Feudal War [Quenched]

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jako
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Post by jako »

lordhaha had a start on realm of might, he was close to being elim but me and another guy couldnt take him out in 1 go so we let him live and fought each other. long story short, he came back and beat us both.
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DiM
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Post by DiM »

The Weird One wrote:
AndyDufresne wrote:I'd reckon balance can be achieved in non symmetrical maps. A lot more thought is just put into game play. ;)


--Andy

but not with randomized deployment. and definitely not consistent balance

weird one is right. the random deployment unbalances the gameplay and thus the only gameplay that eliminates deployment is conquest.
and if the map is not symmetrical there's always going to be a slight imbalance no matter how much thought is put into gameplay.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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zimmah
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Post by zimmah »

DiM wrote:so what if realm of might or barbarians are a bad start? the guy that starts with 3 terits in australia isn't advantaged? or the many times i have screwy deployments with 5 terits in asia? is classic poorly designed? no. in my opinion not all maps should be perfectly balanced and actually perfect ballance can be achieved only on a symmetrical map and only with conquest gameplay.
let's say chinese checkers where each player starts with a tip of the star. that's perfect balance but perfect balance = crappy gameplay. :wink:


well, can be fun sometimes however it will most often result in huge stalemates
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Post by bryguy »

70% of the time when i start with barbarians and/or realm of might i win 8)
Torter_of_Worlds
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Map Bug?

Post by Torter_of_Worlds »

Game No.: 2057457

I united the castles...but no victory even though I met the objective? At the end of the game log it is clear I controlled all castles prior to eliminating my opponent.

Please help.

Thanks
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gimil
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Re: Map Bug?

Post by gimil »

Torter_of_Worlds wrote:Game No.: 2057457

I united the castles...but no victory even though I met the objective? At the end of the game log it is clear I controlled all castles prior to eliminating my opponent.

Please help.

Thanks


You have to hold the castles at the start of your turn to unit the land, not capture all the castles mid turn. Hope this helped you out :)
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Re: Feudal War [Quenched]

Post by Heimdall »

I have trouble with the numbers too but i what i don't like is that you can get cards by bombardment. I leave it up to you to figure out the best strategy using this.. And you're screwed if you start on 1 castle in particular...
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Re: Feudal War [Quenched]

Post by gimil »

Heimdall wrote:I have trouble with the numbers too but i what i don't like is that you can get cards by bombardment. I leave it up to you to figure out the best strategy using this.. And you're screwed if you start on 1 castle in particular...


Gaining cards through bombardment isnt an issue that I can resolve. Only the web master has control over that. The numbers issue will be resolved in the revamp that I am carrying out in hte main foundry.
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Torter_of_Worlds
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Re: Feudal War [Quenched]

Post by Torter_of_Worlds »

Thanks Gimil

I like the map - dont see what all the fuss is about. I've won my last 15 games in a row 1 v. 1 freestyle/no cards/chained/various starting positions...people just need to learn how to play each starting position. Granted, one may be more advantageous; however, there are more factors at play than mere starting position, e.g. dice & what your opponent does.

I want more maps like Feudal. :)
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Re: Feudal War [Quenched]

Post by whitestazn88 »

i was just wondering... if you miss a turn, do you get 5 auto deployed after you attack?

i guess i never really knew how the auto deploy stuff worked when it came to this topic.
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t-o-m
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Re: Feudal War [Quenched]

Post by t-o-m »

whitestazn88 wrote:i was just wondering... if you miss a turn, do you get 5 auto deployed after you attack?

that would be a no.
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Re:

Post by Kemmler »

bryguy wrote:70% of the time when i start with barbarians and/or realm of might i win 8)


The only drops I don't like are two castles together (eg ROM and GK) or barbarians and imperial. I like one of the bottom ones and one of the others, which you get pretty much 70% of the time
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Re:

Post by daydream »

bryguy wrote:70% of the time when i start with barbarians and/or realm of might i win 8)


more than 70% of the time i play this map 1on1, i win :D
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GenuineEarlGrey
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Feudal War map

Post by GenuineEarlGrey »

DiM,

I've been playing a lot on the Feudal War map recently and came up against a "problem" that you'd identified before the map was quenched...

Sun Oct 28, 2007 10:43 pm
Forum: Final Forge
Topic: Feudal War [Quenched]
Replies: 712
Views: 20331

DiM wrote:other comments:
4. there's still the bombardment problem. you have in the legend that castles can bombard all terits within their kingdom. but that's impossible.
because you can't have both attack and bombard from 1 terit to another. so i say make only the non-adjacent terits bombardable from the castles.
otherwise you'll have a big problem.

let's say you start with barbarians. and your first action is to bombard 1 and 2. you can't attack them because you have to bombard and they turn neutral. there will be no way of advancing and you'll be stuck there.


