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Re: Monsters! [D,GP,GR,XML,BETA] - Get Ready for Battle!

Posted: Tue Mar 30, 2010 1:08 pm
by fumandomuerte
finally! :)

Re: Monsters! [D,GP,GR,XML,BETA] - Get Ready for Battle!

Posted: Tue Mar 30, 2010 2:14 pm
by dolomite13
It's now available for Beta and I created a ton of games of various types. If you create a (non-speed) game and invite me I will be happy to accept your invite... come kick my but =)

=D=

Re: Monsters! [D,GP,GR,XML,BETA] - Get Ready for Battle!

Posted: Tue Mar 30, 2010 2:38 pm
by fumandomuerte
as soon as I get under 40 my current games I'll try this map calmly ;)

Re: Monsters! [D,GP,GR,XML,BETA] - Get Ready for Battle!

Posted: Tue Mar 30, 2010 2:45 pm
by natty dread
Already live? Wow, that was fast.

Re: Monsters! [D,GP,GR,XML,BETA] - Get Ready for Battle!

Posted: Tue Mar 30, 2010 4:46 pm
by army of nobunaga
trying it now. the instructions make no sense.

Re: Monsters! [D,GP,GR,XML,BETA] - Get Ready for Battle!

Posted: Tue Mar 30, 2010 5:36 pm
by dolomite13
natty_dread wrote:Already live? Wow, that was fast.
;)

Re: Monsters! [D,GP,GR,XML,BETA] - Get Ready for Battle!

Posted: Tue Mar 30, 2010 5:36 pm
by dolomite13
army of nobunaga wrote:trying it now. the instructions make no sense.

In what way? you will need to be more specific as we have been clarifying instructions for two years now.

Re: Monsters! [D,GP,GR,XML,BETA] - Get Ready for Battle!

Posted: Wed Mar 31, 2010 4:37 pm
by Industrial Helix
=D> =D> =D> =D>

Congrats! You should get a medal for patience ;)

I'm looking forward to this one.

Re: Monsters! [D,GP,GR,XML,BETA] - Get Ready for Battle!

Posted: Wed Mar 31, 2010 10:14 pm
by Bruceswar
As you know I am playing on the map now vs you. Anyhow my only complaint, is the army numbers are hard to see. Is there any way to fix this? And I do not mean readable. The colors of the armies are dark like the map so it makes it hard to read. Maybe just me but I doubt it.

Re: Monsters! [D,GP,GR,XML,BETA] - Get Ready for Battle!

Posted: Thu Apr 01, 2010 9:41 am
by dolomite13
Bruceswar wrote:As you know I am playing on the map now vs you. Anyhow my only complaint, is the army numbers are hard to see. Is there any way to fix this? And I do not mean readable. The colors of the armies are dark like the map so it makes it hard to read. Maybe just me but I doubt it.

Hmmm other than me making the unit circle lighter you could use conquer club Bob and greasemonkey.

=D=

Re: Monsters! [D,GP,GR,XML,BETA] - Get Ready for Battle!

Posted: Thu Apr 01, 2010 12:22 pm
by soccerghost
how do you attack shields?

Re: Monsters! [D,GP,GR,XML,BETA] - Get Ready for Battle!

Posted: Thu Apr 01, 2010 1:16 pm
by danryan
soccerghost wrote:how do you attack shields?


Bombard them from powerstones through lightning bolt. Conquer from the monster pair associated with that wizard.

BOB is a godsend on this map.

Re: Monsters! [D,GP,GR,XML,BETA] - Get Ready for Battle!

Posted: Thu Apr 01, 2010 3:37 pm
by dolomite13
Copied from the first post of this thread explaining connections and bonuses etc...

Territories: 88
- 40 Basic Monsters
- 8 Runebound Monsters
- 8 Powerstones
- 16 Spells
- 8 Wizards
- 8 Shields

Connections
- Wizards can attack runebound monsters with the same rune as their own.
- Runebound monsters can assault the shield of the wizards with the same rune as their own.
- Wizards can only be assaulted from their shield.
- Spells can only be assaulted from their powerstone.
- Spell "Mind Blast" can assault any runebound monster.
- Spell "Lightning Bolt" can bombard any powerstone or shield.

Bonus Forces
+2 for each runebound monster.
+3 for each powerstone.
Standard territory bonus is applied only to monsters - Minimum +3
0-11 = +3
12=14 = +4
15-17 = +5
18-20 = +6
21-23 = +7
24-26 = +8
27-29 = +9
30-32 = +10
33-35 = +11
36-38 = +12
39-41 = +13
42-44 = +14
45-47 = +15
48 = +16

Deployment
- Wizards autodeploy 1.
- Shields reset to 8 when controlled.
- Spells reset to 3 when controlled.

Spells - Each powerstone has 2 "spell" locations detailed below.
- "Mind Blast" can assault any runebound monster.
- "Lightning Bolt" can bombard any powerstone or shield.

Victory Conditions
- Defeat all opponents or control all 8 powerstones for one round.

Re: Monsters! [D,GP,GR,XML,BETA] - Get Ready for Battle!

Posted: Sat Apr 03, 2010 6:27 pm
by dolomite13
So far the games i have been involved in have been decided by the dice ... or at least they seem that way so far ... but I have been having lots of fun playing the map =)

Re: Monsters! [D,GP,GR,XML,BETA] - Get Ready for Battle!

Posted: Wed Apr 07, 2010 11:52 am
by dolomite13
One thing I have noticed is that some people do not understand "assault" vs "bombard" when it comes to the "spells" on the map.

Currently I am considering doing a slightly more detailed description for all map connections and attacks etc and putting it in the first post of this thread.

