King's Court 2 [Quenched]
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- natty dread
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Re: King's Court 2 (V13 pg4)
Small trees good.
The cathedral would probably look better if you made the top, left & right ends flat instead of rounded, like the bottom one.
Is there a small version in existence? I think that's needed before graphics stamp.
The cathedral would probably look better if you made the top, left & right ends flat instead of rounded, like the bottom one.
Is there a small version in existence? I think that's needed before graphics stamp.

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Kabanellas
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Re: King's Court 2 (V13 pg4)
I'm expecting an insane amount of work for the small map, so i just want everything settled to start working on it.
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Kabanellas
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Re: King's Court 2 (V14 pg9)
I've added a somewhat important/interesting feature.
If a player loses his Castle, he'll be able to get a +6 troop bonus from owning any council member (as long as he doesn't own any castles). This is important because unlike King's Court 1, here you won't be able to take the castle back from the noble (Castle one-way assault the noble) - and a player might lose the Castle from Trebuchet bombardment.
Also, a player could do a different kind of game completely built on Council and King bonus - those can give a good payback for players without castles
[bigimg]http://img804.imageshack.us/img804/6492/scourt2v15img.png[/bigimg]
If a player loses his Castle, he'll be able to get a +6 troop bonus from owning any council member (as long as he doesn't own any castles). This is important because unlike King's Court 1, here you won't be able to take the castle back from the noble (Castle one-way assault the noble) - and a player might lose the Castle from Trebuchet bombardment.
Also, a player could do a different kind of game completely built on Council and King bonus - those can give a good payback for players without castles
[bigimg]http://img804.imageshack.us/img804/6492/scourt2v15img.png[/bigimg]
- crazymilkshake5
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Kabanellas
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Re: King's Court 2 (V14 pg9)
thanks! the XML, I'll do it myself 
Re: King's Court 2 (V14 pg9)
This map looks super sweet. Can't wait to play it!
- crazymilkshake5
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Re: King's Court 2 (V14 pg9)
This map looks good to me, but the only thing i see wrong with it is that The Admiral assaults all ports, and gets +1 per 2
i would say that he should bombard all ports, not assault them IMO.
i would say that he should bombard all ports, not assault them IMO.
highscore


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Kabanellas
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Re: King's Court 2 (V14 pg9)
crazymilkshake5 wrote:This map looks good to me, but the only thing i see wrong with it is that The Admiral assaults all ports, and gets +1 per 2
i would say that he should bombard all ports, not assault them IMO.
I guess that's the kind of situation that Beta will help to adjust.
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Kabanellas
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Re: King's Court 2 (V14 pg9)
I'm working on the small version now. Expect to have it ready by Monday
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Kabanellas
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Re: King's Court 2 (V14 pg9)
Here it is the small version:
[bigimg]http://img560.imageshack.us/img560/8461/scourt2v15smallimg.png[/bigimg]
[bigimg]http://img560.imageshack.us/img560/8461/scourt2v15smallimg.png[/bigimg]
Re: King's Court 2 (V15 pg9) small version ready
I have a question about the knights.
Most castles have 1 knight in an adjacent hex, but then you have HD castle with 2 knights in adjacent hexes and HF with no knights in adjacent hexes. What's the reasoning behind this?
It seems like HF castle is at a disadvantage compared to the others, especially since the closest knight is 6 hexes away, and is actually closer to HE castle than to HF.
Now, I notice that (to make up for it, I guess?) HF has 2 archers in adjacent hexes, and another archer 2 hexes away, and HD has no archers anywhere near it, but from the few games I've played on KC the knights have much more value than the archers.
Is this done just to differentiate between the castles, or is there another reason?
Sorry if this has been brought up before, I haven't read the whole thread, but I was curious about it.
Most castles have 1 knight in an adjacent hex, but then you have HD castle with 2 knights in adjacent hexes and HF with no knights in adjacent hexes. What's the reasoning behind this?
It seems like HF castle is at a disadvantage compared to the others, especially since the closest knight is 6 hexes away, and is actually closer to HE castle than to HF.
Now, I notice that (to make up for it, I guess?) HF has 2 archers in adjacent hexes, and another archer 2 hexes away, and HD has no archers anywhere near it, but from the few games I've played on KC the knights have much more value than the archers.
Is this done just to differentiate between the castles, or is there another reason?
Sorry if this has been brought up before, I haven't read the whole thread, but I was curious about it.
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Kabanellas
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Re: King's Court 2 (V15 pg9) small version ready
Yes Tk, I wanted to make Castles have some differentiating characteristics between themselves - that could add some interesting playability on FOG games and players would need to adjust strategies depending on what Castles they'd start on.
As for that particular Castle you've mentioned, to compensate the lack of Knights I've added 1 Archer to its cluster and plus 2 on its zone of influence. I've also added 3 Woods for production.
Of course that some of this features might need some adjustment after BETA testing
As for that particular Castle you've mentioned, to compensate the lack of Knights I've added 1 Archer to its cluster and plus 2 on its zone of influence. I've also added 3 Woods for production.
Of course that some of this features might need some adjustment after BETA testing
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Kabanellas
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Re: King's Court 2 (V15 pg9) small version ready
I'm ready to start working on the XML now......
Re: King's Court 2 (V15 pg9) small version ready
Kabanellas wrote:Yes Tk, I wanted to make Castles have some differentiating characteristics between themselves - that could add some interesting playability on FOG games and players would need to adjust strategies depending on what Castles they'd start on.
As for that particular Castle you've mentioned, to compensate the lack of Knights I've added 1 Archer to its cluster and plus 2 on its zone of influence. I've also added 3 Woods for production.
Of course that some of this features might need some adjustment after BETA testing
Ok, fair enough, that sounds reasonable. I was just curious about it. Thanks for the response!
It's looking very good, by the way. I'll definitely be playing this one a bit more than the original, I think!
- crazymilkshake5
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Kabanellas
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Kabanellas
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- BadgerJelly
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Re: King's Court 2 - XML ready
WOW!!
LOVE Kings Court and I find this!!
Pure genius! I am not ashamed to say I will be stealing as many of your ideas as possible and using them in the future where I can!
LOVE Kings Court and I find this!!
Pure genius! I am not ashamed to say I will be stealing as many of your ideas as possible and using them in the future where I can!
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Kabanellas
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- thenobodies80
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Re: King's Court 2 - XML ready
Kab, in case you missed it, now we ask to mapmakers to post a version with starting positions/neutrals on the map in the OP and in the xml check form. Can you kindly provide that version? Thanks 
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Kabanellas
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Kabanellas
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- BadgerJelly
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Re: King's Court 2 - XML ready
Kabanellas wrote:done!
How long until I can kick your ass on this board mate?
Re: King's Court 2 - XML ready
BadgerJelly wrote:Kabanellas wrote:done!
How long until I can kick your ass on this board mate?
Probably never. You can play it soon though.




