Krazy Kingdoms [Quenched]

Care to peruse completed maps? Take a stroll through the Atlas.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.
User avatar
DearCyrus
Posts: 183
Joined: Tue Mar 05, 2013 7:10 pm

Re: [Beta] - Krazy Kingdoms - Closed For Balance Updates 10/

Post by DearCyrus »

When do You think we will be back up and running?
User avatar
dolomite13
Posts: 1379
Joined: Mon Aug 18, 2008 5:54 pm

Re: [Beta] - Krazy Kingdoms - Closed For Balance Updates 10/

Post by dolomite13 »

DearCyrus wrote:When do You think we will be back up and running?


As soon as I can get the XML done (got sidetracked with house work and financial stuff the past few evenings) and Gilligan can check it we will then have to wait for all current games to finish. We are down to only 7 active games at the moment and this map is playing super fast at the moment (slightly too fast).

=D13=
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
User avatar
Teflon Kris
Posts: 4236
Joined: Sun Jul 13, 2008 4:39 pm
Gender: Male
Location: Lancashire, United Kingdom

Re: [Beta] - Krazy Kingdoms - Closed For Balance Updates 10/

Post by Teflon Kris »

Or, then again, the Ice Age may come first.

This game just started despite the map being closed:


Game 13396946


There may be hundreds of other games waiting for players.


!!!!!!!
User avatar
dolomite13
Posts: 1379
Joined: Mon Aug 18, 2008 5:54 pm

Re: [Beta] - Krazy Kingdoms - Closed For Balance Updates 10/

Post by dolomite13 »

Teflon Kris wrote:Or, then again, the Ice Age may come first.

This game just started despite the map being closed:


Game 13396946


There may be hundreds of other games waiting for players.


!!!!!!!


I have raised a concern that the site still allows closed map games to start as well as the rematch button to work on closed maps.

=D13=
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
User avatar
Teflon Kris
Posts: 4236
Joined: Sun Jul 13, 2008 4:39 pm
Gender: Male
Location: Lancashire, United Kingdom

Re: [Beta] - Krazy Kingdoms - Closed For Balance Updates 10/

Post by Teflon Kris »

dolomite13 wrote:
Teflon Kris wrote:Or, then again, the Ice Age may come first.

This game just started despite the map being closed:


Game 13396946


There may be hundreds of other games waiting for players.


!!!!!!!


I have raised a concern that the site still allows closed map games to start as well as the rematch button to work on closed maps.

=D13=

Bummer

There's still a lot of catching-up to do to for the programmers, make up for lost time during the managed declined of the Lacksadasical era.
User avatar
dolomite13
Posts: 1379
Joined: Mon Aug 18, 2008 5:54 pm

Re: [Beta] - Krazy Kingdoms - Closed For Balance Updates 10/

Post by dolomite13 »

XML will be done this weekend. I promise.

=D13=
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
User avatar
iAmCaffeine
Posts: 11699
Joined: Mon Apr 01, 2013 5:38 pm

Re: [Beta] - Krazy Kingdoms - Closed For Balance Updates 10/

Post by iAmCaffeine »

Pinky promise?
Image
User avatar
DearCyrus
Posts: 183
Joined: Tue Mar 05, 2013 7:10 pm

Re: [Beta] - Krazy Kingdoms - Closed For Balance Updates 10/

Post by DearCyrus »

dolomite13 wrote:XML will be done this weekend. I promise.

=D13=

=D> Looking forward to it! =D>
User avatar
dolomite13
Posts: 1379
Joined: Mon Aug 18, 2008 5:54 pm

Re: [Beta] - Krazy Kingdoms - Closed For Balance Updates 10/

Post by dolomite13 »

I did a complete mathematical look at everything and will have another image and bullet point list as well as xml on Sunday sometime. I think everyone will like what they see. Increased bonuses. More difficult elimination, more Insane Kraziness!

=D13=
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
User avatar
dolomite13
Posts: 1379
Joined: Mon Aug 18, 2008 5:54 pm

Re: [Beta] - Krazy Kingdoms - Latest Update 10/20

Post by dolomite13 »

OK after doing all of the math and contemplating all the possible balance changes here is what I have settled on. This may seem like too many changes on the surface but in the end this will make the map play almost as fast as it currently does but without making you feel like you are helpless once you are under assault. Which is important on such a small map with so many choke points.

The way you start now is to choose one of your favored territories to assault from your kingdom which starts with 3 and you will have an autodeploy of 1 and 2 deployable right from the start. So you should be able to grab a territory somewhere. In fog games this will make it much harder to locate your opponents. This also means that I needed to change most bonuses to not be granted with only 1 symbol etc ... however not all have changed as you shall see.

So please take a good look and let me know if you see anything that screams "NOOOOOO!" to you and I will see if it can be addressed. I plan to start on the xml changes for this later today.

So without further ado ... here are the proposed changes and a large map reflecting these changes.

=D13=

========================================================================================

Aquatic
  • aquatic bonus change to +1 for every 2 adjacent to sea. This will make max +11 instead of the previous 7 but it requires 22 territories for that and will be darn near impossible to get that.
  • seas killer 2 down from 3 (more attractive for aquatic).

