Page 35 of 42
Posted: Mon Nov 26, 2007 1:31 pm
by DiM
AAFitz wrote:this game is a blast 1 on 1... its not risk, but it is fun
try it in 6p assassin fog. that's much more fun than 1v1.

Posted: Mon Nov 26, 2007 1:44 pm
by Herakilla
just wanna say thank you dim for making a map that allowed me to go back to sarge first class

Posted: Mon Nov 26, 2007 2:00 pm
by cena-rules
WHATS HAPPENED WITH THE XML?
Posted: Mon Nov 26, 2007 2:00 pm
by Coleman
DiM wrote:AAFitz wrote:this game is a blast 1 on 1... its not risk, but it is fun
try it in 6p assassin fog. that's much more fun than 1v1.

This is pretty much made for 6p assassin fog, or fog in general. Those games have been wonderful, even 1v1 fog.
Posted: Mon Nov 26, 2007 2:02 pm
by Herakilla
Coleman wrote:DiM wrote:AAFitz wrote:this game is a blast 1 on 1... its not risk, but it is fun
try it in 6p assassin fog. that's much more fun than 1v1.

This is pretty much made for 6p assassin fog, or fog in general. Those games have been wonderful, even 1v1 fog.
lol search for finished games with me 1v1 fog age of might
Posted: Mon Nov 26, 2007 2:13 pm
by cena-rules
cena-rules wrote:WHATS HAPPENED WITH THE XML?
Posted: Mon Nov 26, 2007 2:15 pm
by Coleman
cena-rules wrote:cena-rules wrote:WHATS HAPPENED WITH THE XML?
WHAT DO YOU MEAN?
Posted: Mon Nov 26, 2007 2:17 pm
by cena-rules
there was an xml update on the map apparantly
what was it?
Posted: Mon Nov 26, 2007 2:20 pm
by Coleman
Oh, all it did was change some of the neutral values to stop the upper right castles from killing each other first turn. Let me edit this with exactly what happened. I need to go find it.
Way back on page 51:
DiM wrote:Chu 5 instead of 3
Nyt 5 instead of 2.
Wun 4 instead of 2
Qy 4 instead of 2.
This will increase the number of neutrals needed to advance to enough to ensure a one turn victory is very unlikely. while at the same time the others keep their value unchanged the castles can expand normally.
So basically i just increased the defense on those 2 border bridges.
here's the new xml:
http://www.sendspace.com/file/s5wlknalso sent to lack.
Posted: Mon Nov 26, 2007 2:24 pm
by cena-rules
thanks man
Posted: Mon Nov 26, 2007 2:29 pm
by Herakilla
sweet that doesnt change my strategy at all and i can keep the point gain going with 1v1 fogs lol
Posted: Mon Nov 26, 2007 3:27 pm
by DiM
cena-rules wrote:WHATS HAPPENED WITH THE XML?
what's wrong with it??
the xml has been updated to put a few more neutrals between xi and fygie
//edit// fastposted

Posted: Mon Nov 26, 2007 4:10 pm
by Heimdall
I eliminated a player on Round 1

... And that's after he played.
Game 1268940
Posted: Mon Nov 26, 2007 4:12 pm
by Coleman
Uhhh, good for you? Not a problem I don't think, it was his stupid move.
Good luck with that one, I think everyone else is going to team you though.
Posted: Mon Nov 26, 2007 5:36 pm
by rebelman
rebelman wrote:PS this community member is looking forward to having this map quenched and being a source of much needed pts

this comment from page 48 is proving fairly on the ball so far -
have completed 20 1 v 1 games winning 15 losing 5 have also picked up some terminator pts in a 6 player game so this map since it quenched has contributed 300 points aprox. to my war chest - long may it continue to so

Posted: Mon Nov 26, 2007 5:43 pm
by DiM
everybody keeps saying they gained 300 400 or even 600 points from this map. am i the only loser?
i have a gain of ~40 points so far. after 70 games.
it really sucks because the dice are hating me so bad on this map i can't believe it.
on the other hand i played a few turns on madness map and i had perfect dice. and i do mean perfect. haven't lost a single troop

)
Posted: Mon Nov 26, 2007 6:18 pm
by Herakilla
DiM wrote:everybody keeps saying they gained 300 400 or even 600 points from this map. am i the only loser?

i have a gain of ~40 points so far. after 70 games.
it really sucks because the dice are hating me so bad on this map i can't believe it.
on the other hand i played a few turns on madness map and i had perfect dice. and i do mean perfect. haven't lost a single troop

)
your strategy sux, mine rocks
Posted: Mon Nov 26, 2007 6:26 pm
by Herakilla
is there anyway to just like find the points you agined or lost w/o going into each game or keeping track of it?
Posted: Mon Nov 26, 2007 6:42 pm
by Gilligan
XML error: Buhy doesn't connect to Inum.
Posted: Mon Nov 26, 2007 7:03 pm
by DiM
Gilligan wrote:XML error: Buhy doesn't connect to Inum.
it's not an error buhy doesn't connect to inum.
look closely at the map they have no border.
Posted: Mon Nov 26, 2007 7:16 pm
by Gilligan
Ahh...I thought the line going through the middle of Lof was the border of Buhy. Wow, I'm dumb.
Age of Might gameplay improvement suggestion
Posted: Tue Nov 27, 2007 1:07 am
by stlcard1521
I think castle value should be toned down to maybe like 3 armies, 5 is way too many because then you get 8 per turn. basically what i have been doing is saving most of my armies the first turn, then on my second turn i have like a total of 20 armies, knock out someone who over extended, then i have a 2nd castle and sometimes a resource pair, so im getting like 15 armies per turn, which gives me enough to kill someone on the next turn, etc. anyway, once people figure out you easily win doing that its going to be a cheap map and no fun to play on. but i really like how its the only capital-like map. heres an example game
http://www.conquerclub.com/game.php?game=1263352
Posted: Tue Nov 27, 2007 1:27 am
by insomniacdude
http://www.conquerclub.com/forum/viewtopic.php?t=24029
Try keeping all map ideas in the thread to which they pertain.
Browse around the Map Foundry forum some. You seem to have a decent idea on gameplay. Try to add contributions to a map while changes are easy to be made. Don't be reactionary. Take an active part in the development of the future of the games you will be playing.

Port passage fee
Posted: Tue Nov 27, 2007 1:28 am
by further64
another suggestion that may deter the castle rush would be be to give the ports a +1 on dice when attacking them. this in addition to your suggestion would (i believe) make the game more fun.
Re: Age of Might gameplay improvement suggestion
Posted: Tue Nov 27, 2007 8:23 am
by BaldAdonis
stlcard1521 wrote:knock out someone who over extended....
once people figure out you easily win doing that its going to be a cheap map and no fun to play on.
Presumably, once people figure out you can do that to win, they won't over extend themselves, and it will be better to play on. As it is, it's only "cheap and no fun" to the players you are killing by doing this.