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Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Sat Apr 12, 2008 12:55 pm
by Torter_of_Worlds
What is the value of the neutral starting on the sanctuary?

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Sat Apr 12, 2008 4:20 pm
by bryguy
Torter_of_Worlds wrote:What is the value of the neutral starting on the sanctuary?



there is no neutral, thats a starting point

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Sat Apr 12, 2008 5:06 pm
by Torter_of_Worlds
wow - I overlooked that. Let me digest this for awhile. lol

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Sat Apr 12, 2008 7:46 pm
by Sir. Ricco
Keep it up DiM. Looking better and better.

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Sun Apr 13, 2008 11:22 am
by Torter_of_Worlds
Torter_of_Worlds wrote:wow - I overlooked that. Let me digest this for awhile. lol


It's not too often you get to quote yourself...so why not? :D

Digested.

Concern: Whomever starts on the sanctuary may perhaps be able to obtain a bonus earlier than others, but the bonus for the sanctuary guy is most easily destroyed by ALL PLAYERS on the map. For example, every player except the "Sanct. Dude" can obtain a rune bonus while forcing players to attack through multiple terits on land or take out AT LEAST two dock villages to get to the other player's bonus. However, the Sanct. Dude's bloodwater bonuses only requires that the other players attack ONE dock village to scope and perhaps kill the Sanct. Dude's bonus.

Ultimately the unfair differences are:
1. Sanctuary blood water bonuses are too accessible by all other players
2. The decay is a creative idea; however, all other players have the advantage of stacking armies on their runes if they so wish without resulting in a -10 army loss at the start of a turn

I don't like to critique without providing at least one possible change:

Change the sanctuary from being a starting position to a neutral with between 3 to 5 armies. Why? It promotes game play (as you indicated in a previous PM was one goal of this map). Does one attempt to tackle both runes for a +4 bonus or does one attack into the open for the sanctuary (receiving village bonus along the way); thereafter receiving the benefit of being able to attack the bloodwater bonuses

Regards,

ToW

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Sun Apr 13, 2008 12:05 pm
by DiM
Torter_of_Worlds wrote:
Torter_of_Worlds wrote:wow - I overlooked that. Let me digest this for awhile. lol


It's not too often you get to quote yourself...so why not? :D

Digested.

Concern: Whomever starts on the sanctuary may perhaps be able to obtain a bonus earlier than others, but the bonus for the sanctuary guy is most easily destroyed by ALL PLAYERS on the map. For example, every player except the "Sanct. Dude" can obtain a rune bonus while forcing players to attack through multiple terits on land or take out AT LEAST two dock villages to get to the other player's bonus. However, the Sanct. Dude's bloodwater bonuses only requires that the other players attack ONE dock village to scope and perhaps kill the Sanct. Dude's bonus.

Ultimately the unfair differences are:
1. Sanctuary blood water bonuses are too accessible by all other players
2. The decay is a creative idea; however, all other players have the advantage of stacking armies on their runes if they so wish without resulting in a -10 army loss at the start of a turn

I don't like to critique without providing at least one possible change:

Change the sanctuary from being a starting position to a neutral with between 3 to 5 armies. Why? It promotes game play (as you indicated in a previous PM was one goal of this map). Does one attempt to tackle both runes for a +4 bonus or does one attack into the open for the sanctuary (receiving village bonus along the way); thereafter receiving the benefit of being able to attack the bloodwater bonuses

Regards,

ToW


this thing was discussed some time ago and i'll explain below the reasons why i made the sanctuary like this.

at first glance the sanctuary does look the most vulnerable spot but in fact it isn't it is very powerful if used right.

the blood water can indeed be bombarded by all docks. notice they are bombarded not attacked. so yes the bonus can be taken quite easy BUT the sanctuary has 2 big advantages:
1. 1st to get bonuses
2. only 1 terit to defend.

