Moderator: Cartographers
I've thought of that but dropped the idea. Mainly because letting him bombard 'V' villages would be unfair for Castles that have their second villages as 'V'smc05025 wrote:Beautiful and complicated map.
The bishop is the less powerful counselor.
The Lord Chamberlain in the most situations gives 1 more troops than the others counselors
the two other counselors have the abilities to attack knights and archers.
But the poor Bishop have nothing. Why don't you allow to bombard some villages?

I agree, at least make the castle start out with only 1 neutral army. Its tough enough starting most games with a bad rolls. But on this one it pretty much gg if you start out with a bad roll.Culs De Sac wrote:Damn.. having to take a castle..seems a bit absurd to me... I don't like the new idea of it being a neutral.. thats just bonkers....
Because territories that are bombarded by your catapults are not considered to be connected to the catapults. Only attackable territories are considered to be connected. For this reason the only place you would be able to fort your catapult guys to would be to the nearest Trebuchet, should you have taken it that turn and own it.Rob Mc wrote:I understand that when I bombard my troops don't move off the catapult...but why can't I move troops off the catapult during the reinforcement phase of my turn?
and would give the opponents an obvious cluenemrehs1 wrote:with knight K6 I couldn't assault archer S4.
Also, now F is the only castle which only has one village around it, this would give that player a starting disadvantage.
Well spotted, XML has been submitted, thanks.wolfmaster wrote:Need to check on some of army placement
for e2 village start with 1 neutral.
for n54 start with 2 neutral
S4 is an impassable so K6 cannot attack S4.nemrehs1 wrote:with knight K6 I couldn't assault archer S4.
Also, now F is the only castle which only has one village around it, this would give that player a starting disadvantage.
What are the other advantages of F?chipv wrote:F has other advantages.
First one that jumps out is that it's catapult can attack four other castles. No direct access from an impassable S archer as well, making it a little easier to keep archer attacks at bay with the knight. It's also a lot easier to clean up the mess left behind by an archer attack.nemrehs1 wrote:What are the other advantages of F?chipv wrote:F has other advantages.
Dan remember than those 4 neutral troops on 'S' archers exist on those that directly connect Castle Archers. That was implemented a long time ago in the first updates to the XML.danryan wrote:The archers seem to have been reduced to near irrelevance with the 4 neutral on the S archers
One easy way to fix the potential problems with not getting a castle on the first turn would be to readjust the neutral values on the castles to 1 (which would almost guarentee everybody would be able to take their castle round 1) or 2 (which at least increases the chance of players getting their castles round 1).Kabanellas wrote:Dan remember than those 4 neutral troops on 'S' archers exist on those that directly connect Castle Archers. That was implemented a long time ago in the first updates to the XML.danryan wrote:The archers seem to have been reduced to near irrelevance with the 4 neutral on the S archers
As for the change in the Starting points - chip and I we're still debating them. There's a downside to it like that you mentioned, people do have a fairly big chance of failing to get the castle (or castles) on the first round. On the other hand you have some cool advantages like having just 2 starting points per player on 1v1 and being capable of using the manual deployment feature.
but then the non-attributed Noble's Castles, would be a too easy catch. Actually they are already an easy catch at 3 neutral troops. The knights + castles bonus are cumulative so owning 2 castles makes a big difference.-=- Tanarri -=- wrote:One easy way to fix the potential problems with not getting a castle on the first turn would be to readjust the neutral values on the castles to 1 (which would almost guarentee everybody would be able to take their castle round 1) or 2 (which at least increases the chance of players getting their castles round 1).
Then perhaps a more appropriate setup would be to have the castles at a higher neutral and then set the nobles to start with a higher number on them? A 6 noble and 4 castle will have a 3 to 1 chance of taking the castle. If you wanted to have better odds, then 7 noble and 4 castle would have approximately 6 to 1 chance. Having a 6 noble and 3 castle would produce a roughly 6 to 1 chance of taking the castle as well, if you wanted to leave the castle at 3.Kabanellas wrote:but then the non-attributed Noble's Castles, would be a too easy catch. Actually they are already an easy catch at 3 neutral troops. The knights + castles bonus are cumulative so owning 2 castles makes a big difference.-=- Tanarri -=- wrote:One easy way to fix the potential problems with not getting a castle on the first turn would be to readjust the neutral values on the castles to 1 (which would almost guarentee everybody would be able to take their castle round 1) or 2 (which at least increases the chance of players getting their castles round 1).