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Re: Krazy Kingdoms - All is GO for Beta!

Posted: Sun Sep 15, 2013 3:45 pm
by DearCyrus
I think Dolomite has done some solid work on this map, and it deserves some beta test love. Move it on forward and get this Krazy bonus structure in play!

Re: Krazy Kingdoms - All is GO for Beta!

Posted: Wed Sep 18, 2013 5:51 pm
by dolomite13
I have a feeling this will go Beta the day I leave for vacation for a week and will only have an iPad to play on ;)

=D13=

Re: Krazy Kingdoms - All is GO for Beta!

Posted: Wed Sep 18, 2013 5:51 pm
by Gilligan
dolomite13 wrote:I have a feeling this will go Beta the day I leave for vacation for a week and will only have an iPad to play on ;)

=D13=


Better than nopad!!! :ugeek: :D

Re: Krazy Kingdoms - All is GO for Beta!

Posted: Sun Sep 22, 2013 9:48 am
by -=- Tanarri -=-
For those who are (im)patiently awaiting the release of the map, I just got confirmation from tnb80 that he already sent the files to rds. We should be seeing the map hit beta very soon :)

Re: Krazy Kingdoms - All is GO for Beta!

Posted: Sun Sep 22, 2013 10:25 am
by thenobodies80
Yes very soon! :D

          Beta - Quenching

---The development period has concluded for the Krazy Kingdom 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 Admins or Foundry Foreman vetoes).

Conquer Club, enjoy!

              Image


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. It is the responsibility of the mapmaker(s) to ensure that they respond to further feedback in a timely and constructive manner.
    3. Write a "creative" map description and send it to the Foundry Foreman via PM. You're encouraged to post it into the first post of the thread as well; the description will be used to populate the maps database.


thenobodies80

Re: Krazy Kingdoms - All is GO for Beta!

Posted: Sun Sep 22, 2013 10:26 am
by thenobodies80
Now, enjoy the map...it's live! :)
Nobodies

Re: Krazy Kingdoms - All is GO for Beta!

Posted: Sun Sep 22, 2013 12:42 pm
by dolomite13
thenobodies80 wrote:Now, enjoy the map...it's live! :)
Nobodies


OMG!!!

I am so ready to start playing this one =)

Thanx

=D13=

Re: [Beta] - Krazy Kingdoms

Posted: Sun Sep 22, 2013 12:58 pm
by -=- Tanarri -=-
Yay! Thanks tnb80 and rds! :)

Re: [Beta] - Krazy Kingdoms

Posted: Sun Sep 22, 2013 1:24 pm
by dolomite13
The T1 to P4 connection may not be properly coded as conditional but I'm on my iPad and can't check for sure or fix the XML till I get back to my hotel later this evening. Shouldn't be too bad if people just don't try and exploit it.

D13

Re: [Beta] - Krazy Kingdoms

Posted: Sun Sep 22, 2013 1:40 pm
by Gilligan
dolomite13 wrote:The T1 to P4 connection may not be properly coded as conditional but I'm on my iPad and can't check for sure or fix the XML till I get back to my hotel later this evening. Shouldn't be too bad if people just don't try and exploit it.

D13


There is no conditional there, or for any of the starting positions (M1, T1, V1, etc). I did not realize there was supposed to be. Perhaps it should be made clearer in the legend.

Re: [Beta] - Krazy Kingdoms

Posted: Sun Sep 22, 2013 5:09 pm
by -=- Tanarri -=-
Gilligan wrote:
dolomite13 wrote:The T1 to P4 connection may not be properly coded as conditional but I'm on my iPad and can't check for sure or fix the XML till I get back to my hotel later this evening. Shouldn't be too bad if people just don't try and exploit it.

D13


There is no conditional there, or for any of the starting positions (M1, T1, V1, etc). I did not realize there was supposed to be. Perhaps it should be made clearer in the legend.


I thought it was pretty clear in the legend with the note beside the symbol. I was just about to mention the problem too.

