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Re: Monsters! - XML Changes OK

Posted: Wed Jun 16, 2010 9:40 am
by dolomite13
Forza AZ wrote:OK, I checked the new XML, and it is OK!!!


Looks like were ready for an update =)

How do we go about getting this submitted?

XML - http://www.bigottergames.com/downloads/monsters14.xml (v0_13_21 )
Small - http://farm5.static.flickr.com/4032/464 ... 590a_o.png (v0_13_21)
Large - http://farm5.static.flickr.com/4072/464 ... d9aa_o.png (v0_13_21)

=D=

Re: Monsters! [D,GP,GR,XML,BETA] - Ready For Upload

Posted: Thu Jun 24, 2010 6:35 pm
by MrBenn
The update has been sent to lack and awaits upload ;-)

Re: Monsters! [D,GP,GR,XML,BETA] - Ready For Upload

Posted: Fri Jun 25, 2010 11:26 am
by dolomite13
MrBenn wrote:The update has been sent to lack and awaits upload ;-)


Looking forward to it =)

=D=

Re: Monsters! [D,GP,GR,XML,BETA] - Ready For Upload

Posted: Mon Jun 28, 2010 7:16 pm
by MrBenn
Updated :-D

Re: Monsters! [D,GP,GR,XML,BETA] - Ready For Upload

Posted: Tue Jun 29, 2010 9:38 am
by dolomite13
MrBenn wrote:Updated :-D


Awesome ... I went to every active game and posted the following in chat ...

As with any BETA map there may be changes during gameplay. Check the legend as changes were made to the bonus structure and how lightening bolts work.

=D=

Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Posted: Wed Jun 30, 2010 2:22 pm
by Dako
Yeah, and we just started the game and went after the "wrong" runebouns monster. A pity.

Well tell you how it proceeds with the new changes.

Re: Monsters! [D,GP,GR,XML,BETA] - Ready For Upload

Posted: Wed Jun 30, 2010 3:36 pm
by drunkmonkey
dolomite13 wrote:
MrBenn wrote:Updated :-D


Awesome ... I went to every active game and posted the following in chat ...

As with any BETA map there may be changes during gameplay. Check the legend as changes were made to the bonus structure and how lightening bolts work.

=D=


This goes above and beyond what any mapmaker is expected to do, and I want you to know it was very much appreciated. Thank you. =D>

Re: Monsters! [D,GP,GR,XML,BETA] - Ready For Upload

Posted: Wed Jun 30, 2010 3:55 pm
by dolomite13
Dako wrote:Yeah, and we just started the game and went after the "wrong" runebouns monster. A pity.

Well tell you how it proceeds with the new changes.


Ah sorry bout that ... hope it all goes well =)

drunkmonkey wrote:
dolomite13 wrote:
MrBenn wrote:Updated :-D


Awesome ... I went to every active game and posted the following in chat ...

As with any BETA map there may be changes during gameplay. Check the legend as changes were made to the bonus structure and how lightening bolts work.

=D=


This goes above and beyond what any mapmaker is expected to do, and I want you to know it was very much appreciated. Thank you. =D>


=) Thanx

=D=

Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Posted: Thu Jul 01, 2010 8:06 am
by Dako
Going well. I rolled 6-0 for _my_ monster now and things seem even.

Thanks for the great map - I really love it.

Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Posted: Sat Jul 03, 2010 9:22 am
by Enter Smith
I am not sure if you are aware, but I am stuck with a lot of armies on two lightening bolts and no way to escape.

Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Posted: Sat Jul 03, 2010 10:08 am
by drunkmonkey
Enter Smith wrote:I am not sure if you are aware, but I am stuck with a lot of armies on two lightening bolts and no way to escape.


The map clearly states that lightning bolts are for bombardment only. This isn't the only map where armies can get "stuck" if you move them to a bombardment-only territory.

Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Posted: Mon Jul 05, 2010 8:38 pm
by dolomite13
Enter Smith wrote:I am not sure if you are aware, but I am stuck with a lot of armies on two lightening bolts and no way to escape.
Yes that is working as intended. The lightening bolt used to reset to 3 neutral and was changed to just reduce by 2 per turn. This allows you to not "waste" a bunch of armies but the change does trap them there and I think that is an OK thing...

