The King's Court [Quenched]
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Kabanellas
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Re: The King's Court (version 18) [GP,GX]
updated in the first post - and sent to Forza
Re: The King's Court (version 18) [GP,GX]


PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
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Kabanellas
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Re: The King's Court (version 18) [GP,GX,XML]
Great!!!! Thanks Ben.
..and amazing job there with that XML chip !!
..and amazing job there with that XML chip !!
- -=- Tanarri -=-
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Re: The King's Court (version 18) [GP,GX,XML]
It's been a while since I've paid attention to a map at it's end stages of development, so forgive the potentially silly question, but...
When do we get to play this map?
When do we get to play this map?
Re: The King's Court (version 18) [GP,GX,XML]
-=- Tanarri -=- wrote:It's been a while since I've paid attention to a map at it's end stages of development, so forgive the potentially silly question, but...
When do we get to play this map?
Once lack has had enough of chipv's nagging

PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
Re: The King's Court (version 18) [GP,GX,XML]
- Beta - Quenching
---The Final Forge period has concluded for the Kings Court Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Beta Brand. Let it be known that this map is now ready for BETA Play. After an extended period of time in BETA and once all quirks and issues have been resolved, the map will be put into Full Play (barring any Lack vetoes).
Conquer Club, enjoy!

While the map is in BETA Play, there are a couple of administrative tasks that are required of the mapmaker(s) in addition to the initial gameplay testing:
- 1. Please ensure that the first post of the thread contains all the necessary information to help future visitors to the development thread; it's particularly important to ensure the most recent images are there, along with any helpful guides (such as gameplay quirks/nuances or the location/size of any starting neutrals etc.)
2. Please update the Map Information Portal with details of your map
3. Finally, it is the responsibility of the mapmaker(s) to ensure that they respond to further feedback in a timely and constructive manner.
--MrBenn

PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
- Victor Sullivan
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Re: The King's Court (version 18) [GP,GX,XML]
Yay! Congrats, bro.
[player]Beckytheblondie[/player]: "Don't give us the dispatch, give us a mustache ride."
Scaling back on my CC involvement...
Scaling back on my CC involvement...
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Kabanellas
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- Victor Sullivan
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Re: The King's Court (version 18) [GP,GX,XML]
You're welcome!!! Let me know when this goes live, I wanna be in your first King's Court game, Kabanellas!!!
[player]Beckytheblondie[/player]: "Don't give us the dispatch, give us a mustache ride."
Scaling back on my CC involvement...
Scaling back on my CC involvement...
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Kabanellas
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Re: The King's Court (version 18) [GP,GX,XML,BETA]
sure! I'll invite you 
- Victor Sullivan
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Re: The King's Court (version 18) [GP,GX,XML,BETA]
[player]Beckytheblondie[/player]: "Don't give us the dispatch, give us a mustache ride."
Scaling back on my CC involvement...
Scaling back on my CC involvement...
- natty dread
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- -=- Tanarri -=-
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Re: The King's Court (version 18) [GP,GX,XML,BETA]
Can't wait to play it either. I don't know I managed to miss it in the foundry until it hit Final Forge, but it looks like it's going to be an interesting map 
Re: The King's Court (version 18) [GP,GX,XML,BETA]
I'd love an invitation to a beta game.
Re: The King's Court (version 18) [GP,GX,XML,BETA]
ender516 wrote:I'd love an invitation to a beta game.
Never in doubt. When the files get uploaded you're certainly welcome.

