The stuff on the one, single page of submitted suggestions? Not with too much difficulty, I would hope.00iCon wrote:How do people find this stuff and dig it up?
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The stuff on the one, single page of submitted suggestions? Not with too much difficulty, I would hope.00iCon wrote:How do people find this stuff and dig it up?


I have growing, albeit minor, hopes that it will actually get implemented one day. I don't see it happening on a priority basis, especially since I could see it taking a fair bit of coding to do, but it's a good suggestion and worth the time once some of the more important updates are completed.yeti_c wrote:This suggestion is still the best suggestion that hasn't been realised on this site.
C.
I do agree. This suggestion opens a completely new range of possibilities.yeti_c wrote:This suggestion is still the best suggestion that hasn't been realised on this site.
C.
So do I and hope to see it implemented one dayOliverFA wrote:Just wanted to say I still believe this suggestion to be AWESOME
I think you'd better check your math on this one. Feudal Epic has 128 territs, of which a vast majority start neutral. Lets try to make this as advantageous to the humans as possible and assume an 8 player game in order to maximize the basic (+3) deployment. At the beginning of the game, the humans can put a total of 64 troops on the map. The next turn, some will still only get 8, most will get 9, and some will get 10. The neutrals are still outdeploying the humans. From there the situation worsens, as some players can't beat back the wave of neutrals, and some of them will get killed by neutrals, especially on bases like ID, RoM, and GK.OliverFA wrote:Actually, I would love to play this in Feudal Epic. An important part of the strategy would be to keep neutrals under 4 so they don't attack but at the same time block the other neutrals behind them, and then bombard those 10s to reduce their numbers before attacking them.
During first turn neutrals would incubate, so their number wouldn't grow. The second turn their numbers would grow, but as they would be 3s they would not attack yet. That gives enough time to prepare to bring them down. And as I said, bombard the 10s before taking down the neutrals blocking them.
Villages and their surrounding areas would be different, as they would have high numbers by the time they are reached, but by that time players would be strong enough to fight those angry neutrals.
Yes, it would be long before "human" players clash, but that would be the whole purpose of a conquest map with infected neutrals. In fact, it would feel even more like conquest, as the civilized players would have to grow their civilizations before worrying about each other.

Well agentcom, I certainly agree with your assessment (and go farther to say that this is a setting that I would likely never want to use on any map) but at least some of the people who supported this suggestion seem to be aware that on some maps the game would consist entirely of players trying to survive the neutrals the longest, never coming into contact with each other. While I think it is a bad idea some people seem to want it like that nonetheless. Is there anything you can think of that might convince them otherwise?agentcom wrote:Spoiler
I think you'd better check your math on this one. Feudal Epic has 128 territs, of which a vast majority start neutral. Lets try to make this as advantageous to the humans as possible and assume an 8 player game in order to maximize the basic (+3) deployment. At the beginning of the game, the humans can put a total of 64 troops on the map. The next turn, some will still only get 8, most will get 9, and some will get 10. The neutrals are still outdeploying the humans. From there the situation worsens, as some players can't beat back the wave of neutrals, and some of them will get killed by neutrals, especially on bases like ID, RoM, and GK.
Only a handful of humans will be able to take the territs around their bases, but they need 2 of these to get a +1 and they will have to protect them from the growing amounts of other neutrals, including the neutral that starts at 10. That neutral is particularly problematic on some bases, since so many of the territs border it and controlling that 10 would be essential to get the bonuses needed to keep beating back the neutrals.
If anyone did make it to the 10, they would probably have to collect their force together and attack in a straight line toward other castles, allowing the neutrals to swallow up their reinforcement chain and having to dedicate at least some of their drop to keeping the gate to their castle safe.
Maybe on escalating you could reach the point where humans outdeploy the relevant neutrals. (The humans don't need to outdeploy all neutrals because some of them like Tri 5 may never be touched.) But it's going to be a very long and painful road to get to this point. If the game is trench, I'm not sure it's even possible. If it's not escalating, I'm not sure that's possible.
