First game on the map. My esteemed opponent has no Tribes anymore. But is still alive.
Guess it will be repaired soon, and then the bastard turns in a set and wipes all tribes out?
![Laughing :lol:](./images/smilies/icon_lol.gif)
Moderator: Cartographers
Iron Maid wrote:Game 12012330
First game on the map. My esteemed opponent has no Tribes anymore. But is still alive.
Guess it will be repaired soon, and then the bastard turns in a set and wipes all tribes out?
thenobodies80 wrote:It should be ok now....
cairnswk wrote:thenobodies80 wrote:It should be ok now....
Yes seems it is OK from the logs i examined.
however, there seems to be another situation where the person who goes first has best advantage in 1V1. how do we overcome that?
cairnswk wrote:however, there seems to be another situation where the person who goes first has best advantage in 1V1. how do we overcome that?
greenoaks wrote:i am in favour of not giving out all the starting territories in 1v1's
we don't in
Age Of Realms 1
Age Of Realms 2
Age Of Realms 3
Feudal War
Feudal Epic
Middle Ages
Kings Court
Kings Court 2
strategy would have more of an impact if we had to learn how to play this map based on our different starting positions and the starting positions of the other player. this would increase the map's playability or longevity.
nolefan5311 wrote:...
I should start off saying that first turn in most 1v1 games is going to have the advantage, especially on a map this size, but there are several potential fixes to even things out a bit.
We can either significantly lower the amount of starting positions distributed at the drop (which is going to require a ton of positions to be coded),
decrease the region bonus (1 army per 4 or 5 regions instead of the standard 3), and in doing this, this would also allow us to lower the amount of troops defending the tribe. In 1v1 right now, people are receiving 10 troops for 32 regions in addition to having 4 stacks of 7 men to attack with. If we do it per 4 regions, we will need to fix it so that only 31 regions are dropped, but first turn a person would only drop 7 armies instead of 10. Increasing it to 5 I think would affect larger games too much.
We could also code a maximum of two tribes per player for 2 and 3 person games, reducing each players army count by 36 and taking out of play two of those four 7 stacks.
thenobodies80 wrote:...Set a limit to positions given out, with underlying neutrals for those not given, and it's done.
cairnswk wrote:nolefan5311 wrote:...
I should start off saying that first turn in most 1v1 games is going to have the advantage, especially on a map this size, but there are several potential fixes to even things out a bit.
We can either significantly lower the amount of starting positions distributed at the drop (which is going to require a ton of positions to be coded),
not really in favour of creating lots of xtra codedecrease the region bonus (1 army per 4 or 5 regions instead of the standard 3), and in doing this, this would also allow us to lower the amount of troops defending the tribe. In 1v1 right now, people are receiving 10 troops for 32 regions in addition to having 4 stacks of 7 men to attack with. If we do it per 4 regions, we will need to fix it so that only 31 regions are dropped, but first turn a person would only drop 7 armies instead of 10. Increasing it to 5 I think would affect larger games too much.
OK, i think i understand that.We could also code a maximum of two tribes per player for 2 and 3 person games, reducing each players army count by 36 and taking out of play two of those four 7 stacks.
OK, ....thenobodies80 wrote:...Set a limit to positions given out, with underlying neutrals for those not given, and it's done.
OK.
Can we simply do the minreinforcements...nolefan5311? and in doing so, does this have to be noted on the map anywhere?
yes please...if that will limit the extra numbers on 2 & 3 player games.nolefan5311 wrote:...
And do you not want to code in a max of 2 start positions?
cairnswk wrote:yes please...if that will limit the extra numbers on 2 & 3 player games.nolefan5311 wrote:...
And do you not want to code in a max of 2 start positions?
can you post the xml code in here in thread with explanantion of what it actually does so i can translate that to the map please.
cairnswk wrote:yes please...if that will limit the extra numbers on 2 & 3 player games.nolefan5311 wrote:...
And do you not want to code in a max of 2 start positions?
can you post the xml code in here in thread with explanantion of what it actually does so i can translate that to the map please.
<minreinforcement>3</minreinforcement>
<reinforcements>
<reinforcement>
<lower>1</lower>
<upper>102</upper>
<divisor>4</divisor>
</reinforcement>
</reinforcements>
<positions max="2">
<position>
<territory start="12">Highland Tribe</territory>
<territory start="7">Waigani Ponds</territory>
</position>
<position>
<territory start="12">Asaro Tribe</territory>
<territory start="7">Nain Mail</territory>
</position>
<position>
<territory start="12">Huli Tribe</territory>
<territory start="7">Saraga Quarry</territory>
</position>
<position>
<territory start="12">Iwan Tribe</territory>
<territory start="7">Kila Kila</territory>
</position>
<position>
<territory start="12">Enga Tribe</territory>
<territory start="7">Gerehu Faiv</territory>
</position>
<position>
<territory start="12">Chimbu Tribe</territory>
<territory start="7">Atlas Steel</territory>
</position>
<position>
<territory start="12">Jiwiki Tribe</territory>
<territory start="7">Napa Napa Rot Fo</territory>
</position>
<position>
<territory start="12">Motu Tribe</territory>
<territory start="7">Paga</territory>
</position>
</positions>
LOTRrisk wrote:You may want to change the bonus for Baruni, as it has the same amount of territories and defense points as Mails, except half the bonus
cairnswk wrote:my calcs say Baruni should be +5, but i don't beleive it was ever fully examined in the discussion.
iancanton wrote:cairnswk wrote:iancanton wrote:the baruni bonus looks as if it ought to be worth more, instead of less, than napa napa rot because of the extra border and more central location: +5 instead of +3.
