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Coleman
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Post by Coleman »

Swear This Should Be Right:

http://members.cox.net/gyrigo/CC/Siege11.xml

Fixed the ward borders, they were all kinds of messed up. Correct now.
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mibi
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Post by mibi »

Coleman wrote:Swear This Should Be Right:

http://members.cox.net/gyrigo/CC/Siege11.xml

Fixed the ward borders, they were all kinds of messed up. Correct now.


i just checked it over, everything is correct.
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AndyDufresne
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Post by AndyDufresne »

Well, well! This map is shaping up very nicely!

I don't have any really issues, other than I'd maybe make the Tunnel 3 instead of 2.

I'll let the discussion keep going, but I'd like to see the latest images of the large and small maps (once again, just to make sure you haven't been fiddling) along with two versions with XML (same about the fiddling).


--Andy
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Post by KEYOGI »

AndyDufresne wrote:I don't have any really issues, other than I'd maybe make the Tunnel 3 instead of 2.

I agree.
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mibi
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Post by mibi »

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hulmey
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Post by hulmey »

hulmey wrote:
the bonuses have been screwd up compeletly The Forest has 5 borders and gets 2 armies has everyone gone nuts?


I think you mean it is bordered by 5 territories, actually its 6 with the woods camp. Which doesn't mean much since 5 of those territories can be defend from just one territory. So yeah, in play anyone who takes the forest will have many armies on forest 2, which works to its advantage since it can break 3 bonuses from that position.

The bonuses are fine.


East ward and west ward have the same amount of terrotiries and border couintries but get 3 armies as opposed to 2 the forest armies get!?!?!....
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maniacmath17
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Post by maniacmath17 »

east and west ward have 3 boarders to defend, and therefore deserve the additional reinforcement. Don't listen to hulmey, I've looked at the bonuses and they are all perfectly fine.
Last edited by maniacmath17 on Sun Apr 15, 2007 1:03 am, edited 1 time in total.
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Coleman
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Post by Coleman »

hulmey wrote:East ward and west ward have the same amount of terrotiries and border couintries but get 3 armies as opposed to 2 the forest armies get!?!?!....

To keep a ward assuming you don't own the walls you have 3 territories you need to defend, to keep the forest you only need to defend 2. They aren't exactly the same.

EDIT: Holy crap I got speed posted at this hour? I'm a disgrace. :oops:
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hulmey
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Post by hulmey »

considering your helping mibi with this map you seem to be confusing yourself lol

Not a very good advertisment, however one will let you off the hook this time :)

The forest has 4 territories and the Wood camp has 2...

Im talking about the forest!!!!!
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Coleman
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Post by Coleman »

hulmey wrote:considering your helping mibi with this map you seem to be confusing yourself lol

Not a very good advertisment, however one will let you off the hook this time :)

The forest has 4 territories and the Wood camp has 2...

Im talking about the forest!!!!!


So am I, the forest has 2 territories you have to defend, the other 2 are enclosed. The wards only have 1 territory like that.
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hulmey
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Post by hulmey »

what difference does that make!!!

Swamp has the same...Out of 5 countries it has 2 enclosed and same amount ot borders as forest does!!!

Only difference is it has one more country...So for one extra country you gonna give it a extra army..It doesnt make sense....

All we are tlaking about is ending one extra army to the forset not changing whole bonus structure!!!!
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mibi
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Post by mibi »

hulmey wrote:what difference does that make!!!

Swamp has the same...Out of 5 countries it has 2 enclosed and same amount ot borders as forest does!!!

Only difference is it has one more country...So for one extra country you gonna give it a extra army..It doesnt make sense....

All we are tlaking about is ending one extra army to the forset not changing whole bonus structure!!!!


the swamp has a border with the gate, which will be a heavily trafficked and defended area where as the swamp uses the midlands as a buffer from the fortress.

the bonuses are fine. this map has been play tested offline.
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hulmey
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Post by hulmey »

thats what they said about the artic nap and look what happened to that!!!!

whoever starts with the castle is gonna have such a huge advantge ( as has happened to me recently in the king of moutains map)
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Coleman
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Post by Coleman »

hulmey wrote:thats what they said about the artic nap and look what happened to that!!!!

whoever starts with the castle is gonna have such a huge advantge ( as has happened to me recently in the king of moutains map)

That's very true but you have to consider the odds of starting with enough of the castle to guarantee taking it early or easily is very low. Unless your opponents are brain dead, or very tired people aren't going to let someone take the castle without a fight.

I think with the theme it is only fitting that the castle is the seat of power for the map. To compensate at least a little, there are a few one way attacks into the castle onto very strageically valuable territories.

For a similar reason I support the tunnel being worth 2 (or even less). Anymore and it becomes too valuable and people will take and hold it just for the sake of points and not for an easy access to the more valuable parts of the castle.

