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bryguy wrote:and also plz note that when i had been starting to work on this map for the first time, i had no clue there was a feudal wars map being made. I only found out about it when i told DiM and gimil about it in a game i was doing against them
bryguy wrote:ok im am sick and tired of people thinking that this is another version of Feudal, ITS NOT
instead of arguing here better do that next update and show people that this map has potential.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
I'd like the Fishing Dock to have some type of graphic with it. All the other ones have one. And, I'm not talking about the dock. Other non-resource places have a dock.
Famine is not explained well enough. People aren't going to know what that means. Something like that has to be spelled out a bit more.
edbeard wrote:I'd like the Fishing Dock to have some type of graphic with it. All the other ones have one. And, I'm not talking about the dock. Other non-resource places have a dock.
ok yea, i thought about that yesterday, but didnt have time to add anything
edbeard wrote:Famine is not explained well enough. People aren't going to know what that means. Something like that has to be spelled out a bit more.
ok, what do u suggest?? something like that the larger the territory number, the more famine affects it?
Last edited by bryguy on Thu Jan 24, 2008 8:29 am, edited 1 time in total.
It has to be made so that a person can completely understand what is going to happen to their troops at the beginning of a turn, without them having to read the accompanying forum thread . "Beware of famine" is not enough of an explanation. Perhaps "Famine affects the lands, each territory will lose x armies (depending on size? not sure how this is working) unless a nearby resource is held...
also. how far away can a resource be to fix famine? do you just have to hold one resource, and no famine affects you? that's not logical, that pears will stop you losing armies in Moor, or whatever.
Also perhaps colour code for severity of famine???
Tieryn wrote:also. how far away can a resource be to fix famine? do you just have to hold one resource, and no famine affects you? that's not logical, that pears will stop you losing armies in Moor, or whatever.
hmm, thats true, how about something like that 1 resource will counter famine 3-6, and 2 will counter famine 7-10, and 3 will counter famine 11?
Tieryn wrote:Also perhaps colour code for severity of famine???
hmm, thats a good idea, but could u explain a little more?
Tieryn wrote:It has to be made so that a person can completely understand what is going to happen to their troops at the beginning of a turn, without them having to read the accompanying forum thread . "Beware of famine" is not enough of an explanation. Perhaps "Famine affects the lands, each territory will lose x armies (depending on size? not sure how this is working) unless a nearby resource is held...
oh ok, how about "Famine affects the land, the larger famine number, the more it affects you"???
i have a problem with the gameplay. with famine to be more exact. if i understand this right if you have 11 terits or more you have -5 bonus.
and that' a real problem because in theory nobody can win this game.
let's assume i start with cardoce castle. obviously to win i have to get out of my castle and kill the others. from cardoce obviously i'll take corn which puts me to 3 terits and a bonus of -1. which basically eliminates the corn bonus. not worth it. so i won't take corn and instead i'll build in cardoce and plan to strike the closest castle. which is elifan and the quickest route means i'll have 7 terits when i reach the castle gates. that means i'll have -3 from famine so i'll have just +1 per turn. with such a shitty bonus and with all the troops i lost battling neutrals i surely won't be able to take elifan.
basically what i'm saying is that the famine is too high. the resources are usless. if i get 5 resources i will gain nothing because i'll be so stretched famine will kill me.
so the only way to win is to sit and build on your castle and hope some guy doesn't understand what famine is and stretches too far then go on the quickest route and take his castle.
also i'm curious what will happen when a guy gets -5 for famine and +4 for castle. he'll have a negative deployment.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
DiM wrote:i have a problem with the gameplay. with famine to be more exact. if i understand this right if you have 11 terits or more you have -5 bonus. and that' a real problem because in theory nobody can win this game.
let's assume i start with cardoce castle. obviously to win i have to get out of my castle and kill the others. from cardoce obviously i'll take corn which puts me to 3 terits and a bonus of -1. which basically eliminates the corn bonus. not worth it. so i won't take corn and instead i'll build in cardoce and plan to strike the closest castle. which is elifan and the quickest route means i'll have 7 terits when i reach the castle gates. that means i'll have -3 from famine so i'll have just +1 per turn. with such a shitty bonus and with all the troops i lost battling neutrals i surely won't be able to take elifan.
basically what i'm saying is that the famine is too high. the resources are usless. if i get 5 resources i will gain nothing because i'll be so stretched famine will kill me.
so the only way to win is to sit and build on your castle and hope some guy doesn't understand what famine is and stretches too far then go on the quickest route and take his castle.
also i'm curious what will happen when a guy gets -5 for famine and +4 for castle. he'll have a negative deployment.
yea i have to make this more clear
see the numbers in the corners of the territorys? that tells u how much famine will affect that territory. So if a territory has a 1 in the corner, then it wont getaffected by famine, if it has an 11 in the corner, than u will lose 5 for holding it wihtout a resource
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
DiM wrote:btw why did you "borrow" several names from AoR??
oh i didnt notice that i had, could u point out which ones??
rongar, mor...
plus several others that you switched 2 letters:
like aohe instead of aheo
there may be more i didn't look at all the names.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku