http://www.fileden.com/files/2009/3/21/2373685/CastleLands.xml
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thenobodies80
Moderator: Cartographers
Mr_Adams wrote:I find the "pass" territory rather annoying and out of place. it's almost as if it's like "oh ya, there's this thing over here, too."
OlJock99 wrote:I'm enjoying it a lot. Well done!![]()
Only comment...making the courts worth 8 seems a little high, especially since you can control them fairly easily. Yeah, there is a lot to defend, but the paths in are protected by neutral.
But you can bombard the courts with the catapults.
thenobodies80 wrote:Mr_Adams wrote:I find the "pass" territory rather annoying and out of place. it's almost as if it's like "oh ya, there's this thing over here, too."
Pikkio will come soon to explain you this one.![]()
OlJock99 wrote:But you can bombard the courts with the catapults.
You sure about that?? Doesn't appear that you can.
The cats can bomb the towers and castle, but not the courts. If they could bomb the courts, the bonus would make more sense.
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.
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