=D=

Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Posted: Mon Jul 05, 2010 8:50 pm
by AndyDufresne
This map is not my kind of pickems, but I appreciate the diversity brings to our selection. :D Maybe I'll get at least one game on it... :D


--Andy

Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Posted: Tue Jul 06, 2010 2:41 pm
by dolomite13
AndyDufresne wrote:This map is not my kind of pickems, but I appreciate the diversity brings to our selection. :D Maybe I'll get at least one game on it... :D --Andy


Yep, concept maps like this aren't everybody's cup of tea. But it's nice to have something different available as a distraction. I was having some fun yesterday trying to visualize this map as a land based map with the monsters replaced by land, the wizards replaced by heavily fortified bunkers, and the powerstones and spells replaced by capital cities with artillery and paratroopers. Maybe I'll mock that up and post it just for fun.

=D=

Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Posted: Thu Jul 08, 2010 7:22 am
by Dako
By the way. Most of the team games have no strategy here. First to get a monster and powerstone wins 90% of the games. 10% he gets bad dice.

Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Posted: Thu Jul 08, 2010 4:31 pm
by dolomite13
Dako wrote:By the way. Most of the team games have no strategy here. First to get a monster and powerstone wins 90% of the games. 10% he gets bad dice.
Hmmm interesting, so far what I have seen is that any team that works together stacking to do what you have suggested as strategy is competitive and can win. It's the teams that don't work to get the bonuses early that end up loosing.. In my opinion this is pretty much how all team games on all maps work. I will take a look at some finished games logs and see if this is indeed true that it happens 90% of the time.

What I am more surprised about is how much fun I find fog of war on this map considering I normally despise it.

=D=

Re: Monsters! [D,GP,GR,XML,BETA] - Spell Issues

Posted: Thu Jul 08, 2010 4:37 pm
by dolomite13
Lightening Bolts / Spells

I have noticed that by having the lightening bolts simply drop by 2 that players are sort of getting stuck on that spell and must sit through several turns of a losing game before they are eliminated. This is causing games to go longer than intended.

Possible fix....

I propose putting lightening bolt back the way it was... resetting to 3 neutral every turn... but to fix the original issue that you can't get your forces off of lightening bolt I propose changing both spells, mind blast and lightening bolt to allow them to assault the powerstone that they are linked with. This would allow players to use either spell and with mind blast they could choose to advance their forces or return them to the powerstone with lightening bolt they could bombard till they are out of forces or return the forces to the powerstone.

ANY THOUGHTS?

=D=

Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Posted: Thu Jul 08, 2010 4:41 pm
by natty dread
I don't know. Part of the attraction of the spells was (to me) that you had to consider how many troops you would advance on them, because you could not get them back. Now if you can just move the troops back from the spells it becomes too easy to use them.

There are lots of maps where you can get "trapped" on bombardment-only territories. Poland, Waterloo etc. I don't think it's a big deal.

Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Posted: Thu Jul 08, 2010 5:31 pm
by drunkmonkey
I don't know. I don't like the ability to move back and forth, for natty's reasons. But when you think about it, you can basically do that now with Mind Blast (as long as you control the nearest runebound monster), so why not have the ability for Lightning Bolt? Through all the games I've played on Monsters, I've never used Lightning Bolt, but I might if I could get my troops back. Then again, that might make it TOO powerful.

Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Posted: Fri Jul 09, 2010 5:06 am
by Dako
I think you just leave it as is. Being stuck there is no problem for me.

And about team games - I meant every team chooses the player they stack on. After that he goes for the monster/powerstone and the 1st one to get better luck wins the game (because he can assault the other monster and it is not that hard). So this map is nice, but there is not strategy involved for team games. Maybe for singles, yes, but not the teams.

Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Posted: Fri Jul 09, 2010 10:23 am
by dolomite13
I agree about the not moving back for lightening bolt ... i know that i do use it and used it before when it reset to 3 to clean people off of powerstones ... it seems alot easier to do that now and less of a strategic decision...

Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Posted: Fri Jul 09, 2010 10:24 am
by dolomite13
In one game that I know of the game engine dropped starting forces on the lightening bolts ... has anyone else seen this?

=D=

Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Posted: Fri Jul 09, 2010 2:10 pm
by danryan
Yes, both of us just dropped lightning bolts to start, something wrong there. Game 7279430

Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Posted: Fri Jul 09, 2010 3:46 pm
by dolomite13
danryan wrote:Yes, both of us just dropped lightning bolts to start, something wrong there. Game 7279430
Hrmmm... I will look at the code when I get home tomorrow I am out of town and don't have access to it.

Re: Monsters! [D,GP,GR,XML,BETA] - Map Updated Live

Posted: Fri Jul 09, 2010 4:23 pm
by MrBenn
Make sure they're coded as neutrals in the <territory> tags ;-)