Age of Realms: Age of Might [Quenched]

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what bonus scheme do you want?

leave it as it is
32
47%
version A
5
7%
version B
6
9%
version C
25
37%
 
Total votes: 68

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DiM
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Post by DiM »

AAFitz wrote:this game is a blast 1 on 1... its not risk, but it is fun


try it in 6p assassin fog. that's much more fun than 1v1. :D
“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
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Herakilla
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Post by Herakilla »

just wanna say thank you dim for making a map that allowed me to go back to sarge first class :D
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cena-rules
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Post by cena-rules »

WHATS HAPPENED WITH THE XML?
19:41:22 ‹jakewilliams› I was a pedo
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Coleman
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Post by Coleman »

DiM wrote:
AAFitz wrote:this game is a blast 1 on 1... its not risk, but it is fun


try it in 6p assassin fog. that's much more fun than 1v1. :D


This is pretty much made for 6p assassin fog, or fog in general. Those games have been wonderful, even 1v1 fog.
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Herakilla
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Post by Herakilla »

Coleman wrote:
DiM wrote:
AAFitz wrote:this game is a blast 1 on 1... its not risk, but it is fun


try it in 6p assassin fog. that's much more fun than 1v1. :D


This is pretty much made for 6p assassin fog, or fog in general. Those games have been wonderful, even 1v1 fog.


lol search for finished games with me 1v1 fog age of might
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cena-rules
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Post by cena-rules »

cena-rules wrote:WHATS HAPPENED WITH THE XML?
19:41:22 ‹jakewilliams› I was a pedo
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Coleman
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Post by Coleman »

cena-rules wrote:
cena-rules wrote:WHATS HAPPENED WITH THE XML?
WHAT DO YOU MEAN?
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cena-rules
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Post by cena-rules »

there was an xml update on the map apparantly

what was it?
19:41:22 ‹jakewilliams› I was a pedo
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Coleman
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Post by Coleman »

Oh, all it did was change some of the neutral values to stop the upper right castles from killing each other first turn. Let me edit this with exactly what happened. I need to go find it.

Way back on page 51:
DiM wrote:Chu 5 instead of 3
Nyt 5 instead of 2.
Wun 4 instead of 2
Qy 4 instead of 2.

This will increase the number of neutrals needed to advance to enough to ensure a one turn victory is very unlikely. while at the same time the others keep their value unchanged the castles can expand normally.

So basically i just increased the defense on those 2 border bridges.

here's the new xml:

http://www.sendspace.com/file/s5wlkn
also sent to lack.
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cena-rules
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Post by cena-rules »

thanks man
19:41:22 ‹jakewilliams› I was a pedo
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Herakilla
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Post by Herakilla »

sweet that doesnt change my strategy at all and i can keep the point gain going with 1v1 fogs lol
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DiM
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Post by DiM »

cena-rules wrote:WHATS HAPPENED WITH THE XML?


what's wrong with it?? :shock:

the xml has been updated to put a few more neutrals between xi and fygie


//edit// fastposted :oops:
“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
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Heimdall
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Post by Heimdall »

I eliminated a player on Round 1 :lol: :lol: :lol:... And that's after he played.

Game 1268940
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Coleman
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Post by Coleman »

Uhhh, good for you? Not a problem I don't think, it was his stupid move.

Good luck with that one, I think everyone else is going to team you though.
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rebelman
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Post by rebelman »

rebelman wrote:PS this community member is looking forward to having this map quenched and being a source of much needed pts :wink:


this comment from page 48 is proving fairly on the ball so far -

have completed 20 1 v 1 games winning 15 losing 5 have also picked up some terminator pts in a 6 player game so this map since it quenched has contributed 300 points aprox. to my war chest - long may it continue to so :D
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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DiM
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Post by DiM »

everybody keeps saying they gained 300 400 or even 600 points from this map. am i the only loser? :(

i have a gain of ~40 points so far. after 70 games.
it really sucks because the dice are hating me so bad on this map i can't believe it.

on the other hand i played a few turns on madness map and i had perfect dice. and i do mean perfect. haven't lost a single troop :))
“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
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Herakilla
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Post by Herakilla »

DiM wrote:everybody keeps saying they gained 300 400 or even 600 points from this map. am i the only loser? :(

i have a gain of ~40 points so far. after 70 games.
it really sucks because the dice are hating me so bad on this map i can't believe it.

on the other hand i played a few turns on madness map and i had perfect dice. and i do mean perfect. haven't lost a single troop :))


your strategy sux, mine rocks
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Herakilla
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Post by Herakilla »

is there anyway to just like find the points you agined or lost w/o going into each game or keeping track of it?
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Gilligan
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Post by Gilligan »

XML error: Buhy doesn't connect to Inum.
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DiM
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Post by DiM »

Gilligan wrote:XML error: Buhy doesn't connect to Inum.


it's not an error buhy doesn't connect to inum. :wink:
look closely at the map they have no border.
“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
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Gilligan
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Post by Gilligan »

Ahh...I thought the line going through the middle of Lof was the border of Buhy. Wow, I'm dumb.
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stlcard1521
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Age of Might gameplay improvement suggestion

Post by stlcard1521 »

I think castle value should be toned down to maybe like 3 armies, 5 is way too many because then you get 8 per turn. basically what i have been doing is saving most of my armies the first turn, then on my second turn i have like a total of 20 armies, knock out someone who over extended, then i have a 2nd castle and sometimes a resource pair, so im getting like 15 armies per turn, which gives me enough to kill someone on the next turn, etc. anyway, once people figure out you easily win doing that its going to be a cheap map and no fun to play on. but i really like how its the only capital-like map. heres an example game

http://www.conquerclub.com/game.php?game=1263352
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insomniacdude
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Post by insomniacdude »

http://www.conquerclub.com/forum/viewtopic.php?t=24029

Try keeping all map ideas in the thread to which they pertain.

Browse around the Map Foundry forum some. You seem to have a decent idea on gameplay. Try to add contributions to a map while changes are easy to be made. Don't be reactionary. Take an active part in the development of the future of the games you will be playing. :wink:
Last edited by insomniacdude on Tue Nov 27, 2007 1:28 am, edited 1 time in total.
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further64
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Port passage fee

Post by further64 »

another suggestion that may deter the castle rush would be be to give the ports a +1 on dice when attacking them. this in addition to your suggestion would (i believe) make the game more fun.
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BaldAdonis
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Re: Age of Might gameplay improvement suggestion

Post by BaldAdonis »

stlcard1521 wrote:knock out someone who over extended....
once people figure out you easily win doing that its going to be a cheap map and no fun to play on.

Presumably, once people figure out you can do that to win, they won't over extend themselves, and it will be better to play on. As it is, it's only "cheap and no fun" to the players you are killing by doing this.
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