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Posted: Sat Jul 28, 2007 5:38 am
by DiM
i've done the terit borders. deleted some added others moved them around for space and this is what i got 134 terits. they are still subject to change if some various problems arise.
i've redone some resource buildings like the corn mill or the bakery or the timber mill. will try and redo others if necessary.
i've also added names for the resources.
my biggest problem right now is deciding on the terit names. normally i hate numbers but for this map i fear it's impossible to put real names. i really don't have the space to do that. especially in the small version
total number of terits 134. 6 playable from start 128 neutral.
V7

Posted: Sat Jul 28, 2007 5:58 am
by DiM
now that the terits are in place i'd like to direct the discussion towards the gameplay. (i still need advice about graphics but gameplay is more important at this point)
so here are the outlines.
134 terits. each player will start with 1 castle (2 in 3 player games and 3 in 2 player games) and the rest will be neutral. so LOTS of neutrals.
this will be a mission based map that can also be completed by the classical means of eliminating all opponents.
the mission will be to hold all castles and the temple. so just 7 terits.
bonuses.
+5 for each castle (autodeployed on the castle)
+1 for each village if you also hold the castle
+1 for each village and resource pair
+2 for each resource pair and castle.
+1 for the temple
bonus for terit number is +1 for every 6 terits with a minimum of 1. so you get 2 at 12 terits 3 at 18 and so on.
the bonuses can get pretty high. imagine having 2 castles 4 villages and 2 resource pairs (that means the top right island). you get +10 for the castles +8 for villages +8 for villages and resource pairs +8 for castles and resource pairs +5 for terits. total of 39.
i like it like this. it gives the feel of power of really being a king.
and in 3 player games it will lead to some pretty big battles.
so questions advices thoughts on gameplay. please put them here and we'll discuss.
particular concerns:
1. how many troops should there be in the neutral terits? i'm thinking 1 in each and 5 in the key spots (resources)
2. should the bonuses be lower?
3. should the 5 troops for the castle not be autodeployed?
Posted: Sat Jul 28, 2007 6:01 am
by Monde
Aren't the villages and resources a bit unfair?
Concerning their position towards the castles I mean.
The upper left castle seems to have a clear advantage, since it has a village directly next to it and a resource directly next to that.
Besides that, most castles have both resources of a pair close to it with only 1 territorie between them.
Only the two castles upper right, need to go through several territories before reaching their resource.
Unless I'm missing something, that looks like a very bad disadvantage.
As it'll take them atleast a turn longer to have a resource pair.
The map looks cool though

Posted: Sat Jul 28, 2007 6:11 am
by DiM
Monde wrote:Aren't the villages and resources a bit unfair?
Concerning their position towards the castles I mean.
The upper left castle seems to have a clear advantage, since it has a village directly next to it and a resource directly next to that.
Besides that, most castles have both resources of a pair close to it with only 1 territorie between them.
Only the two castles upper right, need to go through several territories before reaching their resource.
Unless I'm missing something, that looks like a very bad disadvantage.
As it'll take them atleast a turn longer to have a resource pair.
The map looks cool though

not such a big deal if you consider the fact that resource pairs and villages will start with 5 troops in them while the others with just 1. so it's not a big deal if you have to travel through 1 or 2 terits to get to a village.
however i will modify the terits to make sure each castle is at least 1 terit away from a village or resource.
Posted: Sat Jul 28, 2007 6:55 am
by DiM
here's another update. i've made some border modifications to balance the gameplay.
i've also added some army circles.

