Moderator: Cartographers
Sent to the turtlekoontz1973 wrote:Map images and xml to holding 40 squares before getting the extra 5.
http://img213.imageshack.us/img213/784/nklm.png
http://img545.imageshack.us/img545/350/nks.png
http://www.fileden.com/files/2012/1/27/ ... NIGHTS.xml
That is the thing though, it is not a bonus. It might not be the best English, but I have not found a better way of saying it.The Cheat wrote:The current language: "You will receive 5 troops per round and 5 extra troops when you control 40 squares" is awkward ...
Perhaps it should read: "You will receive 5 troops per round." ... and then list the 5 bonus troops for controlling 40 squares under the bonuses ... with the rest of the bonuses ...


Just to back up a bit, I am not sure I see what TheCheat sees as awkward, so maybe there is nothing more to be said about this, but if others do not like the current wording, I propose "You will receive 5 troops per turn if you hold 39 squares or less, but 10 troops per turn if you hold at least 40 squares."koontz1973 wrote:It might be in the xml as a bonus, but it is not a bonus as such. I do not want to describe it as such. If they was a way to do it as reinforcements within the xml then I would. I could change the name of that bonus continent to Extra Reinforcements though.
I had a long debate with natty about bonuses. I never wanted them on the map in the first place, so after about 4 pages of to and fro with him, I put them on. You know how persuasive he can be sometimes.ender516 wrote:I don't understand your reluctance to call it a bonus.

With the win condition, I'm not sure a bonus is really necessary any longer. But, I don't have a problem with it at 40, because the game is decided by then anyway.army of nobunaga wrote:no bonus would have been better
but as it is, I like it
2012-04-20 15:22:43 - Armandolas: what does it mean "3 squares the same+2"?
2012-04-20 16:22:01 - Skywatcher: I believe it refers to the 3 sets of 4 shields. If you have 3 of 1 set you get a +2 bonus. That is just a guess though.
2012-04-20 18:21:44 - cowboy110685: No it means squares of the same color
2012-04-20 19:26:49 - Skywatcher: what do you mean? I see only 2 different shades of gray. hmmm.. maybe a 3rd shade. Still doesn't make much sense though. as we should all be collecting it
2012-04-20 19:27:09 - Skywatcher: collecting the bonus I mean
2012-04-22 15:59:05 - cowboy110685: ??? Hum??? Well idk?
2012-04-22 17:33:36 - Skywatcher: cowboy, as soon as you got three of the 4 yellow shields you got the +2 bonus.
2012-04-22 21:08:12 - cowboy110685: Ok maybe that's what it meant...
2012-04-23 07:47:23 - Skywatcher: It is poor choice of wording on the game board. Change 'squares' to 'shields' and there is no confusion.
2012-04-23 09:37:18 - cowboy110685: Yeah no kidding, I was under te impression that it meant the shade of square.
2012-04-23 17:27:40 - Armandolas: true...its a poor choice of word...but its a tricky/good map

koontz1973 wrote:.. will will ...you ... play noobs


You are right that this map has an xml designed for 1v1 games in as much as the positions are set at both sides of the board. But I also took into account the larger games. It is superb fun in assassin mode or even terminator large games. The bonuses where added as a way for extra troops, not that you need them. The extra 5 was placed there to end games faster when you are a few turns from finishing.sirgermaine wrote:This map is specifically geared towards 1v1 games; aren't maps supposed to be reasonably playable at all settings? I am in an eight player game on this, and the extra +5 troops is totally out of reach for anyone, as well as for the most part shield bonuses (nobody has had 4 of a color for even one turn, even in a fog game). How does this map address playability for more players than the specifically designed 1v1 setting, or is there some admin or higher-up that said that it's okay to ignore that?

The ability to take a bonus in those maps is almost a non-issue, since they are such small maps. When the map is fully occupied at 2-3 terits per person, it makes sense that few if any players will take a bonus. However, on a map with 64 terits, it makes game progress really slow, if not totally stalled.nolefan5311 wrote:The ability to take/hold bonuses is not considered in the playability of map, in the sense you're talking about. The only thing we make sure of is as fair a drop as possible (which this map has because the shields begin neutral), or that certain bonuses don't yield too many reinforcements for the amount of territories and/or access points.
Cyprus, Luxembourg, etc. (most of the smaller maps), also aren't conducive to players holding bonuses in 8 player games. Those aren't flaws in those maps...it's just the way it is.
Okay, I'll grant that maybe terminator and assassin would be something cool on this board. It sure would be a pain trying to track down a target in a fog game. However, that doesn't address my actual concern, which is standard games with more than two players. The best strategy is to wait and to stock troops, but if everyone does that, then it is a total standoff. I'm sure that the powers that be want a real 1v1 map that is really unique. I get that this map will probably get quenched regardless of what I think. I just don't see how this map really "works" for larger standard games (and by that I'm not asking for strategy advice-- I figured that out pretty early on in the game I'm running on this map), for a game where all the players follow good strategy.koontz1973 wrote:You are right that this map has an xml designed for 1v1 games in as much as the positions are set at both sides of the board. But I also took into account the larger games. It is superb fun in assassin mode or even terminator large games. The bonuses where added as a way for extra troops, not that you need them. The extra 5 was placed there to end games faster when you are a few turns from finishing.sirgermaine wrote:This map is specifically geared towards 1v1 games; aren't maps supposed to be reasonably playable at all settings? I am in an eight player game on this, and the extra +5 troops is totally out of reach for anyone, as well as for the most part shield bonuses (nobody has had 4 of a color for even one turn, even in a fog game). How does this map address playability for more players than the specifically designed 1v1 setting, or is there some admin or higher-up that said that it's okay to ignore that?
Large games, you need to build up slowly and not be so aggressive. This is not your typical land grab, bonus holding game but one of slow methodical turns, out thinking your opponents every turn. You need to be able to think a few goes ahead and plan for the long game. Reacting to what your opponents do each and every turn. Key points to think about, centre is the strongest position as your knights can attack 8 ways, but also the weakest as 8 can attack them. Starting at a corner and working out is the best for the large game as you leave no one behind you to attack.
No matter how good the strategy is, someone will work it out. Looked into your game and you are currently at round 16. Lots more to go. A lot go 30+ rounds at your settings. But you have one player out already, and 3 nearly out. What I am trying to say is that this map is not your typical game where you can win quickly. But, to answer your first question, no admin ever gave this permission to be made for one type of game. I had to go through the foundry like all other maps and prove my concept was worth while.for a game where all the players follow good strategy.



If you are running BOB, I believe the objective is visible when the Continents Overview is visible, so you can see who is getting close.koontz1973 wrote:Harsh, I found it amusing.
It is not mentioned on the board and only appears when it is done?