Re: [Beta] - Krazy Kingdoms

Posted: Sun Sep 22, 2013 5:11 pm
by Gilligan
-=- Tanarri -=- wrote:
Gilligan wrote:
dolomite13 wrote:The T1 to P4 connection may not be properly coded as conditional but I'm on my iPad and can't check for sure or fix the XML till I get back to my hotel later this evening. Shouldn't be too bad if people just don't try and exploit it.

D13


There is no conditional there, or for any of the starting positions (M1, T1, V1, etc). I did not realize there was supposed to be. Perhaps it should be made clearer in the legend.


I thought it was pretty clear in the legend with the note beside the symbol. I was just about to mention the problem too.


Oh, so they are not supposed to border AT ALL? When dolomite said Conditional, I thought there was something you needed to hold to attack it.

Re: [Beta] - Krazy Kingdoms

Posted: Sun Sep 22, 2013 6:29 pm
by -=- Tanarri -=-
Gilligan wrote:
-=- Tanarri -=- wrote:
Gilligan wrote:
dolomite13 wrote:The T1 to P4 connection may not be properly coded as conditional but I'm on my iPad and can't check for sure or fix the XML till I get back to my hotel later this evening. Shouldn't be too bad if people just don't try and exploit it.

D13


There is no conditional there, or for any of the starting positions (M1, T1, V1, etc). I did not realize there was supposed to be. Perhaps it should be made clearer in the legend.


I thought it was pretty clear in the legend with the note beside the symbol. I was just about to mention the problem too.


Oh, so they are not supposed to border AT ALL? When dolomite said Conditional, I thought there was something you needed to hold to attack it.


They border each other only if you own both sides of the chasm

Re: [Beta] - Krazy Kingdoms

Posted: Sun Sep 22, 2013 6:30 pm
by Gilligan
-=- Tanarri -=- wrote:
Gilligan wrote:
-=- Tanarri -=- wrote:
Gilligan wrote:
dolomite13 wrote:The T1 to P4 connection may not be properly coded as conditional but I'm on my iPad and can't check for sure or fix the XML till I get back to my hotel later this evening. Shouldn't be too bad if people just don't try and exploit it.

D13


There is no conditional there, or for any of the starting positions (M1, T1, V1, etc). I did not realize there was supposed to be. Perhaps it should be made clearer in the legend.


I thought it was pretty clear in the legend with the note beside the symbol. I was just about to mention the problem too.


Oh, so they are not supposed to border AT ALL? When dolomite said Conditional, I thought there was something you needed to hold to attack it.


They border each other only if you own both sides of the chasm


So to attack from J1 to S4, you need M1?

Re: [Beta] - Krazy Kingdoms

Posted: Sun Sep 22, 2013 6:31 pm
by -=- Tanarri -=-
I'm around 3-4 rounds in and my initial impressions is the map starts pretty slow with only having one deployable troop per turn and the three autodeploys. Maybe the other guy and I are getting slaughtered by the dice, but so far we've both been taking around 1 spot every two turns.

Re: [Beta] - Krazy Kingdoms

Posted: Sun Sep 22, 2013 6:34 pm
by -=- Tanarri -=-
Gilligan wrote:
-=- Tanarri -=- wrote:
Gilligan wrote:
-=- Tanarri -=- wrote:
Gilligan wrote:
dolomite13 wrote:The T1 to P4 connection may not be properly coded as conditional but I'm on my iPad and can't check for sure or fix the XML till I get back to my hotel later this evening. Shouldn't be too bad if people just don't try and exploit it.

D13


There is no conditional there, or for any of the starting positions (M1, T1, V1, etc). I did not realize there was supposed to be. Perhaps it should be made clearer in the legend.


I thought it was pretty clear in the legend with the note beside the symbol. I was just about to mention the problem too.


Oh, so they are not supposed to border AT ALL? When dolomite said Conditional, I thought there was something you needed to hold to attack it.


They border each other only if you own both sides of the chasm


So to attack from J1 to S4, you need M1?


