Moderator: Cartographers
I haven't played the map yet, but this sounds interesting...swimmerdude99 wrote:I am a fan of the map concept, in fact would be one of my favorites. however the 5 troop thing is about to make me quit playing the map, it makes the game all dice in team games. it needs to be something like you always get 3 troops, but you get a bonus of 1 troop for every 5 territs? or soemthing like that?.... the automatic 5 is insane though

Forts are made along attack routes. The XML doesn't allow different routes for attacks/forts.danfrank wrote:![]()
congrats on the beta ... Suggestion forting can be done adjacently as well as in the knights directions .. is that correct ? i feel forting should be done in the same manner knight moves only


Not sure if it's the Mafia Games ... but I'm convinced! Lynch "Five"!!chapcrap wrote:The reinforcements and attacking are fine, IMO.
If you make the bonuses for 3 plus a bonus for every 7 terts, then in 1v1, people would still get 5 for the deploy unless they took 5 more terts, which could happen, or if they lose 3. I think that would effect the 1v1 play very much, but would allow larger games to be more viable.
With a deploy of 5 on the first turn, if someone actually was able to take 5 terts to increase the deploy to 6, the opponent should be able to take 1 because you only need to hit one neutral before being able to hit the opponent.
And it would speed up 1v1 games as well. Instead of taking forever to finish up once someone is clearly ahead and going to win, it will be able to move faster.

Looked at the conquer man style and again it causes problems.chapcrap wrote:Well, you could put a cap on it or change the system as the tert count grows. Think about the settings on ConquerMan. Something like that.

In 3/4 months of development, you are the first to notice that. Thanks and corrected.theButterfly wrote:Sorry if this has been mentioned before, but did you realize you spelled "receive" incorrectly on the map?



Chapcrap, it is not a no, I am just not going to do it fast. I would like to see some more finished games before a decision is taken. I have no problem changing it. Please just allow some time for more of the larger games to finish. I do look at finished games a couple of times a day and look at the logs to see how it was played.chapcrap wrote:If you don't want to change it just say no. You're argument doesn't really hold water.
You can not easily take 16 terts on your first turn. winning 11 3v1 is not good odds. And that's on top of not losing any 4v1 either. Even if someone did that, what they would deploy would be easily broken and the bonuses taken by the second player.
My suggestion for would be everyone gets 3 every time and then 1 for every 7 terts with a max of 6 for the deploy. This isn't to aid the 1v1 games. They will essentially be the same. This move is to try to alter team games to be more playable.

Just go to finished games and look at the game logs. Easily done. As of this morning, only 4 games with more than 2 players had finished. This is what I am saying, I do not want to rush into a change till more games have finished.thehippo8 wrote:Wow ... I wish us mortals could have access to the data you see! META!!


Nice idea but I am going to reject it for 2 reasons.deantursx wrote:I think a pretty cool change would be changing the yellow squares in the middle to +1 autodeploys instead of the bonus

koontz1973 wrote:You are right, you can do that, and you can do that in this one as well. Think about it.jammyjames wrote:Quick question - why is movement only limited to 2 forwards 1 side. In chess you can go 1 forward 2 side with a knight also?
Just curious - Does it make the XML far too awkward to do?
Cheers
As for the queary over the 5 troops per round, if any ideas on raising or lowering them, I am all ears but would like to wait for a couple of weeks and see what the results of games are. Most seem to be going near round 20 so it seems to be a long game map.

koontz1973 wrote:Nice idea but I am going to reject it for 2 reasons.deantursx wrote:I think a pretty cool change would be changing the yellow squares in the middle to +1 autodeploys instead of the bonus
1. Having the different type of bonuses is going to cause confusion with new players and also complicate a map that is proving to be more complicated than some would think at first glance. This comes with primarily with the different type of attack routes.![]()
2. Once held, it would be very hard to break so games will end up with lots of attacking around 4 squares that will become blocks of troops. Only broken at the end of games when spoils become big enough to do so.

This is what I am leaning to.danfrank wrote: if you adjust it to 1 per 3 then starting with 5 is cool.
Not sure the kings square would work as it is one territ but maybe the whole back row or even the light squares for the back row.danfrank wrote: I just thought of this , but possibly making the opponents king square