OK, I understand, if M7 is made a neutral, will that still require Baruni to be +5?
however u look at it, baruni is more difficult than napa napa rot. i like the way the maunten area restricts access from east and west except at the m1, m5 and m6 points. however, the internal arrangement of maunten is too much of rail pot mosbi. instead of making m7 start neutral, why not merge away two maunten regions (m1 with m2 and m3 with m4) to a total of 5, obviously with a reduced bonus? combined with the viles n1, this gives 88 starting regions, which is also a golden number.
cairnswk wrote:my calcs say Baruni should be +5, but i don't beleive it was ever fully examined in the discussion.
iancanton wrote:cairnswk wrote:iancanton wrote:the baruni bonus looks as if it ought to be worth more, instead of less, than napa napa rot because of the extra border and more central location: +5 instead of +3.
OK, I understand, if M7 is made a neutral, will that still require Baruni to be +5?
however u look at it, baruni is more difficult than napa napa rot. i like the way the maunten area restricts access from east and west except at the m1, m5 and m6 points. however, the internal arrangement of maunten is too much of rail pot mosbi. instead of making m7 start neutral, why not merge away two maunten regions (m1 with m2 and m3 with m4) to a total of 5, obviously with a reduced bonus? combined with the viles n1, this gives 88 starting regions, which is also a golden number.
iancanton wrote:a major problem at the start seems to be caused by the stacks of 7 in front of each tribe.
instead of 12 on each tribe and 7 on the tribe buffer region, how about 12 and 3, so that no attack is advisable from the buffer region on turn 1 unless troops are added?
the reinforcement divisor being 4 will also help greatly by reducing the starting deployment from scary to chunky.
both regions of each start position ought to be coded as underlying neutral to avoid potential bonus drops.
do we still have 88 starting regions for large games?
Agreed on divisor of 4.if so and if we implement a maximum of 2 start positions per player,
...then there are 72 random starting regions
plus 8 2-region start positions for large games
-->(22 regions per player, deployment of 5 in 4-player games;
Agreed on divisor of 4.-->14 regions per player, deployment of 3 in 6-player games),
Agreed...72 regions plus 6 2-region start positions for 3-player games (28 regions per player, deployment of 7)
Agreed...72 regions plus 4 2-region start positions for 2-player games (28 regions per player, deployment of 7).
...this is a bad number for 2-player games because player 1 can reduce his opponent's deployment by gaining just one of his regions,
so i recommend a maximum of exactly 3 2-region start positions per player.
3-player is a special case where this doesn't matter so much, since a starting advantage can lead to the other two players ganging up on player 1.
ian.
cairnswk wrote:both regions of each start position ought to be coded as underlying neutral to avoid potential bonus drops.
OK, that can be done also, although is it too much! are we going for overkill here?
cairnswk wrote:Can we compromise on 5 buffer in front of tribe... because i am still not convinced that in 2 players games, the first player is going to have enough deployment if he gets a tert adjacent to the 3 buffer to be able to come very close to wiping that buffer out, thus immediately placing the opponent in a defensive position to have to countermand that almost wipeout.![]()
iancanton wrote:cairnswk wrote:both regions of each start position ought to be coded as underlying neutral to avoid potential bonus drops.
OK, that can be done also, although is it too much! are we going for overkill here?
an underlying n10 and n2 on each tribe and buffer region respectively will be acceptable.
cairnswk wrote:Can we compromise on 5 buffer in front of tribe... because i am still not convinced that in 2 players games, the first player is going to have enough deployment if he gets a tert adjacent to the 3 buffer to be able to come very close to wiping that buffer out, thus immediately placing the opponent in a defensive position to have to countermand that almost wipeout.![]()
how about 15 and 3 on each tribe and buffer respectively? the 15 prevents someone from having to defend immediately against a possible wipeout, while the 3 forces all players to deploy or fort consciously to any regions from which they want to attack.
ian.
puppydog85 wrote:Sorry if this has been mentioned but wary is misspelled as weary.
koontz1973 wrote:cairns, sure it has been discussed, but after having finished my first game (and won) on this fine map, can I please ask for a slight revision. For the Motu tribe, it took me a long time to find them.This was because I was looking for a tribesman, and not the boat. Any chance of getting rid of the sail and putting a tribesman into it instead so all the tribes have the same type of symbol?
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