Moderator: Cartographers
Monde wrote:Aren't the villages and resources a bit unfair?
Concerning their position towards the castles I mean.
The upper left castle seems to have a clear advantage, since it has a village directly next to it and a resource directly next to that.
Besides that, most castles have both resources of a pair close to it with only 1 territorie between them.
Only the two castles upper right, need to go through several territories before reaching their resource.
Unless I'm missing something, that looks like a very bad disadvantage.
As it'll take them atleast a turn longer to have a resource pair.
The map looks cool though
unriggable wrote:COME UP WITH A BETTER NAME THAN AGE OF MIGHT.
Maybe 'Superior Era' or something.
And wtf is a fishery?
DiM wrote:now that the terits are in place i'd like to direct the discussion towards the gameplay. (i still need advice about graphics but gameplay is more important at this point)
so here are the outlines.
134 terits. each player will start with 1 castle (2 in 3 player games and 3 in 2 player games) and the rest will be neutral. so LOTS of neutrals.
this will be a mission based map that can also be completed by the classical means of eliminating all opponents.
the mission will be to hold all castles and the temple. so just 7 terits.
bonuses.
+5 for each castle (autodeployed on the castle)
+1 for each village if you also hold the castle
+1 for each village and resource pair
+2 for each resource pair and castle.
+1 for the temple
bonus for terit number is +1 for every 6 terits with a minimum of 1. so you get 2 at 12 terits 3 at 18 and so on.
the bonuses can get pretty high. imagine having 2 castles 4 villages and 2 resource pairs (that means the top right island). you get +10 for the castles +8 for villages +8 for villages and resource pairs +8 for castles and resource pairs +5 for terits. total of 39.
i like it like this. it gives the feel of power of really being a king.
and in 3 player games it will lead to some pretty big battles.
so questions advices thoughts on gameplay. please put them here and we'll discuss.
particular concerns:
1. how many troops should there be in the neutral terits? i'm thinking 1 in each and 5 in the key spots (resources)
2. should the bonuses be lower?
3. should the 5 troops for the castle not be autodeployed?
DiM wrote:this will be a mission based map that can also be completed by the classical means of eliminating all opponents.
the mission will be to hold all castles and the temple. so just 7 terits.
DiM wrote:bonuses.
+5 for each castle (autodeployed on the castle)
+1 for each village if you also hold the castle
+1 for each village and resource pair
+2 for each resource pair and castle.
+1 for the temple
DiM wrote:bonus for terit number is +1 for every 6 terits with a minimum of 1. so you get 2 at 12 terits 3 at 18 and so on.
DiM wrote:particular concerns:
1. how many troops should there be in the neutral terits? i'm thinking 1 in each and 5 in the key spots (resources)
2. should the bonuses be lower?
3. should the 5 troops for the castle not be auto deployed?
natty_dread wrote:I was wrong
gimil wrote:DiM wrote:this will be a mission based map that can also be completed by the classical means of eliminating all opponents.
the mission will be to hold all castles and the temple. so just 7 terits.
I thought the temple was playing a role in the next chapter?
gimil wrote:DiM wrote:bonuses.
+5 for each castle (autodeployed on the castle)
+1 for each village if you also hold the castle
+1 for each village and resource pair
+2 for each resource pair and castle.
+1 for the temple
Temple should be a +2 or maybe a +3. with it so out of the way there needs to be more incentive to attack it.
gimil wrote:DiM wrote:bonus for terit number is +1 for every 6 terits with a minimum of 1. so you get 2 at 12 terits 3 at 18 and so on.
this im not really sure about. It could really slow down the start of the game.
gimil wrote:DiM wrote:particular concerns:
1. how many troops should there be in the neutral terits? i'm thinking 1 in each and 5 in the key spots (resources)
2. should the bonuses be lower?
3. should the 5 troops for the castle not be auto deployed?
1. 1 for empty terrs, 4 for the temple, 3 villages. Resource pairs should have different amounts depending on how far apart they are and how close each one is to a castle. For example. The fishery the market and a castle can be taken within 5 terrs. but the iron mine and blacksmith require movement through 8 terrs. They will need different values to ensure an equal start for everyone.
2. No
3. They most certainly stay auto deployed i think this bonus should maybe be increased just a little bit.
AndyDufresne wrote:The idea of a trilogy is interesting, but before getting head first into it all, I suggest getting at least one map done, and testing the waters with that. Working on more than one seems counter, in my eyes. So I'd focus your efforts on the other Feudal Wars map.
--Andy
KEYOGI wrote:Yes, the original is not part of the triology, but it's all one and the same. It's like The Hobbit and Lord of The Rings.
natty_dread wrote:I was wrong
tim02 wrote:impressive just one thing you should make your castles look the same otherwise you can't tell if its a castle
you don't need to make them Identicle just similer
tim02 wrote:impressive just one thing you should make your castles look the same otherwise you can't tell if its a castle
you don't need to make them Identicle just similer
natty_dread wrote:I was wrong
Coleman wrote:mibi was equally frustrated when people were wondering what the forest camp was, and which camp was which before he put the square labels. Apparently people don't have eyes, or they don't know how to use them sometimes.
natty_dread wrote:I was wrong
Coleman wrote:mibi was equally frustrated in Seige! when people were wondering what the forest was, and which camp was which before he put the square labels. Apparently people don't have eyes, or they don't know how to use them sometimes. Hopefully you don't need to do something like that to tell people those are all castles.
tim02 wrote:then what the heck is the thing that looks like a trebuchet
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