point 1 is clear, while others have to go through 2-3 terits to get a bonus, the sanctuary can directly take the bloodwaters.
point 2 is more delicate because it uses a more unorthodox technique of defending. imagine south america on classic where a guy owns all of it but instead of putting 50 troops in brazil and 50 in venezuela, he puts 100 in peru and leaves 1 in brazil and 1 in venezuela. yes his bonus is easy to break but are you willing to risk getting a 100 army on top of you? on the other hand if you leave his continent alone then he can't attack with that 100 troops.

the same works here only it's even more devious. people can't attack blood waters they can just bombard them so they not only open a path for a huge army in the sanctuary to invade them, but they also (if it's fog) can't even see what the other guy has stashed there.

also let's say a stalemate is reached. and each of the 7 people owns a continent. the sanctuary guy will only have to stash on the sanctuary while the others will have to protect 2-4 borders. massive advantage because his armies are grouped ready for a take out. combine this with chained fortifications and you'll see it's a huge advantage because others can't group in time if their armies are split.

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Sun Apr 13, 2008 12:21 pm
by Torter_of_Worlds
Fair enough =D> :D

However, in a 1 v. 1 freestyle fog no card game --> I look forward to camping on a dock with a rune deploy bonus while preventing the bloodwater bonus from accruing the following turn. OPTIMISTICALLY: My marshmellows: 2 runes, My grahms: 2 castles, My chocolate (preferably Cadburry Milk Chocolate): knowing my little buddy is camping in the Sanct while I accrue bonuses and fort up! :D

Disclaimer: I understand this is rare considering I need to hope that I can take out the other starting position without jeopardizing my position...

And hell - what am I talking about? I'm a 1 v. 1 player...which would make it slick as hell if you could start there! :D

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Sun Apr 13, 2008 12:32 pm
by DiM
Torter_of_Worlds wrote:Fair enough =D> :D

However, in a 1 v. 1 freestyle fog no card game --> I look forward to camping on a dock with a rune deploy bonus while preventing the bloodwater bonus from accruing the following turn. OPTIMISTICALLY: My marshmellows: 2 runes, My grahms: 2 castles, My chocolate (preferably Cadburry Milk Chocolate): knowing my little buddy is camping in the Sanct while I accrue bonuses and fort up! :D

Disclaimer: I understand this is rare considering I need to hope that I can take out the other starting position without jeopardizing my position...

And hell - what am I talking about? I'm a 1 v. 1 player...which would make it slick as hell if you could start there! :D


well in a 1v1 game if you take out one of the 2 starting positions of the opponent and manage to hold it, the game is over regardless of what else the opponent has.

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Sun Apr 13, 2008 12:54 pm
by Torter_of_Worlds
I acknowledge this :)

So when is the map being released. I want to play it.

Good job again DiM

=D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D>

P.S. CC Mogul looks sexy. heh

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Mon Apr 14, 2008 4:58 pm
by sagi456
Hi,

I have a small suggestion - The first thing I've noticed when I took a look on the map was that blood water terits might get confused with the villages, if there is any way to make the difference more visible it would really make a difference!

cheers,

sagi456

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Mon Apr 14, 2008 5:18 pm
by bryguy
sagi456 wrote:Hi,

I have a small suggestion - The first thing I've noticed when I took a look on the map was that blood water terits might get confused with the villages, if there is any way to make the difference more visible it would really make a difference!

cheers,

sagi456



and how might they be confused???

the villages are not red and dont go on water

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Tue Apr 15, 2008 5:53 am
by Erland
I see what he's saying, but all you have to do is read the legend and it's clear when you see them side by side that they're different. I suppose the red on the blood territs could be a more...veinous shade than arterial...not a problem really though

edit: after looking some more, I kind of like the bright red, it appears to be the only place this color is used on the map

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Tue Apr 15, 2008 11:07 am
by DiM
here are the updated images and partial xml (yeti_c has to put in the continents)

large
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/AgeofRealms-AgeofMayhem-large1co-10.jpg[/bigimg]
small
Image
xml
http://www.sendspace.com/file/amwjct