To attac from J1 to S4 you need to own both J1 and S4. And then to attack from S4 to M1, you need to own both S4 and M1. More to the point, they provide an alternate fortification route, rather than attacking, since you have to own both in order to use the conditional border.

Re: [Beta] - Krazy Kingdoms

Posted: Sun Sep 22, 2013 7:18 pm
by dolomite13
-=- Tanarri -=- wrote:To attac from J1 to S4 you need to own both J1 and S4. And then to attack from S4 to M1, you need to own both S4 and M1. More to the point, they provide an alternate fortification route, rather than attacking, since you have to own both in order to use the conditional border.


Tanarri is correct this is how it is intended. When you hold both sides they are adjacent for reinforcements. It's not really that important but I consider that territory to be adjacent for "adjacent to favored" weather or not you hold both sides .

I'm on a laptop in a hotel room and not sure I can even look at the xml but I will try shortly.

=D13=

Re: [Beta] - Krazy Kingdoms

Posted: Mon Sep 23, 2013 3:34 am
by grifftron
I couldn't attack Sea 1 from P2... AND I could not attack T4 from P2... On BOB it said they are connected, but it wont attack to there.

I like this map, in fact I like all of D13's maps. Keep em coming bud.

-griff

Re: [Beta] - Krazy Kingdoms

Posted: Mon Sep 23, 2013 5:46 am
by Gilligan
grifftron wrote:I couldn't attack Sea 1 from P2... AND I could not attack T4 from P2... On BOB it said they are connected, but it wont attack to there.

I like this map, in fact I like all of D13's maps. Keep em coming bud.

-griff


These are all conditional borders.

You need aquatic to attack seas.

You need dwellers to use the cave connections.

Re: [Beta] - Krazy Kingdoms

Posted: Mon Sep 23, 2013 6:00 am
by Keefie
Gilligan wrote:
grifftron wrote:I couldn't attack Sea 1 from P2... AND I could not attack T4 from P2... On BOB it said they are connected, but it wont attack to there.

I like this map, in fact I like all of D13's maps. Keep em coming bud.

-griff


These are all conditional borders.

You need aquatic to attack seas.

You need dwellers to use the cave connections.


So should P2 be able to attack T4 ? They are both dwellers.

Re: [Beta] - Krazy Kingdoms

Posted: Mon Sep 23, 2013 6:20 am
by Gilligan
Keefie wrote:
Gilligan wrote:
grifftron wrote:I couldn't attack Sea 1 from P2... AND I could not attack T4 from P2... On BOB it said they are connected, but it wont attack to there.

I like this map, in fact I like all of D13's maps. Keep em coming bud.

-griff


These are all conditional borders.

You need aquatic to attack seas.

You need dwellers to use the cave connections.


So should P2 be able to attack T4 ? They are both dwellers.


They only border if you own Dwellers. Look at the top right corner - "this special feature is unique to you".

Re: [Beta] - Krazy Kingdoms

Posted: Mon Sep 23, 2013 6:46 am
by grifftron
In that case... I think I got myself a new favorite map.

Re: [Beta] - Krazy Kingdoms

Posted: Mon Sep 23, 2013 7:15 am
by Gilligan
grifftron wrote:In that case... I think I got myself a new favorite map.


Great, isn't it? :mrgreen:

Remember that bob doesn't recognize conditional borders, too.

Re: [Beta] - Krazy Kingdoms

Posted: Mon Sep 23, 2013 10:57 am
by DearCyrus
I'm still waiting on some people to join so I can try this out... :(

Re: [Beta] - Krazy Kingdoms

Posted: Mon Sep 23, 2013 10:59 am
by dolomite13
Thanks for answering the questions Gilligan. It's hard to get to a computer long enough to play my games let alone answer the questions while on vacation.

So far the only bug that needs to get fixed is the conditionals from the "1" territories to the "4" territories that they border. I will see if I can post a new xml for that later today.

=D13=