I know advocates of playability will insist that the tunnel be worth 3 as it maybe should if you looked at it as a true continent. But sometimes it is better to stick with the theme of the map. I don't want to see people fort up in the Tunnel. That just doesn't make sense. You want the castle.
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spinwizard
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Post by spinwizard »

i agree with coalman
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mibi
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Post by mibi »

Coleman wrote:
hulmey wrote:thats what they said about the artic nap and look what happened to that!!!!

whoever starts with the castle is gonna have such a huge advantge ( as has happened to me recently in the king of moutains map)

That's very true but you have to consider the odds of starting with enough of the castle to guarantee taking it early or easily is very low. Unless your opponents are brain dead, or very tired people aren't going to let someone take the castle without a fight.

I think with the theme it is only fitting that the castle is the seat of power for the map. To compensate at least a little, there are a few one way attacks into the castle onto very strageically valuable territories.

For a similar reason I support the tunnel being worth 2 (or even less). Anymore and it becomes too valuable and people will take and hold it just for the sake of points and not for an easy access to the more valuable parts of the castle.

I know advocates of playability will insist that the tunnel be worth 3 as it maybe should if you looked at it as a true continent. But sometimes it is better to stick with the theme of the map. I don't want to see people fort up in the Tunnel. That just doesn't make sense. You want the castle.


yes, the Icecap is 3 territories. The throne and great hall is 6. If you want it you better be prepared to fight for it AND the other 16 territories in the castle.

And the tunnel needs to be 2 or less. Once someone has the great hall and throne they can steadily work their way through the tunnel all while not increasing their borders. a +3 bonus makes it less attractive, which is should be.
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hulmey
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Post by hulmey »

you honestly think its a secret way into the wall!?!?!?

From the swamp you have to conquer 6 countries to get into the castle walls....

So you must pit 10 men on the beginning snd pray u get good dice (which i very much doubt)...

The idea is very good but you also have to be realistic....

As was done for the castle bonuses can we have a poll for the outlands as well at least?
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mibi
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Post by mibi »

hulmey wrote:you honestly think its a secret way into the wall!?!?!?

From the swamp you have to conquer 6 countries to get into the castle walls....

So you must pit 10 men on the beginning snd pray u get good dice (which i very much doubt)...

The idea is very good but you also have to be realistic....

As was done for the castle bonuses can we have a poll for the outlands as well at least?


Well you assume that the player who has the swamp is just leaving the tunnel untouched, which is dumb.

Even if you had to take 6 to get to the gate, it might be a more viable plan then trying to break the 30 armies on the wall or getting murdered trying to go through the gate. And if you didnt make it all the way to the wall through the tunnel, the player who has the wall would have to split the wall armies to defend outer wall 3.

and I dont like polls because it gives the same vote to someone who has studied it meticulously as some noob in the foundry for the first time.

as you can see, i ddint go with the majority of the last poll anyways.
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hulmey
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Post by hulmey »

well what can i say...do it your way :)
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mibi
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Post by mibi »

hulmey wrote:well what can i say...do it your way :)


mine and many others.
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Samus
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Post by Samus »

Coleman wrote:I know advocates of playability will insist that the tunnel be worth 3 as it maybe should if you looked at it as a true continent. But sometimes it is better to stick with the theme of the map. I don't want to see people fort up in the Tunnel. That just doesn't make sense. You want the castle.


I think the tunnel is worth +3 as a region, but I don't necessarily think it should be +3. Every map has regions that I think are better to go for than others. I don't see why the map's creators can't control that intentionally to direct the gameplay rather than see how it develops.
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hulmey
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Post by hulmey »

Well thats a first time i've heard that in the Map Foundry Samus....It would be nice if that where possible!!
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KEYOGI
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Post by KEYOGI »

How should the Camps + gate bonuses work? (read post)

Leave it. Both camps + gate = 1+2+4+4 =11.
41% [ 26 ]
Change it. Both camps + gate = 1+2+3+3 = 9
34% [ 22 ]
Change it. Both camps + gate = 1+2+4 = 7
23% [ 15 ]

Total Votes : 63
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Post by yeti_c »

2 Quick Queries -
1) Is the River Camp the bottom left bit?
2) Are the Forest, Midlands and plains "Camps" or is it just the woods and rivers that have the "gate" bonus attached?
2a) What happens if you have both camps and the gate?
C.
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mibi
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Post by mibi »

yeti_c wrote:2 Quick Queries -
1) Is the River Camp the bottom left bit?
2) Are the Forest, Midlands and plains "Camps" or is it just the woods and rivers that have the "gate" bonus attached?
2a) What happens if you have both camps and the gate?
C.


1) Correct
2) Yes, just the two areas in the corners are camps.
3) You get +1 (river camp) +1 (woods camp) +3 (river camp and gate) +3 (woods camp and gate) for a total of +8
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