Posted: Sun Jul 29, 2007 7:29 am
by unriggable
COME UP WITH A BETTER NAME THAN AGE OF MIGHT.
Maybe 'Superior Era' or something.
And wtf is a fishery?
Posted: Sun Jul 29, 2007 9:30 am
by DiM
unriggable wrote:COME UP WITH A BETTER NAME THAN AGE OF MIGHT.
Maybe 'Superior Era' or something.
And wtf is a fishery?
superior era does not follow the path of the story. in the three chapters there will be 3 ages of something each representing what the story is in that chapter.
in this particular one we have the battle for reign between 6 rival feuds. thus we have Age of Might.
as for the fishery i find it strange you don't know what it is. you are an american and thus a native speaker of english. so you should know what a fishery is.
read more here:
http://en.wikipedia.org/wiki/Fisheries
Posted: Sun Jul 29, 2007 3:20 pm
by DiM
need more feedback on this post:
DiM wrote:now that the terits are in place i'd like to direct the discussion towards the gameplay. (i still need advice about graphics but gameplay is more important at this point)
so here are the outlines.
134 terits. each player will start with 1 castle (2 in 3 player games and 3 in 2 player games) and the rest will be neutral. so LOTS of neutrals.
this will be a mission based map that can also be completed by the classical means of eliminating all opponents.
the mission will be to hold all castles and the temple. so just 7 terits.
bonuses.
+5 for each castle (autodeployed on the castle)
+1 for each village if you also hold the castle
+1 for each village and resource pair
+2 for each resource pair and castle.
+1 for the temple
bonus for terit number is +1 for every 6 terits with a minimum of 1. so you get 2 at 12 terits 3 at 18 and so on.
the bonuses can get pretty high. imagine having 2 castles 4 villages and 2 resource pairs (that means the top right island). you get +10 for the castles +8 for villages +8 for villages and resource pairs +8 for castles and resource pairs +5 for terits. total of 39.
i like it like this. it gives the feel of power of really being a king.
and in 3 player games it will lead to some pretty big battles.
so questions advices thoughts on gameplay. please put them here and we'll discuss.
particular concerns:
1. how many troops should there be in the neutral terits? i'm thinking 1 in each and 5 in the key spots (resources)
2. should the bonuses be lower?
3. should the 5 troops for the castle not be autodeployed?
Posted: Sun Jul 29, 2007 3:51 pm
by unriggable
In boston we call it a fish market...
Fishery I guess also works.
Posted: Sun Jul 29, 2007 4:53 pm
by gimil
DiM wrote:this will be a mission based map that can also be completed by the classical means of eliminating all opponents.
the mission will be to hold all castles and the temple. so just 7 terits.
I thought the temple was playing a role in the next chapter?
DiM wrote:bonuses.
+5 for each castle (autodeployed on the castle)
+1 for each village if you also hold the castle
+1 for each village and resource pair
+2 for each resource pair and castle.
+1 for the temple
Temple should be a +2 or maybe a +3. with it so out of the way there needs to be more incentive to attack it.
DiM wrote:bonus for terit number is +1 for every 6 terits with a minimum of 1. so you get 2 at 12 terits 3 at 18 and so on.
this im not really sure about. It could really slow down the start of the game.
DiM wrote:particular concerns:
1. how many troops should there be in the neutral terits? i'm thinking 1 in each and 5 in the key spots (resources)
2. should the bonuses be lower?
3. should the 5 troops for the castle not be auto deployed?
1. 1 for empty terrs, 4 for the temple, 3 villages. Resource pairs should have different amounts depending on how far apart they are and how close each one is to a castle. For example. The fishery the market and a castle can be taken within 5 terrs. but the iron mine and blacksmith require movement through 8 terrs. They will need different values to ensure an equal start for everyone.
2. No
3. They most certainly stay auto deployed i think this bonus should maybe be increased just a little bit.
Posted: Mon Jul 30, 2007 8:08 am
by DiM
gimil wrote:DiM wrote:this will be a mission based map that can also be completed by the classical means of eliminating all opponents.
the mission will be to hold all castles and the temple. so just 7 terits.
I thought the temple was playing a role in the next chapter?
yes but i put it in the mission now to make the connection between the 2 chapters. you know you get it here along with the six castles and rule the kingdom but then because you had the temple things went wrong and chapter 2 begins.
gimil wrote:DiM wrote:bonuses.
+5 for each castle (autodeployed on the castle)
+1 for each village if you also hold the castle
+1 for each village and resource pair
+2 for each resource pair and castle.
+1 for the temple
Temple should be a +2 or maybe a +3. with it so out of the way there needs to be more incentive to attack it.
the best incentive to attack is is to complete the mission.