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Tue Apr 15, 2008 11:50 am
by t-o-m
this is looking really good DiM,

i love all the attention to detail, the water, and teh little boats lol

cant wait for this to be quenched - the tourniment will be great with this map

=D> =D> ;) =D> =D>

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Tue Apr 15, 2008 12:01 pm
by DiM
t-o-m wrote:this is looking really good DiM,

i love all the attention to detail, the water, and teh little boats lol

cant wait for this to be quenched - the tourniment will be great with this map

=D> =D> ;) =D> =D>


glad you like it mate, as for the tourney, it's gonna be a blast. a battle of epic proportions.

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Tue Apr 15, 2008 12:26 pm
by t-o-m
lol cant acctually wait - i'll be thrashed on the 1st round but having a chance to play this will be great!
hope this gets quenched soon, if its still being worked on now - it will be better than perfect!
so now i really cant wait - and i think i speak for everyone
^except for those stupid people who complain that its too complicated, i think they should try reading the key - lazy sh*ts^

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Tue Apr 15, 2008 2:07 pm
by Sir. Ricco
DiM wrote:
t-o-m wrote:this is looking really good DiM,

i love all the attention to detail, the water, and teh little boats lol

cant wait for this to be quenched - the tourniment will be great with this map

=D> =D> ;) =D> =D>


glad you like it mate, as for the tourney, it's gonna be a blast. a battle of epic proportions.

I might have to put that in the tournament. :D

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Tue Apr 15, 2008 5:15 pm
by t-o-m
mention my name or go:

You should put in the tourney wrote:
DiM! wrote:

a battle of epic proportions

t-o-m was there when DiM said that


haha

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Tue Apr 15, 2008 6:43 pm
by bryguy
You should put in the tourney wrote:
DiM! wrote:

a battle of epic proportions

t-o-m was there when DiM said that
BRYGUY was there also

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Tue Apr 15, 2008 6:48 pm
by Sir. Ricco
I don't think we are helping DiM with this. :lol:

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Tue Apr 15, 2008 7:06 pm
by DiM
bunch of spammers :evil: :lol:

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Tue Apr 15, 2008 9:43 pm
by bryguy
Sir. Ricco wrote:I don't think we are helping DiM with this. :lol:



no we're spamming his thread :lol:

[quote='DiM']bunch of spammers :evil: :lol:[/quote]
THats what they call me!

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Wed Apr 16, 2008 8:58 am
by Sir. Ricco
bryguy wrote:
Sir. Ricco wrote:I don't think we are helping DiM with this. :lol:



no we're spamming his thread :lol:

[quote='DiM']bunch of spammers :evil: :lol:

THats what they call me![/quote]
You have way too much time if you can color ever letter. :lol: :roll:

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Thu Apr 17, 2008 7:47 am
by Arachnophobia
One question (maybe remark...) remains: what is the dock territory for the sanctuary continent? Is it U'rl or A'lb? Pretty important as when its A'lb, its very hard to defend because of the -10 armies per turn. So basically, it should somehow be more distinct, which of the 2 countries is actually the dock country which has to be defended (the other bloot waters dont have to be defended...)

Re: AoR - Age of Mayhem - V12 S+L - pg1+32 [Final Forge]

Posted: Thu Apr 17, 2008 7:54 am
by DiM
Arachnophobia wrote:One question (maybe remark...) remains: what is the dock territory for the sanctuary continent? Is it U'rl or A'lb? Pretty important as when its A'lb, its very hard to defend because of the -10 armies per turn. So basically, it should somehow be more distinct, which of the 2 countries is actually the dock country which has to be defended (the other bloot waters dont have to be defended...)


this has been answered before and it's kinda logical if you think about it. what are docks? a limb of wood/stone that extend from the land into the water allowing boats to make a connection to that land via the dock. so normally the dock belongs in u'rl just like it did in the other chapters.