=D=

=====================================================================================

First ting to remember is that the attacks to the spells from the powerstones are one way attacks. You will NOT be able to move the spell armies back to the powerstone.

From the official rules

Assault:

You may now assault any opponent's region from one of yours, as long as both regions are adjacent and your assaulting region has a minimum of two troops. This part is optional in that you may choose not to assault anyone.

If you destroy all of the troops in your opponent's region, you will then have to occupy it right away by advancing some of your troops (but not all and at least 1) from your assaulting region to the conquered region.

The Mind Blast spell uses this type of attack and allows you to attack from a powerstone to its corresponding mind blast then to any runebound monster on the map and conquer it.

Bombardment:

Some maps allow a special type of assault called bombardment. Bombardment doesn't allow you to conquer once the opponent's forces are destroyed, instead it converts the opposing region to neutral.

The lightening bolt spell is this type of attack. You may bombard any shield or powerstone on the map. This is mainly used for cleaning your opponents off of the powerstones. However the added benefit of bombarding the shield may allow you to weaken an opponent's shield for a teammate to take out that wizard.

Re: Monsters! [D,GP,GR,XML,BETA] - Battle Has Begun!

Posted: Thu Apr 08, 2010 1:03 pm
by rishaed
excuse me for saying this, but it seems that there is no way to assault between monster groupings. :? .. and if there is what is it :-s

Re: Monsters! [D,GP,GR,XML,BETA] - Battle Has Begun!

Posted: Thu Apr 08, 2010 1:13 pm
by ManBungalow
rishaed wrote:excuse me for saying this, but it seems that there is no way to assault between monster groupings. :? .. and if there is what is it :-s

You may attack regions all over the map via each Powerstone. From each Powerstone you can attack the corresponding "M" (mindblast) region (found along the borders of the map) and attack any coloured (runebound) monster from there.

Re: Monsters! [D,GP,GR,XML,BETA] - Battle Has Begun!

Posted: Fri Apr 09, 2010 11:57 am
by dolomite13
I created a graphic to explain the connections between wizards, runebound monsters, and shields and a graphic to explain the connections between powerstones, their spells, runebound monsters, and shields.

=D=

First we have the wizard connection lines. A wizard can one way assault their corresponding runebound monster (represented by the red arrow). Runebound monsters can one way assault the shield of their corresponding wizard (represented by green arrows). Shields can assault their corresponding wizard (represented by yellow arrows). Shields reset to 8 and cannot reinforce back to the monster that can assault them therefore any unused army will be lost at the beginning of your next turn.

Image

In this graphic I have color coded the different locations and have provided an explanation of how they attack each other.

Image

Re: Monsters! [D,GP,GR,XML,BETA] - Battle Has Begun!

Posted: Fri Apr 09, 2010 5:35 pm
by MrBenn
The guides you're putting together will definitely be very helpful!

I'm just updating some of the guidance I post with the Beta stamp; here's an addendum to it ;-)

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/nuabces 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: Monsters! [D,GP,GR,XML,BETA] - Battle Has Begun!

Posted: Sat Apr 10, 2010 1:09 am
by stahrgazer
Neat idea, but the gameplay is far too one-sided to make for real fun challenge. Need to consider making the magic symbols harder to get and/or reduce the bonuses.

Re: Monsters! [D,GP,GR,XML,BETA] - Battle Has Begun!

Posted: Sat Apr 10, 2010 2:09 am
by dolomite13
stahrgazer wrote:Neat idea, but the gameplay is far too one-sided to make for real fun challenge. Need to consider making the magic symbols harder to get and/or reduce the bonuses.


Hmmm what do you mean one sided? The map is completely symmetrical.

Re: Monsters! [D,GP,GR,XML,BETA] - Get Ready for Battle!

Posted: Sat Apr 10, 2010 9:28 pm
by Bruceswar
dolomite13 wrote:
Bruceswar wrote:As you know I am playing on the map now vs you. Anyhow my only complaint, is the army numbers are hard to see. Is there any way to fix this? And I do not mean readable. The colors of the armies are dark like the map so it makes it hard to read. Maybe just me but I doubt it.

Hmmm other than me making the unit circle lighter you could use conquer club Bob and greasemonkey.

=D=



Most CC users do not know what BOB or Grease is.. we need a better solution...

Re: Monsters! [D,GP,GR,XML,BETA] - Battle Has Begun!

Posted: Sun Apr 11, 2010 2:36 pm
by dolomite13
1) I looked it over and think I have his up to date.

2) How do I do this I don;t see instructions in that thread?

3) Doing my best =)

MrBenn wrote:The guides you're putting together will definitely be very helpful!

I'm just updating some of the guidance I post with the Beta stamp; here's an addendum to it ;-)

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/nuabces 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: Monsters! [D,GP,GR,XML,BETA] - Get Ready for Battle!

Posted: Sun Apr 11, 2010 2:36 pm
by dolomite13
Bruceswar wrote:
dolomite13 wrote:
Bruceswar wrote:As you know I am playing on the map now vs you. Anyhow my only complaint, is the army numbers are hard to see. Is there any way to fix this? And I do not mean readable. The colors of the armies are dark like the map so it makes it hard to read. Maybe just me but I doubt it.

Hmmm other than me making the unit circle lighter you could use conquer club Bob and greasemonkey.

=D=


Most CC users do not know what BOB or Grease is.. we need a better solution...


I can try adding a more opaque unit circle and see if that helps.

=D=

Re: Monsters! [D,GP,GR,XML,BETA] - Battle Has Begun!

Posted: Sun Apr 11, 2010 4:40 pm
by fumandomuerte
In my humble opinion the starting neutrals for runebound monsters and powerstones should be lowered to something around 4.