Moderator: Cartographers
The Weird One wrote:AndyDufresne wrote:I'd reckon balance can be achieved in non symmetrical maps. A lot more thought is just put into game play.
--Andy
but not with randomized deployment. and definitely not consistent balance
DiM wrote:so what if realm of might or barbarians are a bad start? the guy that starts with 3 terits in australia isn't advantaged? or the many times i have screwy deployments with 5 terits in asia? is classic poorly designed? no. in my opinion not all maps should be perfectly balanced and actually perfect ballance can be achieved only on a symmetrical map and only with conquest gameplay.
let's say chinese checkers where each player starts with a tip of the star. that's perfect balance but perfect balance = crappy gameplay.
Torter_of_Worlds wrote:Game No.: 2057457
I united the castles...but no victory even though I met the objective? At the end of the game log it is clear I controlled all castles prior to eliminating my opponent.
Please help.
Thanks
Top Score:2403natty_dread wrote:I was wrong
Heimdall wrote:I have trouble with the numbers too but i what i don't like is that you can get cards by bombardment. I leave it up to you to figure out the best strategy using this.. And you're screwed if you start on 1 castle in particular...
Top Score:2403natty_dread wrote:I was wrong
whitestazn88 wrote:i was just wondering... if you miss a turn, do you get 5 auto deployed after you attack?
bryguy wrote:70% of the time when i start with barbarians and/or realm of might i win
I've been through the next ten odd pages of the discussion on quenching this map and nobody appears to pick the problem up. Was this the case?DiM wrote:other comments:
4. there's still the bombardment problem. you have in the legend that castles can bombard all terits within their kingdom. but that's impossible.
because you can't have both attack and bombard from 1 terit to another. so i say make only the non-adjacent terits bombardable from the castles.
otherwise you'll have a big problem.
let's say you start with barbarians. and your first action is to bombard 1 and 2. you can't attack them because you have to bombard and they turn neutral. there will be no way of advancing and you'll be stuck there.
Non adjacent. So you can attack from barbarians castle to barbarians 1, or bombard barbarians 7 from barbarians castle.- Castles can bombard non adjacent territories
Kotaro wrote:Read the map:Non adjacent. So you can attack from barbarians castle to barbarians 1, or bombard barbarians 7 from barbarians castle.- Castles can bombard non adjacent territories
Interesting you bring this up - shows you have a conscience.Kotaro wrote:It's not a "cheat"
"That" usually being a foreign or enemy terit.Kotaro wrote:Every map that has bombard can do that.
Just cause something is legal, it doesn't make it right.Kotaro wrote:it's plenty legal
… which has been there since Dec. 24, 2007. 131,733 games played with the "loophole" in it. I agree with Kotaro.GenuineEarlGrey wrote:The Feudal map has a loophole in it …
Noone's saying bobardment is a poor feature. It just doesn't make sence to be able to bombard something neutral and then get rewarded for it - especially when its your own land.Heimdall wrote:I have trouble with the numbers too but i what i don't like is that you can get cards by bombardment.
Top Score:2403natty_dread wrote:I was wrong
Bombarding in "Dday" isn't 'true' bombarding...GenuineEarlGrey wrote:Gimil,
The Big Picture: I think this is a good map and I'm darn grateful to you and all the other makers.![]()
Small, small point: Before going to Sugs and Bugs can I confirm with you one detail?!
Am I correct in saying that on the D-Day at Omaha Beach map, when you bombard the beach from an artillery position, you can advance armies?![]()
E.G.

I've noticed this understanding of bombardment in the Change Rules in Bombardment thread http://www.conquerclub.com/forum/viewto ... =4&t=78358yeti_c wrote:Bombarding in "Dday" isn't 'true' bombarding...