adding +1 is just a small reward for going to the trouble of taking it.
gimil wrote:DiM wrote:bonus for terit number is +1 for every 6 terits with a minimum of 1. so you get 2 at 12 terits 3 at 18 and so on.
this im not really sure about. It could really slow down the start of the game.
after careful thinking i gave up on this idea. it will be a normal bonus. since most of the terits start neutral i think lowering the bonus would lead to many places not being conquered so i'll leave the default bonus as an incentive to expand a lot.
gimil wrote:DiM wrote:particular concerns:
1. how many troops should there be in the neutral terits? i'm thinking 1 in each and 5 in the key spots (resources)
2. should the bonuses be lower?
3. should the 5 troops for the castle not be auto deployed?
1. 1 for empty terrs, 4 for the temple, 3 villages. Resource pairs should have different amounts depending on how far apart they are and how close each one is to a castle. For example. The fishery the market and a castle can be taken within 5 terrs. but the iron mine and blacksmith require movement through 8 terrs. They will need different values to ensure an equal start for everyone.
2. No
3. They most certainly stay auto deployed i think this bonus should maybe be increased just a little bit.
1. i like that. i'll put variable amounts also in villages depending on the distance.
2. k
3. i also agree on autodeployment. not sure on increasing the amount though. need more feedback.
Posted: Tue Jul 31, 2007 7:57 pm
by AndyDufresne
The idea of a trilogy is interesting, but before getting head first into it all, I suggest getting at least one map done, and testing the waters with that. Working on more than one seems counter, in my eyes. So I'd focus your efforts on the other Feudal Wars map.
--Andy
Posted: Tue Jul 31, 2007 10:28 pm
by DiM
AndyDufresne wrote:The idea of a trilogy is interesting, but before getting head first into it all, I suggest getting at least one map done, and testing the waters with that. Working on more than one seems counter, in my eyes. So I'd focus your efforts on the other Feudal Wars map.
--Andy
the trilogy has nothing to do with the feudal wars map. it's a separate project.
Posted: Tue Jul 31, 2007 11:35 pm
by KEYOGI
Yes, the original is not part of the triology, but it's all one and the same. It's like The Hobbit and Lord of The Rings.

Posted: Wed Aug 01, 2007 12:28 am
by hulmey
LOL
Posted: Wed Aug 01, 2007 6:16 am
by gimil
KEYOGI wrote:Yes, the original is not part of the triology, but it's all one and the same. It's like The Hobbit and Lord of The Rings.

exactly.
Posted: Thu Aug 02, 2007 12:44 pm
by tim02
impressive just one thing you should make your castles look the same otherwise you can't tell if its a castle
you don't need to make them Identicle just similer
Posted: Thu Aug 02, 2007 12:46 pm
by DiM
tim02 wrote:impressive just one thing you should make your castles look the same otherwise you can't tell if its a castle
you don't need to make them Identicle just similer
why can't you tell it's a castle?? it's a big building with walls and fortifications and stuff. i don't think confusion can take place. plus you start with only one terit - the castle. so you pretty much figure it out at that point.
Posted: Thu Aug 02, 2007 12:46 pm
by gimil
tim02 wrote:impressive just one thing you should make your castles look the same otherwise you can't tell if its a castle
you don't need to make them Identicle just similer
the castles are fine if you make them similar your implying they belong to the same kingdom.
Posted: Thu Aug 02, 2007 12:47 pm
by Coleman
mibi was equally frustrated in Seige! when people were wondering what the forest was, and which camp was which before he put the square labels. Apparently people don't have eyes, or they don't know how to use them sometimes. Hopefully you don't need to do something like that to tell people those are all castles.
Posted: Thu Aug 02, 2007 12:48 pm
by gimil
Coleman wrote:mibi was equally frustrated when people were wondering what the forest camp was, and which camp was which before he put the square labels. Apparently people don't have eyes, or they don't know how to use them sometimes.
yeah some people frustrate me

Posted: Thu Aug 02, 2007 12:51 pm
by tim02
then what the heck is the thing that looks like a trebuchet
Posted: Thu Aug 02, 2007 12:52 pm
by tim02
oops sorry I thought it was standing apright nevermind so sorry
Posted: Thu Aug 02, 2007 12:53 pm
by DiM
Coleman wrote:mibi was equally frustrated in Seige! when people were wondering what the forest was, and which camp was which before he put the square labels. Apparently people don't have eyes, or they don't know how to use them sometimes. Hopefully you don't need to do something like that to tell people those are all castles.
since i don't like numbering that much on this map there will be names. the most important things will be named. already added names for resources and i will add for the villages the castles and the temple. i'm still pondering what to do with the terits. i'd like to put some names but the space is small so i'll probably put numbers.
hopefully having names will clear any confusion regarding where each resource is or if a certain thing is a castle or a pumpkin.

Posted: Thu Aug 02, 2007 12:55 pm
by DiM
tim02 wrote:then what the heck is the thing that looks like a trebuchet
what??

where??
