thrive on as well. I suspected as it was going through the forge this map had that sort of appeal but it really has taken cc by storm since it entered live play.DiM wrote:this is what bothers me most. the map is very popular in fact it's much over my expectations. and yet i'm not totally glad with it.rebelman wrote: this map in its CURRENT format has been welcomed with open arms.
i feel as if somehow if should have been different.
i've tested all the bonus schemes presented above, they all make for some interesting games, with different strategies. and yet i'm not fully convinced by any of them. i guess at least for the moment the best thing is to leave it as it is and perhaps come back at a later stage and do some modifications if problems arise.
he already did, xi and figye have at least 4 more armies between them making this WAY less likelywcaclimbing wrote:could you possibly tweak the neutral armies to make it so kills on the first go arent as easy to do?
ive seen many people complain about being killed before even getting a turn...
as everybody can see chapter 2 hasn't been announced yet because i want to give chapter 1 more time to settle and to gather more feedback on gameplay. when i have enough data i will make some decisions and possibly change the gameplay.Herakilla wrote:i agree with pretty much everything that rebelman said and i would like to add, anything you want changed, make it in the sequels
in chapter two i hope lol, i think you would have more success doing thatDiM wrote:as everybody can see chapter 2 hasn't been announced yet because i want to give chapter 1 more time to settle and to gather more feedback on gameplay. when i have enough data i will make some decisions and possibly change the gameplay.Herakilla wrote:i agree with pretty much everything that rebelman said and i would like to add, anything you want changed, make it in the sequels