Barbarians
  • no longer get any bonus from non favored/non adjacent to favored territories
  • gain +1 for every 3 basic land territories D,F,J,M,P,S,T
  • horde starts at 5 neutral
  • horde no longer decays

Cultists/Cosmic
  • Cultists renamed Cosmic
  • added a 4th Radiation
  • Radiation +1* (each)
  • 2 Radiation +1* (each)
  • new bonus structure is 1=+1, 2=+3, 3=+5, 4=+6
  • 2 radiation allows radiation to assault other radiation and radiation can assault the Forbidden Lands.
  • the bomb has been removed.

Demonic
  • added a 4th minion
  • Minion +1 (each)
  • 2 Minions +1 (each)
  • new bonus structure is 1=+1, 2=+3, 3=+5, 4=+6
  • removed auto 1 from underworld
  • underworld is now 5 neutral

Druids
  • 2 jungle +1 (each)
  • 2 forest +1 (each)
  • 1 jungle / 1 forest +1 (each)

Dwellers
  • added a 4th cavern
  • Cavern +1 (each)
  • 4 Caverns +2
  • new bonus structure is 1=+1, 2=+2, 3=+3, 4=+6

Elementalist
  • 2 volcanic +1 (each)
  • 2 tundra +1 (each)
  • 1 volcanic / 1 tundra +1 (each)

Fanatics
  • 2 favored +2
  • 3 favored +2
  • 4 favored +4

Miners
  • added a 4th mine
  • 2 mines +2
  • 3 mines +2
  • 4 mines +4

Undead
  • added a 4th crypts
  • 2 crypts +2
  • 3 crypts +2
  • 4 crypts +4

Wizards
  • changed wizards special to +2 for every 2 territories that border Blood Towers
  • hold two territories that border blood towers and all territories that border blood towers are adjacent (very powerful)

Losing Condition
  • changed the losing condition to be when you only control "special features" which includes "horde and underworld" you are eliminated. This will make it so that when you have no troops that can actually affect the board you are out of the game.

Kingdoms
  • now auto 1down from 3
  • grant +2 deployable bonus.
  • no longer assault their 1st favored territory.
  • added the following "If you hold no basic land D,F,J,M,P,S,T,V your Kingdom may assault any of your favored territories"

Forbidden Lands/Blood Towers
  • The borders of the Forbidden Lands are now closed to intruders. You must first hold territories that border any two of the four available Rune Towers.
  • added 4 blood towers to the map that straddle 2 territories each
  • increased forbidden lands to 30n

Territory Symbols
  • Added for fourth symbol to all symbols
  • Moved many symbols

Bonus Area
  • removed non adjacent/ non favored as a general concept and the associated bonus
  • added a semi standard territory bonus of +1 for ever 3 basic land territories (which will increase the bonus a bit overall)

Non Graphic Changes
  • reduce Underworld and Horde to 5n start
  • reduce 5n map starts to 3n on basic lands
  • reduce seas to 2n
  • increased forbidden lands to 30n (because overall bonuses have increased)

Minor Key Changes
  • removed decay notation as no territories have decay any longer
  • chasms now note that they are adjacent for your favored territories only so if you are Gnomes or Murklords then you can jump across between M1 and S4. But no other kingdom would have that ability.

Max Starts
  • Now that I have made changes to how you get eliminated and the bonus structure I feel like 1 max start position is fine for this map and have decided not to increase this to 2 as it really would create chaos.

http://imageshack.com/a/img46/811/z9ek.png
Image

http://imageshack.com/a/img33/8301/7wd1.png
Image
Last edited by dolomite13 on Mon Oct 21, 2013 11:49 pm, edited 1 time in total.
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
User avatar
DearCyrus
Posts: 183
Joined: Tue Mar 05, 2013 7:10 pm

Re: [Beta] - Krazy Kingdoms - Closed For Balance Updates 10/

Post by DearCyrus »

I am looking forward to this! Looks even better than before. All of the changes seem well thought out. Nice work, D13! =D>
User avatar
-=- Tanarri -=-
Posts: 884
Joined: Wed Jul 08, 2009 2:02 pm
Location: The Underworld

Re: [Beta] - Krazy Kingdoms - Balance Proposal 10/20

Post by -=- Tanarri -=- »

I like the changes that are being made, I think they'll help speed things up a bit too and open up the strategy of the map a bit. In the key, you missed V as a basic land territory. I'm looking forward to seeing how the changes play out on the map :)
User avatar
dolomite13
Posts: 1379
Joined: Mon Aug 18, 2008 5:54 pm

Re: [Beta] - Krazy Kingdoms - Balance Proposal 10/20

Post by dolomite13 »

-=- Tanarri -=- wrote:I like the changes that are being made, I think they'll help speed things up a bit too and open up the strategy of the map a bit. In the key, you missed V as a basic land territory. I'm looking forward to seeing how the changes play out on the map :)


Fixed that letter V and updated the maps above.

