Moderator: Cartographers


Hmm... would you need any 1 wizard to get the full bonus form any powerstone? That way we would say +3 for a powerstone and any wizard so 3 powerstones and 1 wizard is still +9?natty_dread wrote:Hmm. How about tying the powerstone bonus to the wizard? Keep the autodeploy on the wizards, but replace the "+3 for each powerstone" with "+3 for each pair of powerstone & wizard".
Currently the wizards are of little use. Making the powerstone bonus dependant on wizards would be realistic (you can't use a powerstone unless you're a wizard) and also it would serve to make the wizards more relevant to the gameplay.
dolomite13 wrote:Hmm... would you need any 1 wizard to get the full bonus form any powerstone? That way we would say +3 for a powerstone and any wizard so 3 powerstones and 1 wizard is still +9?


The latter. Same as arm's race (warhead).TheForgivenOne wrote:Just a thing i noticed. According to your map, the spells and shield reset every turn. But in your first post it says they only reset when controlled. Which is correct?
Gengoldy wrote:Of all the games I've played, and there have been some poor sports and cursing players out there, you are by far the lowest and with the least class.

Correctalstergren wrote:The latter. Same as arm's race (warhead).TheForgivenOne wrote:Just a thing i noticed. According to your map, the spells and shield reset every turn. But in your first post it says they only reset when controlled. Which is correct?

1. Agree, good improvementdolomite13 wrote:So here are the changes that I like for he map. They focus on making lightening bolts easier to use. And focus on making wizards more important.
- Powerstones now require you to hold at least one wizard for the +3 bonus.
- Runebound monsters now require you to hold the corresponding wizard to get the +2 bonus.
- Lightening bolt looses 2 per turn instead of resetting to 3.
- Lightening icons have been added to identify what lighting bolt can bombard.


The best, but don't you think it is too hard to break? I mean 6 would be nicer than 8. And since we will be taken other monsters bonus - it will be even more harder to take them (with no particular point).natty_dread wrote:Don't touch the shield neutrals, it's the best feature!

Not at all. I might be a bit biased towards escalating games, but I feel this 8 neutral shield is a great feature especially in escalating games. Where you have to plan your kills more carefully and take the extra 8 in consideration when planning the kill. If it was only 6 it would be less of a factor...Dako wrote:The best, but don't you think it is too hard to break? I mean 6 would be nicer than 8. And since we will be taken other monsters bonus - it will be even more harder to take them (with no particular point).natty_dread wrote:Don't touch the shield neutrals, it's the best feature!


I'll admit to not having had a chance to try this map out yet; but trust the judgement of those discussion the relative merits of change...dolomite13 wrote:My goal isn't to make the game take much longer but to try and mitigate the effect of a loosing dice early in the game. Right now it feels impossible to come back from a bad dice early in the game. And to be honest a game that lasts an extra turn or two and gives me the ability to come back from bad dice seems preferable.
By making the runebound monsters not worth anything without the corresponding wizard it makes taking powerstones more important and makes denying them more important to players. runebound monsters only become important in conjunction with their wizard and as a connection point. This way your not rewarded just for holding a connection point.
=D=




Working on the XML now ... I am tweaking all of the unit positions and it is taking some time =)natty_dread wrote:Go ahead. I think those changes are good.