You might end up with a game where the last player standing becomes the victor. That player might just stay on his castle beating back the neutrals there, and depending on his dice and drop the first couple turns to put him in a position to do this.
That's right. I can't speak for everybody else, but I am well aware that in a Conquest map a very big part of the game would be fighting the barbarian hordes instead of the other players, and that would be the whole point of the game.spiesr wrote:Well agentcom, I certainly agree with your assessment (and go farther to say that this is a setting that I would likely never want to use on any map) but at least some of the people who supported this suggestion seem to be aware that on some maps the game would consist entirely of players trying to survive the neutrals the longest, never coming into contact with each other. While I think it is a bad idea some people seem to want it like that nonetheless. Is there anything you can think of that might convince them otherwise?
As I said in the previous post, despite neutrals would deploy a lot more globally, most of this deploy would be useless, as it would be in landlocked territories that would not attack human players until they were "opened".agentcom wrote:I think you'd better check your math on this one. Feudal Epic has 128 territs, of which a vast majority start neutral. Lets try to make this as advantageous to the humans as possible and assume an 8 player game in order to maximize the basic (+3) deployment. At the beginning of the game, the humans can put a total of 64 troops on the map. The next turn, some will still only get 8, most will get 9, and some will get 10. The neutrals are still outdeploying the humans. From there the situation worsens, as some players can't beat back the wave of neutrals, and some of them will get killed by neutrals, especially on bases like ID, RoM, and GK.
The first turn the neutrals would grow from 2 to 3, so they would not attack. This gives humans enough time to take some of the territories and keep the others below 3, or to reduce the 10s. Remember they are making no less than 8 troops per turn, while those "huge" 10s would only get an extra 1 deploy per turn. In fact humans are outdeploying neutrals where it matters.agentcom wrote:Only a handful of humans will be able to take the territs around their bases, but they need 2 of these to get a +1 and they will have to protect them from the growing amounts of other neutrals, including the neutral that starts at 10. That neutral is particularly problematic on some bases, since so many of the territs border it and controlling that 10 would be essential to get the bonuses needed to keep beating back the neutrals.
That would be one strategy, but not the only one. Some people would prefer to secure a zone around their castle, so when the other humans arrived with their "fast kamikaze" force the defending players could confront it without any problem. Balancing the need to fight the neutrals vs the need to fight the humans would be an important (and fun) part of the game.agentcom wrote:If anyone did make it to the 10, they would probably have to collect their force together and attack in a straight line toward other castles, allowing the neutrals to swallow up their reinforcement chain and having to dedicate at least some of their drop to keeping the gate to their castle safe.
I disagree again. The point when humans outdeploy neutrals will be reached often because of what I said, most of the deploy is landlocked, and the effective deploy is 1 per border territory, something that a skillfull general can outperform by smart deploy and smart reinforce. I agree that the road may be long, but not painful. IMO that road will be fun, very fun. It's like playing Civilization with ravaging hordes, I would define it as "challenging" not "painful".agentcom wrote:Maybe on escalating you could reach the point where humans outdeploy the relevant neutrals. (The humans don't need to outdeploy all neutrals because some of them like Tri 5 may never be touched.) But it's going to be a very long and painful road to get to this point.
If the game is trench it will be in fact less challenging, because the neutrals advance one territory each turn, and as we said border territories only deploy one army while human players can concentrate their deploy. Castles will be safer as they have several turns to bombard coming neutrals.agentcom wrote: If the game is trench, I'm not sure it's even possible. If it's not escalating, I'm not sure that's possible.
That could happen but I really think would be very uncommon. Once again, the key is that neutrals deploy just one army and humans can concentrate their attacks, be it normal or trench. As I see it, it's a clear case of smarter civilized general outperforming dumb barbarian hordes, who are bigger in number but using dumb tacticts, and giving the general the possibility to slowly defeat them.agentcom wrote:You might end up with a game where the last player standing becomes the victor. That player might just stay on his castle beating back the neutrals there, and depending on his dice and drop the first couple turns to put him in a position to do this.