=D13=
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
User avatar
dolomite13
Posts: 1379
Joined: Mon Aug 18, 2008 5:54 pm

Re: [Beta] - Krazy Kingdoms - Balance Proposal 10/20

Post by dolomite13 »

Quick Update... Worked on XML for 2 hours this evening ... Will finish it tomorrow evening... I am rewriting almost all of the xml except for territory locations so I need to check and re-check it before submitting it. Almost as if it is a fresh new XML.

I am really excited as I think these changes will make the map so much more interesting and fun to play.

=D13=
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
User avatar
dolomite13
Posts: 1379
Joined: Mon Aug 18, 2008 5:54 pm

Re: [Beta] - Krazy Kingdoms - XML Uploaded 10/22

Post by dolomite13 »

OK

Here the xml that matches the above images and changes.

KKFinal303.xml
(74.32 KiB) Downloaded 415 times


It has several territories with the same border twice because they have two different conditions. I think this should be allowed but the checker flags it as an error.

Hopefully this will pass the XML check.

=D13=
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
User avatar
DearCyrus
Posts: 183
Joined: Tue Mar 05, 2013 7:10 pm

Re: [Beta] - Krazy Kingdoms - XML Uploaded 10/22

Post by DearCyrus »

So, quads once its up? ;)
User avatar
Gilligan
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Gender: Male
Location: Providence, RI

Re: [Beta] - Krazy Kingdoms - XML Uploaded 10/22

Post by Gilligan »

I'll look this over soon. This one and Spanish Armada will probably take me a while, they're both intense.
Image
User avatar
dolomite13
Posts: 1379
Joined: Mon Aug 18, 2008 5:54 pm

Re: [Beta] - Krazy Kingdoms - XML Uploaded 10/22

Post by dolomite13 »

Gilligan wrote:I'll look this over soon. This one and Spanish Armada will probably take me a while, they're both intense.


No Problem.

These are some massive changes so I expect it will take some time. It took me about 7 hours just to make the changes.

Now I need to go work on Homeworlds and Q*onqr

=D13=
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
User avatar
dolomite13
Posts: 1379
Joined: Mon Aug 18, 2008 5:54 pm

Re: [Beta] - Krazy Kingdoms - XML Uploaded 10/22

Post by dolomite13 »

I'm heading off on a weekend getaway with my wife, so I will be playing CC and reading message boards via my iPad or iPhone, if I even have AT&T coverage at Lake Chelan. I won't be able to edit xml till late Sunday at the earliest. In any case we have 4 active games still playing.

=D13=
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
User avatar
DearCyrus
Posts: 183
Joined: Tue Mar 05, 2013 7:10 pm

Re: [Beta] - Krazy Kingdoms - XML Uploaded 10/22

Post by DearCyrus »

Have a good time! I know what its like to be stuck to phone while vacationing...
User avatar
Teflon Kris
Posts: 4236
Joined: Sun Jul 13, 2008 4:39 pm
Gender: Male
Location: Lancashire, United Kingdom

Re: [Beta] - Krazy Kingdoms - XML Uploaded 10/22

Post by Teflon Kris »

And just to prove the point that games Waiting for Players will cause unnecessary beta-delay:

Game 13424434

BigWham himself !!!!!!!!!!
User avatar
Gilligan
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Gender: Male
Location: Providence, RI

Re: [Beta] - Krazy Kingdoms - XML Uploaded 10/22

Post by Gilligan »

Teflon Kris wrote:And just to prove the point that games Waiting for Players will cause unnecessary beta-delay:

Game 13424434

BigWham himself !!!!!!!!!!


That was probably created before the map got closed...
Image
User avatar
Teflon Kris
Posts: 4236
Joined: Sun Jul 13, 2008 4:39 pm
Gender: Male
Location: Lancashire, United Kingdom

Re: [Beta] - Krazy Kingdoms - XML Uploaded 10/22

Post by Teflon Kris »

Gilligan wrote:
Teflon Kris wrote:And just to prove the point that games Waiting for Players will cause unnecessary beta-delay:

Game 13424434

BigWham himself !!!!!!!!!!


That was probably created before the map got closed...


Yes, but the cheeky so-and-so should know of the request (see above) for waiting games to be deleted on closed Beta maps and is making us all wait weeks instead !!
User avatar
dolomite13
Posts: 1379
Joined: Mon Aug 18, 2008 5:54 pm

Re: [Beta] - Krazy Kingdoms - XML Uploaded 10/22

Post by dolomite13 »

Shouldn't the admins just be able to delete the waiting games?

In any case we are down to 3 active.

=D13=
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
User avatar
Gilligan
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Gender: Male
Location: Providence, RI

Re: [Beta] - Krazy Kingdoms - XML Uploaded 10/22

Post by Gilligan »

dolomite13 wrote:Shouldn't the admins just be able to delete the waiting games?

In any case we are down to 3 active.

=D13=


Waiting games are gone and active games have a 30 round limit.

I should have this checked within a few days, but it doesn't seem like we're in any sort of rush as we have to wait for the games anyway.
Image
Post Reply

Return to “The Atlas”