Age of Realms: Age of Might [Quenched]
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ParadiceCity9
- Posts: 4239
- Joined: Thu Feb 15, 2007 4:10 pm
DiM wrote:Gilligan wrote:Wow.
That's horrible.
Kinda off topic, but don't you think there should be a picture of a dock in the legend?
and for the first time in ~2 months it seems i will fall bellow 2000 points. it's horrible((((
PS: nope i don't think there's the need of a dock image. i think it's pretty obvious where are the docks.
no i actually had some trouble finding them to be honest...
ParadiceCity9 wrote:DiM wrote:Gilligan wrote:Wow.
That's horrible.
Kinda off topic, but don't you think there should be a picture of a dock in the legend?
and for the first time in ~2 months it seems i will fall bellow 2000 points. it's horrible((((
PS: nope i don't think there's the need of a dock image. i think it's pretty obvious where are the docks.
no i actually had some trouble finding them to be honest...
I did too, that's why I said it.

- rebelman
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ParadiceCity9 wrote:DiM wrote:Gilligan wrote:Wow.
That's horrible.
Kinda off topic, but don't you think there should be a picture of a dock in the legend?
and for the first time in ~2 months it seems i will fall bellow 2000 points. it's horrible((((
PS: nope i don't think there's the need of a dock image. i think it's pretty obvious where are the docks.
no i actually had some trouble finding them to be honest...
hmmm timber coloured protruding items continuing into the water what could they be
Don't now why people on here don't like being cooks, remember under siege: A former SEAL, now cook, is the only person who can stop a gang of terrorists when they sieze control of a US Navy battleship.
- DiM
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- Location: making maps for scooby snacks
rebelman wrote:hmmm timber coloured protruding items continuing into the water what could they be
i know i know pick me pick me.........
....it's santa on crack
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
I had the castle in figye down to one armie in a 3 player game and then the 3rd player took out me and the guy in figye in the first round and still had armies to fortify (we only had 1 continent so we ended up losing)
It's way to easy How about you make the places around your castle easy and the ones between hard
Noone goes for ressource pairs or villages they just go for castles
This isn't close to as good as I thought

It's way to easy How about you make the places around your castle easy and the ones between hard
Noone goes for ressource pairs or villages they just go for castles
This isn't close to as good as I thought
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- Herakilla
- Posts: 4283
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dim while you change the XML why not make rhit 7 instead of 6 since its right next to a castle and thus makes it great strategic position
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- Bad Speler
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dominationnation
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- DiM
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i'm at work right now. i have spent all night playing the map to see what flaws bugs and other gameplay issues i find.
after i get home and take a good sleep i will change the xml to reflect some new twaks i have in mind.
after i get home and take a good sleep i will change the xml to reflect some new twaks i have in mind.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
- DiM
- Posts: 10415
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as i said above after i get some good sleep and i get my thoughts straight i want to do some xml tweaks to improve gameplay BUT at the moment i'm a bit torn. i don't know if i should change it or not. i'm looking at the map stats and at this moment AoR has more games than all the other maps that were quenched last night put together. this means people love it. it means it is a success. to be honest i'm not fully satisfied and i think the gameplay could use some improvements. but am i right? will my improvements actually destroy it's success. i don't know. here's what i want to do.
first of all the neutrals remain as they are now. no more changes (actually lack hasn't updated the xml with the new neutrals so those will be final)
what i want to do is to stop the mad run for castles and make people go for the other bonuses.
and i have come up with 2 very simple solutions.
1. make the castle bonus be 3 instead of 5.
2. leave the castle bonus at 5 but make it autodeploy on the castle.
i'm more inclined in the second option. what do you guys think?
first of all the neutrals remain as they are now. no more changes (actually lack hasn't updated the xml with the new neutrals so those will be final)
what i want to do is to stop the mad run for castles and make people go for the other bonuses.
and i have come up with 2 very simple solutions.
