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Re: The King's Court (version 18) [GP,GX]
Posted: Mon Nov 29, 2010 6:18 pm
by chipv
Re: The King's Court (version 18) [GP,GX]
Posted: Mon Nov 29, 2010 6:20 pm
by Kabanellas
updated in the first post - and sent to Forza

Re: The King's Court (version 18) [GP,GX]
Posted: Tue Nov 30, 2010 3:17 pm
by MrBenn
Re: The King's Court (version 18) [GP,GX,XML]
Posted: Tue Nov 30, 2010 3:27 pm
by Kabanellas
Great!!!! Thanks Ben.
..and amazing job there with that XML chip !!
Re: The King's Court (version 18) [GP,GX,XML]
Posted: Tue Nov 30, 2010 3:43 pm
by -=- Tanarri -=-
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?

Re: The King's Court (version 18) [GP,GX,XML]
Posted: Tue Nov 30, 2010 3:55 pm
by MrBenn
-=- 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

Re: The King's Court (version 18) [GP,GX,XML]
Posted: Tue Nov 30, 2010 3:55 pm
by MrBenn
---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
Re: The King's Court (version 18) [GP,GX,XML]
Posted: Tue Nov 30, 2010 3:56 pm
by Victor Sullivan
Yay! Congrats, bro.
Re: The King's Court (version 18) [GP,GX,XML]
Posted: Tue Nov 30, 2010 3:59 pm
by Kabanellas
Thanks!!
Re: The King's Court (version 18) [GP,GX,XML]
Posted: Tue Nov 30, 2010 4:00 pm
by Victor Sullivan
You're welcome!!! Let me know when this goes live, I wanna be in your first King's Court game, Kabanellas!!!
Re: The King's Court (version 18) [GP,GX,XML,BETA]
Posted: Tue Nov 30, 2010 4:08 pm
by Kabanellas
sure! I'll invite you

Re: The King's Court (version 18) [GP,GX,XML,BETA]
Posted: Tue Nov 30, 2010 4:11 pm
by Victor Sullivan
Re: The King's Court (version 18) [GP,GX,XML,BETA]
Posted: Tue Nov 30, 2010 5:31 pm
by natty dread
Can't wait to try this one.
Re: The King's Court (version 18) [GP,GX,XML,BETA]
Posted: Tue Nov 30, 2010 9:37 pm
by -=- Tanarri -=-
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]
Posted: Tue Nov 30, 2010 11:43 pm
by ender516
I'd love an invitation to a beta game.
Re: The King's Court (version 18) [GP,GX,XML,BETA]
Posted: Wed Dec 01, 2010 1:21 am
by chipv
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]
Posted: Thu Dec 02, 2010 11:19 am
by chipv
Upload required please for large map
http://i998.photobucket.com/albums/af10 ... g_BETA.pngCorrection around D Castle (wrong pieces)
Re: The King's Court (version 18) [GP,GX,XML,BETA]
Posted: Thu Dec 02, 2010 12:31 pm
by Kabanellas
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
Re: The King's Court [GP,GX,XML,BETA]
Posted: Thu Dec 02, 2010 12:34 pm
by danryan
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]
Posted: Thu Dec 02, 2010 12:40 pm
by chipv
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
Re: The King's Court [GP,GX,XML,BETA]
Posted: Thu Dec 02, 2010 12:52 pm
by Kabanellas
Re: The King's Court [GP,GX,XML,BETA]
Posted: Thu Dec 02, 2010 1:01 pm
by -=- Tanarri -=-
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.
Re: The King's Court [GP,GX,XML,BETA]
Posted: Thu Dec 02, 2010 9:18 pm
by kmhebert
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!
Re: The King's Court [GP,GX,XML,BETA]
Posted: Fri Dec 03, 2010 12:29 pm
by nikola_milicki
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!

Re: The King's Court [GP,GX,XML,BETA]
Posted: Fri Dec 03, 2010 1:00 pm
by Kabanellas
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]