Moderator: Cartographers
that would solve the 1v1 issue - players could even start with only 2 castles each.chipv wrote:Last consideration is to code the XML so 1v1 starts with 3 castles not all 4. This might be a lot better.
I think that coding the XML so that players start with 2-3 castles in 1v1 would be a good way of fixing the problem. From what I recall from playing 1v1 games on the map a couple weeks ago the major way of getting bonuses was through the knights and castle bonuses. Starting with only 2 or 3 castles would help this significantly. It would also reduce the number of bonuses that the first player would get from the other units surrounding them.Kabanellas wrote:that would solve the 1v1 issue - players could even start with only 2 castles each.chipv wrote:Last consideration is to code the XML so 1v1 starts with 3 castles not all 4. This might be a lot better.
This would mean less firepower in the beginning and also the random location factor for fog games, where you wouldn't know where your opponent castles are. This would also add extra value for trebuchets that have a line of sight for 3 castles.
And?nemrehs1 wrote:I am currently playing a 8 player standard game on this map, and i have gotten 24 troops stuck on archers, because i can only fort to other archers with them. The same is with my Catapult. I have no way of using them now and over 30 troops are useless to me.

As pimphawks said, that is a tactical error, not a map flaw.nemrehs1 wrote:I am currently playing a 8 player standard game on this map, and i have gotten 24 troops stuck on archers, because i can only fort to other archers with them. The same is with my Catapult. I have no way of using them now and over 30 troops are useless to me.

never have used themchipv wrote:Good post, Tanarri.
Just to expand on why the King's Court, archers, catapults and trebuchets are useful.
If you don't use these at all you are liable to get beaten a lot on this map, simple as that.
I suggest players who haven't seen the need to use these, experiment and see why they are necessary.
I guess it doesn't matter if you are lightning fast at freestyle speed...thebest712 wrote:never have used themchipv wrote:Good post, Tanarri.
Just to expand on why the King's Court, archers, catapults and trebuchets are useful.
If you don't use these at all you are liable to get beaten a lot on this map, simple as that.
I suggest players who haven't seen the need to use these, experiment and see why they are necessary., well I almost only did 1vs1 on it :p
I don;t think this can be easily done, as you need the positions to group together nobles/castle pairschipv wrote:Last consideration is to code the XML so 1v1 starts with 3 castles not all 4. This might be a lot better.

I sent you guys a PM about this.MrBenn wrote:I don;t think this can be easily done, as you need the positions to group together nobles/castle pairschipv wrote:Last consideration is to code the XML so 1v1 starts with 3 castles not all 4. This might be a lot better.
Look...what i figured is that even though they could only bombard, i could fort out of it...in feudal war the castles can bombard but they can fort out...i just figured if i put my archers on i could fort off...pimphawks70 wrote:And?nemrehs1 wrote:I am currently playing a 8 player standard game on this map, and i have gotten 24 troops stuck on archers, because i can only fort to other archers with them. The same is with my Catapult. I have no way of using them now and over 30 troops are useless to me.
The map says they can only bombard, that's just a tactical error by advancing all your troops.
And I like changing the Knights to 3's. 2 would make them too powerful IMO, but 3 would be a very ideal balance.

The reason for the inconsistancy is that in Feudal the castles can assault out to adjacent territories. For the archers (and in different ways the catapults) on this map, they are stuck in that they can only assault other archers. So while you can fort to any other connected archer, you are trapped in a loop that only allows you to fort onto archers and use those troops for bombarding.Chewie1 wrote:Look...what i figured is that even though they could only bombard, i could fort out of it...in feudal war the castles can bombard but they can fort out...i just figured if i put my archers on i could fort off...pimphawks70 wrote:And?nemrehs1 wrote:I am currently playing a 8 player standard game on this map, and i have gotten 24 troops stuck on archers, because i can only fort to other archers with them. The same is with my Catapult. I have no way of using them now and over 30 troops are useless to me.
The map says they can only bombard, that's just a tactical error by advancing all your troops.
And I like changing the Knights to 3's. 2 would make them too powerful IMO, but 3 would be a very ideal balance.

What chip means is that on 1v1, players will start with only 2 Nobles each (those will be able to assault directly their respective 2 castles)chipv wrote: 3. 2 player games (1v1) start with 2 castles not 4.
I would like to keep the thread for gameplay feedback and gameplay change feedback rather than a trivial conversation about how toender516 wrote:Castles or nobles, as far as the XML goes, each one is a <territory> which can appear in a <position>. The problem is the same.


