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Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 4:12 am
by koontz1973
Image

Don't make me do a DiM on you.Image

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 5:16 am
by thenobodies80
koontz1973 wrote:Image

Don't make me do a DiM on you.Image


Lackattack doesn't upload maps during weekends, so DiM him, not me! O:)

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 5:17 am
by thenobodies80
          Beta - Quenching

---The Final Forge period has concluded for the Battle at Rorke's Drift Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Beta Brand. Let it be known that this map is now ready for BETA Play. After an extended period of time in BETA and once all quirks and issues have been resolved, the map will be put into Full Play (barring any Lack vetoes).

Conquer Club, enjoy!

              Image


While the map is in BETA Play, there are a couple of administrative tasks that are required of the mapmaker(s) in addition to the initial gameplay testing:
    1. Please ensure that the first post of the thread contains all the necessary information to help future visitors to the development thread; it's particularly important to ensure the most recent images are there, along with any helpful guides (such as gameplay quirks/nuances or the location/size of any starting neutrals etc.)
    2. Finally, it is the responsibility of the mapmaker(s) to ensure that they respond to further feedback in a timely and constructive manner.


thenobodies80

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 6:00 am
by koontz1973
thenobodies80 wrote:
          Beta - Quenching
Conquer Club, enjoy!
              Image
thenobodies80


Image
This is how this make me feel.

Thanks you so much thenobodies80

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 9:48 am
by isaiah40
=D> =D> =D> Congrats koontz! =D> =D> =D>

Oh, joined the 1v1 game! :D

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 9:50 am
by koontz1973
Thanks isaiah40. Going to post a few more in the callouts.

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 9:58 am
by thenobodies80
The map was installed and it is now available for playing! :D

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 10:00 am
by koontz1973
thenobodies80 wrote:The map was installed and it is now available for playing! :D

Thanks thenobodies80, I know I have been a pain over the last couple of weeks but thanks a lot for your and all of the mods hard work. Just playing a 1v1 against isaiah40. Hope you join some in the callouts.

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 10:15 am
by Gilligan
Something should be done about 1v1 drops...Not for the -1s or anything, but for closeness to the objective. My opponent dropped close to it...I didn't. He rushed it on the second turn, and it was just a matter of dice then.

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 10:39 am
by koontz1973
Gilligan wrote:Something should be done about 1v1 drops...Not for the -1s or anything, but for closeness to the objective. My opponent dropped close to it...I didn't. He rushed it on the second turn, and it was just a matter of dice then.

Looked at your game and just finished my first 1v1. Yes, it is not a great 1v1 map but I never had 1v1 in mind when I thought of it. With the 8 drop in 1v1, it might be a tad easy to get through the killer neutrals or take the chieftains but raising those neutrals will hard all other games. I will see how it looks after a couple of days and then raise it again. If the other types of games have no trouble getting through then I can raise them.

EDIT: how about coding the reinforcements to 1 per 4. This would give a drop of 5 in 1v1 games. That should solve the problem nicely.

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 10:51 am
by koontz1973
Right now the reinforcements are the normal 1 for every 3.

Would this make it better?

<minreinforcement>3</minreinforcement>
<reinforcements>
<reinforcement>
<lower>1</lower>
<upper>90</upper>
<divisor>4</divisor>
</reinforcement>
</reinforcements>

or how about

<minreinforcement>3</minreinforcement>
<reinforcements>
<reinforcement>
<lower>1</lower>
<upper>15</upper>
<divisor>5</divisor>
</reinforcement>
<reinforcement>
<lower>16</lower>
<upper>90</upper>
<divisor>3</divisor>
</reinforcement>
</reinforcements>

This would give reinforcements in a 1v1 game as a initial drop of 5 (top) and 6 (bottom) respectively.

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 10:56 am
by isaiah40
it might work. All you can do is try right?

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 11:01 am
by koontz1973
Lets give it a go. Will post new xml tonight.

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 12:03 pm
by Gilligan
Would that be for all games, or just 1v1?

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 12:18 pm
by koontz1973
All games. Also thinking of raising the chieftain neutrals to 5. But this may be a bit high so might try for a 4 first.

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 12:29 pm
by Seamus76
Congrats Koontz!!

I say start with 4. 5 is tough, and might keep people from trying to take them.

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 1:29 pm
by koontz1973
Here is the new xml. All is the same apart from the reinforcements and the chieftains.

New reinforcements are set at a deviser of 4. This should give initial troops of 6 instead of 8 in 1v1 games. Not done the math for the other types yet but will post in this post when done.
Chieftain neutrals have been raised to 4 as they are too easy to grab.

http://h1.ripway.com/koontz/RorkesDrift20.xml

EDIT:before making any more major changes to the map, lets see how the bigger games go.

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 3:17 pm
by dazza2008
I played a 1v1 and it never seemed to bad. Guess we just got an even drop. I also played a guy who set it up as manual. He split his troops and I deployed in 1 place then took the objective first turn.

I have set some dubs up too to see how that goes.

Looks good to me though buddy. Good work. =D>

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 4:40 pm
by koontz1973
One comment in a game is how the winning condition is easy to get. I have noticed in 1v1 games that you can get quite high reinforcements by round 4 or 5. Would it be better to open up the 2 commanders to 593 Jones and Reynolds.

So you can go from 593 Jones straight into Chard and the same with Reynolds. This would mean 2 territs to defend while Schiess would still need to be taken.

So far around 40 1v1 games. Only one has gotten past round 7. That is too short a game IMO. This might allow it to go on a round or two and with the new xml it might make it a lot better for 1v1 while not making it to bad for bigger games.

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 4:47 pm
by Sniper08
this map isnt really a 1v1 map so id be more focused with 4players or more as that would be the types of games played on this map.

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 9:06 pm
by isaiah40
koontz1973 wrote:One comment in a game is how the winning condition is easy to get. I have noticed in 1v1 games that you can get quite high reinforcements by round 4 or 5. Would it be better to open up the 2 commanders to 593 Jones and Reynolds.

So you can go from 593 Jones straight into Chard and the same with Reynolds. This would mean 2 territs to defend while Schiess would still need to be taken.

So far around 40 1v1 games. Only one has gotten past round 7. That is too short a game IMO. This might allow it to go on a round or two and with the new xml it might make it a lot better for 1v1 while not making it to bad for bigger games.


Let's wait and see how the new numbers work out first before we go and make changes. Personally, I think the new starting amounts should do the trick. But then again, I'm no rabbit! :lol:

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 11:20 pm
by koontz1973
Sent nobodies the new xml, so lets see if that helps.

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Mon Oct 03, 2011 11:57 pm
by grifftron
horribly uneven 1 on 1 map with the huge bonus structures, sure it is great with teams tho, excited to try it out with teams... I do like the map overall tho, just not 1 on 1

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Tue Oct 04, 2011 5:14 am
by Flapcake
Gratulation with beta koontz =D> goin to play it rigth now :D

Re: Battle at Rorke's Drift. [24 09 11] V.67 PG 1 / 42

Posted: Tue Oct 04, 2011 6:47 am
by koontz1973
grifftron wrote:horribly uneven 1 on 1 map with the huge bonus structures, sure it is great with teams tho, excited to try it out with teams... I do like the map overall tho, just not 1 on 1


Larger games are much better. In fact 4 player games seem to be the best (not tried a 3 player one). Sent a new xml so that might sort some problems out in 1v1.