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Posted: Thu Dec 06, 2007 11:57 am
by yeti_c
DiM wrote:
Herakilla wrote:
benjikat wrote:
DiM wrote:of course there's the chance that a guy deploys 6 troops on aoria kills the 3 in aheo, advances 5, kills 5 in ieme, advances 4, kills 5 in u'rl advances 3 and then atacks 2 dice vs 2 dice and gets 25 perfect rolls and kills the 50 neutrals.
it is possible but highly improbable.


To get to be able to attack the sanctuary at all is less than 1%, let alone the next 50!


it is still a chance and that you have to be aware of said chance


i'm willing to take that chance :lol: let's not get crazy if getting to the sanctuary in turn 1 is less than 1% imagine how low it is to actually kill all the troops in the sanctuary :lol:


Concur... Ignore that...

C.

Posted: Thu Dec 06, 2007 12:02 pm
by DiM
V7
DONE:
*added ships traveling on the open sea.
*added a small camp fire on the ice path near the southern road sign.

notes.
as you can see the camp fire with people around it is very very small and probably not worth the effort. if people like it i'll leave it but it's too damn small. same goes for the merchants at road intersections. they would be too small to bother doing them.
also i tried making some houses near the castles but they don't look too good. so i decided to leave the castles as they are, because the castle terits would just feel cluttered with the small bunch of houses, plus people might start asking if that's a village on the same terit as the castle.

TO-DO:
*new shields (i tried making some shields with a fur rim but again the details are really hard to spot so i guess i'll have to find something else)
*small version
*xml
*spelling error in the legend (waver instead of weaver)

Image

Posted: Thu Dec 06, 2007 12:12 pm
by Keredrex
DiM wrote:
anyway i'm thinking of making a high decay rate there but i really don't have the legend space to explain this high decay :(
and if i don't explain it then people will report bugs that they lost 5 instead of just 1 because of the decay. :(


If you moved your Signature Up just above the legend ... you could probably have the space to explain the extra decay..... Which I think is awesome.... Yoiu could simply write: Isle of Sancturary simple Terits = Frostbite causes -5 or whatever # you think works

I think having a high decay number on the isle would be interesting and would make it very dificult for the player that fails to take the sancturary since he can't leave a force there:

Question: Is it possible for the Neutrals on the sancturary to receive more Neutrals? Like maybe 10 after each players END TURN....To a max of 50 ( or whatever # you decide on 50 - 75 - 100)

as far as that goes I think 75 is a good #

Posted: Thu Dec 06, 2007 12:18 pm
by Herakilla
it isnt possible for neutrals to gain or lose troops yet, lack has to code that

and you just might be able to squeeze in the extra decay if you move sig like he said

Posted: Thu Dec 06, 2007 12:20 pm
by DiM
i'll try moving the sig

Posted: Thu Dec 06, 2007 12:20 pm
by Herakilla
ack forgot to post my thoughts i focused on the other guy's lol

if you dimmed the map a little you can show that dark times have fallen and with fires you can make a little light effect to truly see what they are

and 75 seems just right, enough to stop mad runs in the first 5 or so turns but after that many turns of saving you got a chance!

Posted: Thu Dec 06, 2007 12:23 pm
by rebelman
i love the new little details especially the boats - hope they stay im still stying neutrals but my initial instinct is a thumbs up

Posted: Thu Dec 06, 2007 12:25 pm
by lord voldemort
Herakilla wrote:ack forgot to post my thoughts i focused on the other guy's lol

if you dimmed the map a little you can show that dark times have fallen and with fires you can make a little light effect to truly see what they are

and 75 seems just right, enough to stop mad runs in the first 5 or so turns but after that many turns of saving you got a chance!


that dimming seems like a cool idea...

DiM i really like where this is at..wont be long b4 forge i think

Posted: Thu Dec 06, 2007 12:35 pm
by mibi
i think the game ending scenario "conquer the sanctuary to win the game" isnt very explicit in the legend. It just says that 'holding the sanctuary breaks the spell that frees the realms'... which could mean anything really.

Posted: Thu Dec 06, 2007 12:37 pm
by DiM
lord voldemort wrote:
Herakilla wrote:ack forgot to post my thoughts i focused on the other guy's lol

if you dimmed the map a little you can show that dark times have fallen and with fires you can make a little light effect to truly see what they are

and 75 seems just right, enough to stop mad runs in the first 5 or so turns but after that many turns of saving you got a chance!


that dimming seems like a cool idea...

