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nikola_milicki wrote:just noticed that knight can fort castle even tho he cant attack it? how could this be, dont think Ive seen it elsewhere? or maybe Im just confused and have mistaken it for something else?
oh wait, territs cant fort other territs if they bomb them, and "no attack/yes fort" is just a thing on this map, right?
-=- Tanarri -=- wrote:nikola_milicki wrote:just noticed that knight can fort castle even tho he cant attack it? how could this be, dont think Ive seen it elsewhere? or maybe Im just confused and have mistaken it for something else?
oh wait, territs cant fort other territs if they bomb them, and "no attack/yes fort" is just a thing on this map, right?
You likely own a territory nearby that is the knight is forting through. Probably a village.
Kabanellas wrote:-=- Tanarri -=- wrote:nikola_milicki wrote:just noticed that knight can fort castle even tho he cant attack it? how could this be, dont think Ive seen it elsewhere? or maybe Im just confused and have mistaken it for something else?
oh wait, territs cant fort other territs if they bomb them, and "no attack/yes fort" is just a thing on this map, right?
You likely own a territory nearby that is the knight is forting through. Probably a village.
Maybe that's what's happening...
-=- Tanarri -=- wrote:Not sure if you guys have caught these two issues yet, but...
1) S4 cannot bombard K6, which is two spots away.
2) There is no mention of you only ever getting 3 troops for territory bonus, regardless of how many territories you own. This would be useful to know, since there's no point to taking out bunches of neutral spots with archers (or catapults/trebuchets) if it's not going to drop someone in reinforcements.
Thanks for a great map btw. I'm hoping I can convince the Adjacent Attacks tournament guys to put this up as an AA game. I think this map would really kick ass played as an Adjacent Attacks (not to be confused with Adjacent Forts) game
-=- Tanarri -=- wrote:2) There is no mention of you only ever getting 3 troops for territory bonus, regardless of how many territories you own.
musteriuz wrote:Hi, I hardly ever comment on maps in development, because it is clearly not my area of expertise. I have questions for this one if I may.
1) All "hills" (dark green) have S-archers on, except the one next to the S2 archer. Wouldn't it make more sense to make this a "mountain" (grey) then?
2) I only see 7 S archers. Did you intend to have 8? (Is this what the empty "hill" was intended for originally?) Or is this made up for by the 9 villages?
Could you perhaps also on page 1 give us an idea of total terits (I think I count 153), how many start neutral, etc. Well done on having the gumption to tackle a project like this - I take my hat off to all map developers.
ben79 wrote:2010-12-06 10:16:52 - ben79 assaulted D5 Archer from Castle D and conquered it from neutral player
the problem is that it does not show an archer on the region ( D5)
Kabanellas wrote:we also noticed a discrepancy between what was initially intended for the nobles. The +1 bonus should be auto-deployable instead of a free one.
corrected files here:
http://i998.photobucket.com/albums/af105/Kabanellas/KofCastle_V19a_img_BETA.png
http://i998.photobucket.com/albums/af105/Kabanellas/KCourt_V19a_small_img.png
XML- http://www.fileden.com/files/2008/5/8/1902058/Kings_Court.xml
Kabanellas wrote:Proposed changes
I've been debating with chip a lot of possible changes to avoid players of reaching other players too early in the game and effectively destroy them. And this is what we think should help balance things a bit:
-Raise Knights starting neutral troops from 3 to 4
-Raise Villages starting neutral troops from 2 to 3
-Raise N territories neutral troops from 1 to 2
-Raise 'S' archers neutral troops that directly connect Castle archers
-Catapults neutral troops should be reduced from 6 to 4
...we could also consider reducing knights' range from 3 to 2
Note: the correction on the next update of the Nobles bonus from free deploy to auto-deploy will also help to reduce the initial firepower and stacking possibilities
chipv wrote:Summary of live changes
1. Correction to large image for positioning of Catapult and Archer
2. Knights start as 4 neutrals not 3
3. Catapults start as 4 neutral not 6
4. Catapult H cannot attack all trebuchets
5. Nobles have autodeploy +1 not +1 army
6. Archer S4 can bombard Knight K6
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