Moderator: Cartographers
DJ Teflon wrote:
Re: Gameplay
Starting Positions
In the first post you suggest how many wizards and monsters players would start with depending on number of players.
Am I to assume that you have reviewed this, given what is and isnt possible with the xml. I'm guessing that the start positions aren't set to neutral (i.e. 2 or 3-players get 1/3 of them each, 4-players get 1/4 each etc. etc.)
<!-- Starting positions -->
ā
<positions>
ā
<position>
<!-- Player Start 1 -->
<territory start="1">Rayden</territory>
</position>
ā
<position>
<!-- Player Start 2 -->
<territory start="1">Cryma</territory>
</position>
ā
<position>
<!-- Player Start 3 -->
<territory start="1">Yesha</territory>
</position>
ā
<position>
<!-- Player Start 4 -->
<territory start="1">Purlin</territory>
</position>
ā
<position>
<!-- Player Start 5 -->
<territory start="1">Brago</territory>
</position>
ā
<position>
<!-- Player Start 6 -->
<territory start="1">Grath</territory>
</position>
ā
<position>
<!-- Player Start 7 -->
<territory start="1">Sythe</territory>
</position>
ā
<position>
<!-- Player Start 8 -->
<territory start="1">Olan</territory>
</position>
</positions>
<!-- Player Start -->
<territory>
<name>Bon</name>
<borders>
<border>Bad</border>
</borders>
<coordinates>
<smallx>51</smallx>
<smally>253</smally>
<largex>69</largex>
<largey>330</largey>
</coordinates>
</territory>
<!-- Neutral Start -->
<territory>
<name>Bor</name>
<borders>
<border>Bek</border>
<border>P2</border>
</borders>
<coordinates>
<smallx>88</smallx>
<smally>320</smally>
<largex>119</largex>
<largey>419</largey>
</coordinates>
<neutral>2</neutral>
</territory>
DJ Teflon wrote:Connections
I think I get it - am I to assume that the Wizards can be attacked from their shields? Perhaps this needs to be mentionned for players as dumb (and dumber) than me.
DJ Teflon wrote:Bonuses
You've mentioned +3 for powerstones in the bonus section. I assume this is the same as the +3 auto-deploy? In which case it is probably best to remove it from the 'bonus' part of the legend to avoid confusion.
DJ Teflon wrote:Above, you mention "Clarified that runebound count towards the +1 for every 3 monsters. Had to remove the note that +1 is minimum not the generic +3 but people should get the idea." Does this mean that there is no normal territory bonus (i.e. 3 for 1 to 11, 4 for 12 etc etc.)?
<!-- Reinforcements overrider -->
<minreinforcement>3</minreinforcement>
<reinforcements>
<reinforcement>
<lower>1</lower>
<upper>88</upper>
<divisor>89</divisor>
</reinforcement>
</reinforcements>
dolomite13 wrote:DJ Teflon wrote:Starting Positions
In the first post you suggest how many wizards and monsters players would start with depending on number of players.
Am I to assume that you have reviewed this, given what is and isnt possible with the xml. I'm guessing that the start positions aren't set to neutral (i.e. 2 or 3-players get 1/3 of them each, 4-players get 1/4 each etc. etc.)
The 8 wizards are set as start positions, the 16 possible starting monsters are set to get a random player drop. According to the xml people I have talked with this should yield the results I posted above.
dolomite13 wrote:DJ Teflon wrote:Connections
I think I get it - am I to assume that the Wizards can be attacked from their shields? Perhaps this needs to be mentionned for players as dumb (and dumber) than me.
Yep they can, and under "Shields" in the legend it states they can assault the wizard they protect. I tried to only list something like this once in the legend due to limited space.
dolomite13 wrote:DJ Teflon wrote:Bonuses
You've mentioned +3 for powerstones in the bonus section. I assume this is the same as the +3 auto-deploy? In which case it is probably best to remove it from the 'bonus' part of the legend to avoid confusion.
It is a double bonus for holding the powerstones. You get +3 you can put anywhere and it autodeploys 3 on each powerstone so you have some forces building up on the powerstones for instant protection. If this seems like too much I am open to suggestions, I did it because I want people to be able to use the powerstone spells rather than to fortify an entire quadrant and create a stalemate.
dolomite13 wrote:DJ Teflon wrote:Above, you mention "Clarified that runebound count towards the +1 for every 3 monsters. Had to remove the note that +1 is minimum not the generic +3 but people should get the idea." Does this mean that there is no normal territory bonus (i.e. 3 for 1 to 11, 4 for 12 etc etc.)?
Correct the normal bonus is removed. Instead you get +1 for every 3 monsters (runebound included)
DJ Teflon wrote:dolomite13 wrote:DJ Teflon wrote:Starting Positions
In the first post you suggest how many wizards and monsters players would start with depending on number of players.