Re: The King's Court (version 18) [GP,GX,XML,BETA]
Upload required please for large map
http://i998.photobucket.com/albums/af10 ... g_BETA.png
Correction around D Castle (wrong pieces)
http://i998.photobucket.com/albums/af10 ... g_BETA.png
Correction around D Castle (wrong pieces)

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Kabanellas
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Re: The King's Court (version 18) [GP,GX,XML,BETA]
we also noticed a discrepancy between what was initially intended for the nobles. The +1 bonus should be auto-deployable instead of a free one.
corrected files here:
[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/KofCastle_V19a_img_BETA.png[/bigimg]
[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/KCourt_V19a_small_img.png[/bigimg]
XML- http://www.fileden.com/files/2008/5/8/1902058/Kings_Court.xml
corrected files here:
[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/KofCastle_V19a_img_BETA.png[/bigimg]
[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/KCourt_V19a_small_img.png[/bigimg]
XML- http://www.fileden.com/files/2008/5/8/1902058/Kings_Court.xml
Last edited by Kabanellas on Thu Dec 02, 2010 2:07 pm, edited 2 times in total.
Re: The King's Court [GP,GX,XML,BETA]
Ahhh that will make a big difference, for chained forts it will be much more important to bring their troops in to play. This is a great map already, my first games on it were bewildering but fun. Nice work Nuno!
Re: The King's Court [GP,GX,XML,BETA]
Good! We also felt a couple more changes were needed.
1. Knights now start at 4 neutral not 3
2. Catapults start at 4 neutral
1. Knights now start at 4 neutral not 3
2. Catapults start at 4 neutral

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Kabanellas
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Re: The King's Court [GP,GX,XML,BETA]
danryan wrote:Ahhh that will make a big difference, for chained forts it will be much more important to bring their troops in to play. This is a great map already, my first games on it were bewildering but fun. Nice work Nuno!
Thanks a lot Dan!!

- -=- Tanarri -=-
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Re: The King's Court [GP,GX,XML,BETA]
chipv wrote:Good! We also felt a couple more changes were needed.
1. Knights now start at 4 neutral not 3
2. Catapults start at 4 neutral
I think that these changes will help a lot in 2 player games. I've played a couple and found that the strategy ends up being take knights, stack a bit, and then go bombard everything with archers. I'm looking forward to seeing how the 8 player game turns out though.
- kmhebert
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Re: The King's Court [GP,GX,XML,BETA]
HA OK what is this map. Heh this is not constructive criticism, I am just saying, I need to figure this one out. I am getting my castle stomped on in all my games!
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nikola_milicki
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Re: The King's Court [GP,GX,XML,BETA]
sorry if u guys are already discussing this but position of villages doesnt seem right to me
- shudnt V1 village border Castle A? cuz if it was next to the castle we'd have 4 castles with two villages and 4 castles with 1 village next to them.. if this is what we want here
- distances between castles and villages are not the same which is not fair - take castle C and castle G, first is 5 territs or knight + 1 territ away from the next/third village and second is 3 territs or knight + 1 territ away from next/third village
thats all for now
Great job guys, map is awesome in every way.. no standard bonuses, lots of different kinds of attack etc. Im not a fan of "start on castle" type of maps but I luv this one!
- shudnt V1 village border Castle A? cuz if it was next to the castle we'd have 4 castles with two villages and 4 castles with 1 village next to them.. if this is what we want here
- distances between castles and villages are not the same which is not fair - take castle C and castle G, first is 5 territs or knight + 1 territ away from the next/third village and second is 3 territs or knight + 1 territ away from next/third village
thats all for now
Great job guys, map is awesome in every way.. no standard bonuses, lots of different kinds of attack etc. Im not a fan of "start on castle" type of maps but I luv this one!
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Kabanellas
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Re: The King's Court [GP,GX,XML,BETA]
Thanks a lot for the feedback Nikola
I want to avoid symmetries as much as I can
. Also, castles in the corner would always be in advantage over the other castles (the middle castles can be reached by the trebuchets of 4 castles, the other only 2). So in order to balance all castles I made a table that I'm posting below:
I gave all units a base power, according to what chip and I think is the relative power of each unit, then I gave them a range modifier - so what would worth 1 if placed the immediate hex near the castle will worth 20% less in the second hex, and so on.....
[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/Table.png[/bigimg]
I want to avoid symmetries as much as I can
I gave all units a base power, according to what chip and I think is the relative power of each unit, then I gave them a range modifier - so what would worth 1 if placed the immediate hex near the castle will worth 20% less in the second hex, and so on.....
[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/Table.png[/bigimg]