I understand that, but the problem is that on a map like Feudal, the whole game could be decided based on who gets the castle with only 2 neutrals bordering it.spiesr wrote:Well agentcom, I certainly agree with your assessment (and go farther to say that this is a setting that I would likely never want to use on any map) but at least some of the people who supported this suggestion seem to be aware that on some maps the game would consist entirely of players trying to survive the neutrals the longest, never coming into contact with each other. While I think it is a bad idea some people seem to want it like that nonetheless. Is there anything you can think of that might convince them otherwise?agentcom wrote:Spoiler
I think you'd better check your math on this one. Feudal Epic has 128 territs, of which a vast majority start neutral. Lets try to make this as advantageous to the humans as possible and assume an 8 player game in order to maximize the basic (+3) deployment. At the beginning of the game, the humans can put a total of 64 troops on the map. The next turn, some will still only get 8, most will get 9, and some will get 10. The neutrals are still outdeploying the humans. From there the situation worsens, as some players can't beat back the wave of neutrals, and some of them will get killed by neutrals, especially on bases like ID, RoM, and GK.
Only a handful of humans will be able to take the territs around their bases, but they need 2 of these to get a +1 and they will have to protect them from the growing amounts of other neutrals, including the neutral that starts at 10. That neutral is particularly problematic on some bases, since so many of the territs border it and controlling that 10 would be essential to get the bonuses needed to keep beating back the neutrals.
If anyone did make it to the 10, they would probably have to collect their force together and attack in a straight line toward other castles, allowing the neutrals to swallow up their reinforcement chain and having to dedicate at least some of their drop to keeping the gate to their castle safe.
Maybe on escalating you could reach the point where humans outdeploy the relevant neutrals. (The humans don't need to outdeploy all neutrals because some of them like Tri 5 may never be touched.) But it's going to be a very long and painful road to get to this point. If the game is trench, I'm not sure it's even possible. If it's not escalating, I'm not sure that's possible.
You might end up with a game where the last player standing becomes the victor. That player might just stay on his castle beating back the neutrals there, and depending on his dice and drop the first couple turns to put him in a position to do this.

And as I said, let's find the issues and fix them. It seems that some maps have very big stacks of neutrals right next to starting players positions. Probably that could be solved by introducing an starting turn for the "infection" to act. Let's say that starting turn is turn 6, that would mean that from turns 1 to 5 neutrals would only reinforce, but not attack, even if stacks are far bigger than 4 armies.agentcom wrote:Oliver, like I said before, run through a couple of hypothetical turns starting on the base that has 4 neutrals bordering it and see what happens. Your whole post just assumes that you could get through them. That's an assumption that I don't share.
I wonder why this is not suggested for every single setting, as most of them destroy the original map concept. Escalating would not get implemented by following this criteria, but even something as "harmless" as flat rate breaks the delicate balance of maps with low bonuses.koontz1973 wrote:agent is right over a lot of the maps, without even looking at them all, the ones he mentioned would never be allowed with this, but you would also get a lot of other maps deselected with this. Antarctica would be funny with this as the south pole can attack all bases so with its turn, the neutrals will start eliminating bases with its 30 neutral army.
Lets get this as an xml feature, that way we can have it on a few maps made for this idea. I would rather get 5 great maps using this idea than 100 maps having this tacked on hoping it works.
I was under the impression that this suggestion was approved and submitted long ago, so I was the first surprised to see that it gets questioned again. However, as my intention is to solve issues rather than deny them, I have come with a solution that allows the suggestion to continue as an approved suggestion and hopefully get implemented some day in the way it was first envisioned, as a setting for all maps, not as an obscure option for a couple of maps.chapcrap wrote:I wonder if this should be moved out to Suggestions or is the OP correctly submitted in a form that will work?