Am I to assume that you have reviewed this, given what is and isnt possible with the xml. I'm guessing that the start positions aren't set to neutral (i.e. 2 or 3-players get 1/3 of them each, 4-players get 1/4 each etc. etc.)
The 8 wizards are set as start positions, the 16 possible starting monsters are set to get a random player drop. According to the xml people I have talked with this should yield the results I posted above.
I'm not an xml reader - when you say 'above' I assume you are referring to the post calling for a review. Take the 2-player example you have there- if the wizards are all 1-territory starting positions then 2 players get 1 each. They may get more - the other 6 get added to the other territories to be handed-out between the 2 players and the randoms - they may get anything from 0 to 6 (assuming they aren't underlying neutrals?). I think?
If the strong monsters are randomly distributed then in 2 player, the 16 monsters are added to the 6 wizards - so each player gets between 1 and 7.
DJ Teflon wrote:dolomite13 wrote:DJ Teflon wrote:Above, you mention "Clarified that runebound count towards the +1 for every 3 monsters. Had to remove the note that +1 is minimum not the generic +3 but people should get the idea." Does this mean that there is no normal territory bonus (i.e. 3 for 1 to 11, 4 for 12 etc etc.)?
Correct the normal bonus is removed. Instead you get +1 for every 3 monsters (runebound included)
This definitely needs to be clear in the legend - e.g. "No Normal Territory Bonus"
DJ Teflon wrote:My understanding of having starting positions as underlying neutrals is that they are neutral if not used -
therefore in any kind of game each player gets 1 position.
If this is correct. it means that the wizards and monsters are equally divided between players - although players dont get as many wizards as you thought, or may have intended.
thenobodies80 wrote:If you have the 8 wizards coded as starting positions , with an underlying neutral
and 16 regions (monsters) in the starting pot (all other neutrals aren't considered)
2players each player will have 4 starting positions (8/2), 5 monsters (16/3) and 1 neutrals monster (reminder)
3players each player will have 2 starting positions (8/3), 5 monsters (16/3) and 3 neutrals (2 wizards and 1 monster)
4players each player will have 2 starting positions (8/4), 4 monsters (16/4), no neutrals
5players each player will have 1 starting position (8/5), 3 monsters (16/5) and 4 neutrals (3 wizards and 1 monster)
6players each player will have 1 starting position (8/6), 2 monsters (16/6) and 6 neutrals (2 wizards and 4 monsters)
7players each player will have 1 starting position (8/7), 2 monsters (16/7) and 3 neutrals (1 wizard and 2 monsters)
8players each player will have 1 starting position (8/8), 2 monsters (16/8), no neutrals
If you have the 8 wizards coded as starting positions , with no underlying neutral
2players each player will have 4 starting positions, 5 monsters and 1 neutral monster
3players each player will have 2 starting positions and 6 regions (18/3 --> monsters and reminder of wizards), no neutrals
4players each player will have 2 starting positions and 4 monsters (16/4), no neutrals
5players each player will have 1 starting position and 3 regions (19/5 --> monsters and reminder of wizards), 4 neutrals (no possible to say if monster or wizards)
6players each player will have 1 starting position and 3 regions (18/6), no neutrals
7players each player will have 1 starting position and 2 regions (19/7), 5 neutral (no possible to say if monster or wizards)
8players each player will have 1 starting position and 2 regions (16/8), no neutrals[/list]
dolomite13 wrote:
It is coded like your first example but I assumed it was "2 players each player will have 4 starting positions (8/2), 8 monsters (16/2) and 0 neutrals monster (reminder)" did you make a typo or was I wrong?
==D==
DJ Teflon wrote:Ok - looking very good and very interesting gameplay-wise.
And, apologies for the extensive clarification in recent posts.
However, my conscious and sub-conscious brains have looked into this and both scream at me that the first player to take and hold a powerstone is smiling all the way to the bonus bank.
Do you agree? If you were playing - wouldn't you take, and fort, everything to the stone asap?
(n.b. only other point of note is to make it clear in the legend that there is 'no normal territory bonus')
dolomite13 wrote: +1 for every 3 minimum +3
DJ Teflon wrote:dolomite13 wrote: +1 for every 3 minimum +3
Do you mean - everyone starts with at least +3 for monsters?
DJ Teflon wrote:Anyway, it looks fine gameplay-wise - I agree with your amendments - everything is attackable and there is no 'quick-win' scenario for player 1. With the monsters bonus system there is incentive to use all of the territories.
My only remaining question would be whether the shields need to be set as high as 10? Certainly, they need to be more than the typical 3 as they are preventing the above 'quick-win' scenario. 10 may be a little too off-putting though and result in a lot of build-up games? Maybe 6 or 8? Or maybe you can justify 10 for reasons I haven't imagined?
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