1. make the castle bonus be 3 instead of 5.
2. leave the castle bonus at 5 but make it autodeploy on the castle.
i'm more inclined in the second option. what do you guys think?
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
- Herakilla
- Posts: 4283
- Joined: Fri Jun 09, 2006 8:33 pm
- Location: Wandering the world, spreading Conquerism
what if you tested it
i personally think the 5 bonus works its just the docks have too few armies or are too close to the castles to even discourage runs for castles
if they were made stronger i think you would see more of the gameplay you intended the map to have but have 5 autodeploy would really just make it into the map you intended i think so i myself am torn
(i really like it the way it is lol im winning so many games!)
i personally think the 5 bonus works its just the docks have too few armies or are too close to the castles to even discourage runs for castles
if they were made stronger i think you would see more of the gameplay you intended the map to have but have 5 autodeploy would really just make it into the map you intended i think so i myself am torn
(i really like it the way it is lol im winning so many games!)
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- rebelman
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the auto deploy to castles would not stop suicide runs on the first turn, and if you do go this road its important that we can fort these men out and not have them stuck there
Don't now why people on here don't like being cooks, remember under siege: A former SEAL, now cook, is the only person who can stop a gang of terrorists when they sieze control of a US Navy battleship.
- rebelman
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personally id prefer to see neutral numbers being increased in docks near castles and on the suicide run than anything happening with the castle bonuses
Don't now why people on here don't like being cooks, remember under siege: A former SEAL, now cook, is the only person who can stop a gang of terrorists when they sieze control of a US Navy battleship.
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XHellfireX
- Posts: 1
- Joined: Thu Oct 04, 2007 6:42 pm
Well I just started my first game today on this map and I know I've lost already. Made a run for the nearest castle and found out it was occupied by my opponent. Got bad dice, plus going though all the neutrals didn't help and I couldn't capture it. So my opponent followed my path back and took my castle leaving me with one.
So I've pretty much lost the game at this point, its only a matter of time.
So I've pretty much lost the game at this point, its only a matter of time.
- DiM
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rebelman wrote:the auto deploy to castles would not stop suicide runs on the first turn, and if you do go this road its important that we can fort these men out and not have them stuck there
actually it would solve the problem suicide runs are done in 2p or 3p games where each player deploys 13 troops. if the castle bonus is autodeployed then you can only put the 3 troops thus reaching a max of 11 troops on 1 castle instead of 16. with 11 troops suicide runs will no longer work especially since i already increased some neutrals (not yet updated because lack didn't read the pm)
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
after playing this map more than 10 times i can safely say the bonuses are way way to high!! I really like the map but the bonuses just go to crazy and players are after4 or 5 rounds able to get bonuses of voer 40 or 50 armies...Stragey seems very poor on this...Could you not review the bonus structure??
[img]http://img801.imageshack.us/img801/9761/41922610151374166770386.jpg[/mg]
- Bad Speler
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I am highly in favour of option two, having the five neutral deployed on the castle. It would add more strategy to the attacks done on neutral armies past the first round. Decreasing the bonus to three would give the player a hard time destroying the neutral armies. Increasing neutral armies on ports - and for the most part these ports are also villages - would just give the player with the nearby castle a harder time conquering the village, giving an immediate advantage to anyone owning a castle near a village that is not a port.
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Highest Position: 69 (a long time ago)
- Herakilla
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and dim if you do eventually wind up changing bonuses (i hope not!) could you make the legend easier to read, i had one player get confused because he couldnt read it so i explained it to him (he still lost lol)
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- Herakilla
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The1exile wrote:I like it as it is tbh. Anyone dropping all 13 to one castle to suicide on neutrals leaves themselves open to a quick attack on their other castle.
Hulmey, just because the bonuses are high doesn't mean there's no strategy - just ask any decent esc player.
my mad runs at castles have some strategy in them which why they usually work lol
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