I've been through the next ten odd pages of the discussion on quenching this map and nobody appears to pick the problem up. Was this the case?

Best wishes

E.G.
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Re: Feudal War [Quenched]

Post by Kotaro »

Read the map:
- Castles can bombard non adjacent territories


Non adjacent. So you can attack from barbarians castle to barbarians 1, or bombard barbarians 7 from barbarians castle.
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GenuineEarlGrey
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Re: Feudal War [Quenched]

Post by GenuineEarlGrey »

Kotaro wrote:Read the map:
- Castles can bombard non adjacent territories


Non adjacent. So you can attack from barbarians castle to barbarians 1, or bombard barbarians 7 from barbarians castle.



Let me rephrase the questions....

...you can sit in your barbarian castle, bombard non adjacent territories and get cards without ever leaving home.

To win more games in this map you simply bombard for cards.

Is this tactic good play or gamesmanship?

Or does it suggest a "flaw" in the map?

E.G.
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Kotaro
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Re: Feudal War [Quenched]

Post by Kotaro »

Every map that has bombard can do that. It's not a "cheat", it's plenty legal, and it's a good way to play.
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GenuineEarlGrey
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Re: Feudal War [Quenched]

Post by GenuineEarlGrey »

Kotaro wrote:It's not a "cheat"

Interesting you bring this up - shows you have a conscience. :twisted:

Kotaro wrote:Every map that has bombard can do that.

"That" usually being a foreign or enemy terit.

Kotaro wrote:it's plenty legal

Just cause something is legal, it doesn't make it right.

The Feudal map has a loophole in it. If you know about it you can benefit.

E.G.
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Re: Feudal War [Quenched]

Post by the.killing.44 »

GenuineEarlGrey wrote:The Feudal map has a loophole in it …

… which has been there since Dec. 24, 2007. 131,733 games played with the "loophole" in it. I agree with Kotaro.

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Re: Feudal War [Quenched]

Post by GenuineEarlGrey »

I like the Feudal Map. With over a 100,000 games per year lots of other people like it. But just cause something's popular doesn't make it perfect. Look at some PC OS sytems ;)

It turns out "loophole" had already been noticed. [Enough with the quote makes, this is a loophole]
Heimdall wrote:I have trouble with the numbers too but i what i don't like is that you can get cards by bombardment.

Noone's saying bobardment is a poor feature. It just doesn't make sence to be able to bombard something neutral and then get rewarded for it - especially when its your own land.

One way around it would be to make all the lands near the castle adjacent to the castle - wouldn't look as good but it would get around the loophole.

E.G.
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Re: Feudal War [Quenched]

Post by gimil »

If you do not agree with gaining cards from bombardment when you should really bring it up in Suggestions and bugs forum. I can't decided in a map XML wether or not bombardment should lead to a card. Its a game engine 'issue'.
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GenuineEarlGrey
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Re: Feudal War [Quenched]

Post by GenuineEarlGrey »

Gimil,

The Big Picture: I think this is a good map and I'm darn grateful to you and all the other makers. =D>

Small, small point: Before going to Sugs and Bugs can I confirm with you one detail?!

Am I correct in saying that on the D-Day at Omaha Beach map, when you bombard the beach from an artillery position, you can advance armies? :?

E.G.
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GenuineEarlGrey
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Re: Feudal War [Quenched]

Post by GenuineEarlGrey »

Again, :arrow: this is a darn fine map.

This 'issue' doesn't reflect on that. Before it gets posted in sugs and Bugs let me just re-confirm this.

  • I'm not arguing against bombardment for cards.
  • I'm not keen on repeat cards for repeat bombarding of the same land.
  • Feudal War is a good example because a player can bombarding your "own" lands.

E.G.
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Re: Feudal War [Quenched]

Post by yeti_c »

GenuineEarlGrey wrote:Gimil,

The Big Picture: I think this is a good map and I'm darn grateful to you and all the other makers. =D>

Small, small point: Before going to Sugs and Bugs can I confirm with you one detail?!

Am I correct in saying that on the D-Day at Omaha Beach map, when you bombard the beach from an artillery position, you can advance armies? :?

E.G.


Bombarding in "Dday" isn't 'true' bombarding...

C.
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Re: Feudal War [Quenched]

Post by GenuineEarlGrey »

yeti_c wrote:Bombarding in "Dday" isn't 'true' bombarding...

I've noticed this understanding of bombardment in the Change Rules in Bombardment thread http://www.conquerclub.com/forum/viewtopic.php?f=4&t=78358
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