DiM i really like where this is at..wont be long b4 forge i think


i'd have to dim the map quite a lot in fact i'd have to make it kinda dungeony for the fires to be visible. and then i'd have to add a lot of fires which would be totally unrealistic.
in fact the map should be anything but dark. it should be very bright because the snow and ice reflect the sun. i tried making it less bright by adding the blue in the snow. if you want twinkle lights and dim atmosphere look at wm's dungeon of draknor ;)

Posted: Thu Dec 06, 2007 12:38 pm
by DiM
here's the sig and the island frostbite explanation:

Image

Posted: Thu Dec 06, 2007 12:42 pm
by DiM
mibi wrote:i think the game ending scenario "conquer the sanctuary to win the game" isnt very explicit in the legend. It just says that 'holding the sanctuary breaks the spell that frees the realms'... which could mean anything really.


yeah it could mean anything but who said you must have it all on the platter. he who is wise shall figure the secret of the spell and shall seek the destruction of the sanctuary.
there are several hints on the map and legend. "break the spell to free the realms" then the sanctuary holds the spell" and the red evil glow of the sanctuary that attracts attention to it.

i don't want to say: "kill the 50 neutrals on the sanctuary and hold it for 1 turn to win the game, regardless of game type, yes even in assassin"
:roll:

Posted: Thu Dec 06, 2007 12:44 pm
by rebelman
thoughts on neutrals:

ikalu seems very cheap at 3, especially as its become a more important port in this chapter - 4 ???

==================================================

if someone starts with xi and figye they can pick up a very very cheap 2 resouce pairs - berries 2, weavers 1, log camp 2, timber mill 2 and could start building a mighty kingdom / army under the cover of fog without even getting their toes wet

Assuming they also took mat then the bonuses per round would be

4 for terrs
6 for castles
1 for village
18 for resouce pairs 3*3*2

thats a very handy low risk 29 per round (not including card bonuses)

===============================================

Por and Fylog should be reduced to 1s to shorten the distance from Figye to a port

================================================

Aosa is not as important as it was so maybe this can become a 4

==============================================

G'th should be increased to 5 to make it the same as U'rl

========================================

i would make the other 3 terrs on the island 2 instead of 1

=======================================

croch seems a bit hasty at 5, would drop this to a 4 or even a 3

============================================

could be chopping and changing all day but the above seem the most obvious potential changes

Posted: Thu Dec 06, 2007 12:50 pm
by Herakilla
i didnt quote rebel to stop a large quote

but the numbers are that way main to attempt to divert players into taking the sanctuary to win

ikalu is three because it is so far away from everything

as for increasing some of the numbers of the island i think the numbers are the way they are to compensate for some castle's ability to reach it easier than others which is why they arent symmetrical

croch is 5 to slow down player to player attacks and promote resource usage

Posted: Thu Dec 06, 2007 1:10 pm
by DiM
rebelman wrote:ikalu seems very cheap at 3, especially as its become a more important port in this chapter - 4 ???


i made it 3 because this way the guy that starts with ghyr can get to the sanctuary by killing 17 troops. if i make it higher then ghyr will trully be at a disadvantage.

rebelman wrote:if someone starts with xi and figye they can pick up a very very cheap 2 resouce pairs - berries 2, weavers 1, log camp 2, timber mill 2 and could start building a mighty kingdom / army under the cover of fog without even getting their toes wet

Assuming they also took mat then the bonuses per round would be

4 for terrs
6 for castles
1 for village
18 for resouce pairs 3*3*2

thats a very handy low risk 29 per round (not including card bonuses)


i already said before i made the castles roughly equal distance in neutrals from the resources. at the moment ghyr fygie and xi have to kill 12 neutrals in 5 terits, mua and aoria 14 neutrals in 3 terits and borun 13 in 4 terits. i think it's pretty balanced.

rebelman wrote:Por and Fylog should be reduced to 1s to shorten the distance from Figye to a port


nope. the distance is there to be similar to other castles.

rebelman wrote:Aosa is not as important as it was so maybe this can become a 4


i agree with this. and i'm also considering lowering sler to 3.


rebelman wrote:G'th should be increased to 5 to make it the same as U'rl


nope because g'th has other connections if i make it 5 then some castles would be too far from the sanctuary.

rebelman wrote:i would make the other 3 terrs on the island 2 instead of 1


i can but the castion is why? i don't think people will bother taking them especially since they have a -10 decay

rebelman wrote:croch seems a bit hasty at 5, would drop this to a 4 or even a 3


the reason i left it at 5 is the decay and the fact that it could be a breach in the defences of that castle. if borun wants to go to the sanctuary through croch then he can't leave defence there because of the attrition so it would be an invitation for other to attack him. however he can go through duht and leave croch untouched and still have a reasonable defence.

