This tourney needs SEVEN players (of 54) you guys should rock at this map !!!Aerial Attack wrote:Congrats DiM !!!
And, as promised - I've started a tourney to be played on this map
Age of Realms: Age of Might [Quenched]
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- Aerial Attack
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sparkyball
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- Location: if i was up your ass youd know
It looks to be about a 40% chance one of those castles can kill the other right away. If you removed the bridge that allowed that it would be a 20% chance which is still higher than I would like. (And it would break all the current games)
I think we may need to raise the neutral army count on Qy, Nyt, and Bef but I'm not sure by how much. If they were all 6 it would make them comparable to the odds of other castles killing each other but that seems a bit high.
If you jumped Chu, Nyt, Wun and Qy by 2 each that would probably solve the problem in a less obtrusive way. Meaning the territories don't look so impossible to take people never want them, but it would discourage this maneuver.
It's still risky as it is now. 60% chance of leaving a nice trail of 1s to yourself... Even then it still screws the other 4 players if these two castles fight right away like that.
I think we may need to raise the neutral army count on Qy, Nyt, and Bef but I'm not sure by how much. If they were all 6 it would make them comparable to the odds of other castles killing each other but that seems a bit high.
If you jumped Chu, Nyt, Wun and Qy by 2 each that would probably solve the problem in a less obtrusive way. Meaning the territories don't look so impossible to take people never want them, but it would discourage this maneuver.
It's still risky as it is now. 60% chance of leaving a nice trail of 1s to yourself... Even then it still screws the other 4 players if these two castles fight right away like that.
- Bad Speler
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I think it's impossible to fix the possibility of being killed in the first round by someone crazy enough to try it, but it needs to be a lower chance than 40%
Right now the average chance is 6-7% which sounds higher than ideal, but most players won't make a move that gives them a 94% chance of not winning. Let's call it the cook's gamble.
I highly favor tweaking neutral values to fix any issues we discover over changing the layout or general game play of the map in any way, as it leaves current games intact.
Right now the average chance is 6-7% which sounds higher than ideal, but most players won't make a move that gives them a 94% chance of not winning. Let's call it the cook's gamble.
I highly favor tweaking neutral values to fix any issues we discover over changing the layout or general game play of the map in any way, as it leaves current games intact.
- rebelman
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its important to not judg too quickly - this guy obviously had haunted attacking dice - that said i know which castles i want to start from if this is not changedColeman wrote:It looks to be about a 40% chance one of those castles can kill the other right away. If you removed the bridge that allowed that it would be a 20% chance which is still higher than I would like. (And it would break all the current games)
I think we may need to raise the neutral army count on Qy, Nyt, and Bef but I'm not sure by how much. If they were all 6 it would make them comparable to the odds of other castles killing each other but that seems a bit high.
If you jumped Chu, Nyt, Wun and Qy by 2 each that would probably solve the problem in a less obtrusive way. Meaning the territories don't look so impossible to take people never want them, but it would discourage this maneuver.
It's still risky as it is now. 60% chance of leaving a nice trail of 1s to yourself... Even then it still screws the other 4 players if these two castles fight right away like that.
Don't now why people on here don't like being cooks, remember under siege: A former SEAL, now cook, is the only person who can stop a gang of terrorists when they sieze control of a US Navy battleship.
- cena-rules
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- Location: Chat
- cena-rules
- Posts: 9740
- Joined: Sat Apr 28, 2007 2:27 am
- Gender: Male
- Location: Chat
It is mathematically a 40% chance, that's not acceptable. I'm not sure what you mean by judging too quickly...rebelman wrote:its important to not judg too quickly - this guy obviously had haunted attacking dice - that said i know which castles i want to start from if this is not changedColeman wrote:It looks to be about a 40% chance one of those castles can kill the other right away. If you removed the bridge that allowed that it would be a 20% chance which is still higher than I would like. (And it would break all the current games)
- Herakilla
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- Location: Wandering the world, spreading Conquerism
i played one turn and it rocked, i then proceeded to start a 6 player flat rate unlimited with FOG! *jumps in joy!*
Come join us in Live Chat!
- DiM
- Posts: 10415
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i lost twice to benjikat on my own map 
anyway i'm already thinking about changing neutral values. i've been thinking about it since this morning when benjikat told me about the suicide run from Xi to Figyie.
so i've thought of making Chu 5 instead of 3 Nyt 5 instead of 2.
and Wun 4 instead of 2 and Qy 4 instead of 2.
this wil increase the number of neutrals needed to advance to enough to ensure a victory is very unlikely. and at the same time because inum and the others keep their value unchanged the castles can expand normally. so basically i just increased the defence on those 2 border bridges.
here's the new xml:
http://www.sendspace.com/file/s5wlkn
also sent to lack.
anyway i'm already thinking about changing neutral values. i've been thinking about it since this morning when benjikat told me about the suicide run from Xi to Figyie.
so i've thought of making Chu 5 instead of 3 Nyt 5 instead of 2.
and Wun 4 instead of 2 and Qy 4 instead of 2.
this wil increase the number of neutrals needed to advance to enough to ensure a victory is very unlikely. and at the same time because inum and the others keep their value unchanged the castles can expand normally. so basically i just increased the defence on those 2 border bridges.
here's the new xml:
http://www.sendspace.com/file/s5wlkn
also sent to lack.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
- rebelman
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agreed completely my earlier post fitted into the category of post first, think later - something I tend to do occasionallyColeman wrote:It is mathematically a 40% chance, that's not acceptable. I'm not sure what you mean by judging too quickly...rebelman wrote:its important to not judg too quickly - this guy obviously had haunted attacking dice - that said i know which castles i want to start from if this is not changedColeman wrote:It looks to be about a 40% chance one of those castles can kill the other right away. If you removed the bridge that allowed that it would be a 20% chance which is still higher than I would like. (And it would break all the current games)
Don't now why people on here don't like being cooks, remember under siege: A former SEAL, now cook, is the only person who can stop a gang of terrorists when they sieze control of a US Navy battleship.
- DiM
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on another note i'm actually surprised to see the map so successful. it already has 4 pages of games. in just half a day. i'm glad
*jumps for joy*
*jumps for joy*
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
- DiM
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- Location: making maps for scooby snacks
that game would have been yours if you had attacked xi castle instead of wasting troops on neutrals. and leave yourself defenceless in front of the guy that had Xi
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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dominationnation
- Posts: 4234
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