Posted: Thu Dec 06, 2007 1:27 pm
by rebelman
thank for those responses all seem sound and reasonable

Posted: Thu Dec 06, 2007 1:41 pm
by yeti_c
DiM wrote:
mibi wrote:i think the game ending scenario "conquer the sanctuary to win the game" isnt very explicit in the legend. It just says that 'holding the sanctuary breaks the spell that frees the realms'... which could mean anything really.


yeah it could mean anything but who said you must have it all on the platter. he who is wise shall figure the secret of the spell and shall seek the destruction of the sanctuary.
there are several hints on the map and legend. "break the spell to free the realms" then the sanctuary holds the spell" and the red evil glow of the sanctuary that attracts attention to it.

i don't want to say: "kill the 50 neutrals on the sanctuary and hold it for 1 turn to win the game, regardless of game type, yes even in assassin"
:roll:


HA HA HA HA - You can see Mibi's posts again...

Does that mean you 2 have made up!?!?!

C.

Posted: Thu Dec 06, 2007 1:46 pm
by DiM
yeti_c wrote:
DiM wrote:
mibi wrote:i think the game ending scenario "conquer the sanctuary to win the game" isnt very explicit in the legend. It just says that 'holding the sanctuary breaks the spell that frees the realms'... which could mean anything really.


yeah it could mean anything but who said you must have it all on the platter. he who is wise shall figure the secret of the spell and shall seek the destruction of the sanctuary.
there are several hints on the map and legend. "break the spell to free the realms" then the sanctuary holds the spell" and the red evil glow of the sanctuary that attracts attention to it.

i don't want to say: "kill the 50 neutrals on the sanctuary and hold it for 1 turn to win the game, regardless of game type, yes even in assassin"
:roll:


HA HA HA HA - You can see Mibi's posts again...

Does that mean you 2 have made up!?!?!

C.


yup

Posted: Thu Dec 06, 2007 1:46 pm
by yeti_c
DiM wrote:
yeti_c wrote:
DiM wrote:
mibi wrote:i think the game ending scenario "conquer the sanctuary to win the game" isnt very explicit in the legend. It just says that 'holding the sanctuary breaks the spell that frees the realms'... which could mean anything really.


yeah it could mean anything but who said you must have it all on the platter. he who is wise shall figure the secret of the spell and shall seek the destruction of the sanctuary.
there are several hints on the map and legend. "break the spell to free the realms" then the sanctuary holds the spell" and the red evil glow of the sanctuary that attracts attention to it.

i don't want to say: "kill the 50 neutrals on the sanctuary and hold it for 1 turn to win the game, regardless of game type, yes even in assassin"
:roll:


HA HA HA HA - You can see Mibi's posts again...

Does that mean you 2 have made up!?!?!

C.


yup


Yay - now get yon ass back in AOMMMAMAMM

C.

Posted: Thu Dec 06, 2007 1:54 pm
by Telvannia
yeti_c wrote:Yay - now get yon ass back in AOMMMAMAMM

C.


you missed at least one M there yeti :lol: :roll:

Posted: Thu Dec 06, 2007 1:55 pm
by yeti_c
Telvannia wrote:
yeti_c wrote:
Yay - now get yon ass back in AOMMMAMAMM

C.


you missed at least one M there yeti :lol: :roll:


I defs missed the D though!!

C.

Posted: Thu Dec 06, 2007 5:26 pm
by DiM
ok guys, enough spam. it seems the feedbakc stopped.
i still have to do the small version and to put new army shields. but other than that is everything ok?

what should the sanctuary be? 50? 75? 100?

any other concerns regarding the neutrals? or anything else?

Posted: Thu Dec 06, 2007 5:27 pm
by yeti_c
DiM wrote:ok guys, enough spam. it seems the feedbakc stopped.
i still have to do the small version and to put new army shields. but other than that is everything ok?

what should the sanctuary be? 50? 75? 100?

any other concerns regarding the neutrals? or anything else?


Spam?! Where!?

Anyways - 75...

C.

Posted: Thu Dec 06, 2007 5:31 pm
by wcaclimbing
LMAO....

i just realized that there is a territory named "croch" :lol: :lol: :lol:

would it be possible to change that?

or is it set because of the previous map?

Posted: Thu Dec 06, 2007 6:16 pm
by DiM
wcaclimbing wrote:LMAO....

i just realized that there is a territory named "croch" :lol: :lol: :lol:

would it be possible to change that?

or is it set because of the previous map?


it's croch not crotch :roll: