Moderator: Cartographers

The TEMPLAR one way bonus starts from Castile then goes to Malta then (and only then) goes to Krak...so the reason your not seeing Krak is cuz you need to have the view from MaltaOrder of Chaos wrote:Love this map! Just noticed what appear to be two bug (my apologies if duplicate -- lots of pages in this thread)!.
Map info states that Castile can one-way attack Krak des Chevaliers, which would usually make K.D. Chevaliers visible from Castile in a fog game. I'm occupying Castile and still see Krak des Chevaliers as '??'...... it.

Thx Lux for your comment. We have decided to start with 8 starting position, as we have max 8 players in a game.luxCRUSADER wrote:I love and appreciate the careful and magnificent attention to detail you made by way of implementing the 6 Muslim Strongholds as well as incorporating the supplemental bonus of Damascus to reflect how shite and sunni collaboration contributed to the demise of the Crusaders ! Great Imagination
Might you consider giving a careful review of whether an equally conjoined bonus structure of the Crusader strongholds in the Holy Land could have similar bonuses as that of the Muslims strongholds. And if you did, the following centers could be implemented: Crac des Chevaliers, Castel Blanc, Arsuf, Margat, Atlit, Montfort and Acre. A possible pre- condition would be to have any of the Christian Starting locations ????
Just curious ?
thx for your time
luxCRUSADER

Hello Andrew ....AndrewB wrote:Thx Lux for your comment. We have decided to start with 8 starting position, as we have max 8 players in a game.luxCRUSADER wrote:I love and appreciate the careful and magnificent attention to detail you made by way of implementing the 6 Muslim Strongholds as well as incorporating the supplemental bonus of Damascus to reflect how shite and sunni collaboration contributed to the demise of the Crusaders ! Great Imagination
Might you consider giving a careful review of whether an equally conjoined bonus structure of the Crusader strongholds in the Holy Land could have similar bonuses as that of the Muslims strongholds. And if you did, the following centers could be implemented: Crac des Chevaliers, Castel Blanc, Arsuf, Margat, Atlit, Montfort and Acre. A possible pre- condition would be to have any of the Christian Starting locations ????
Just curious ?
thx for your time
luxCRUSADER
Going for more starting position is really out of the scope of the map and might over-complicate the map, which is already complex enough by all accounts...

Hi Commander9, thx for your comment.Commander9 wrote:So far I've played this map just a few turns, but I really love how in depth it is. I've really love all those possibilities and connections and I'm sure that this isn't made too difficult. As long as you pay attention to the symbols and to what you are doing, you should do just fine. I'm falling in love with it already and I really appreciate you making this map.
I will also try to contribute, although I'm not sure that will actually be beneficial. Since theme is Crusades, we all know who were they influenced by - the Church. So I think (just my opinion) that shouldn't Vatican state have just a slightly bigger bonus +2 as to show their influence. Furthermore, a lot of rulers in Europe tried to influence/be in good terms with the Papal States, so I think it would make Vatican one of the main targets in the game while not disrupting the gameplay/balance. Also, maybe Holy Roman Empire and Papal States should be connected somehow (either another bonus or possibility to attack each other or w/e)?

London will be raised to starting 6 in the next version.jarrett155 wrote:why do some starting points start with 6 and some with 3?

is london the only one that starts with 3?AndrewB wrote:London will be raised to starting 6 in the next version.jarrett155 wrote:why do some starting points start with 6 and some with 3?
Thanks for your response. The thing that I've meant was the constant conflicts between the Pope and the Emperor (and before the 3rd crusade Barbarossa was involved with some stuff going on in Italy and with Pope). That's what I've meant, when I said it should be connected somehow. Maybe it actually wasn't such a good idea (when I think more about it).AndrewB wrote:Hi Commander9, thx for your comment.Commander9 wrote:So far I've played this map just a few turns, but I really love how in depth it is. I've really love all those possibilities and connections and I'm sure that this isn't made too difficult. As long as you pay attention to the symbols and to what you are doing, you should do just fine. I'm falling in love with it already and I really appreciate you making this map.
I will also try to contribute, although I'm not sure that will actually be beneficial. Since theme is Crusades, we all know who were they influenced by - the Church. So I think (just my opinion) that shouldn't Vatican state have just a slightly bigger bonus +2 as to show their influence. Furthermore, a lot of rulers in Europe tried to influence/be in good terms with the Papal States, so I think it would make Vatican one of the main targets in the game while not disrupting the gameplay/balance. Also, maybe Holy Roman Empire and Papal States should be connected somehow (either another bonus or possibility to attack each other or w/e)?
As I understand the main theme of this map is FAILED Crusade, and it was failed because of the strong Muslim support. So, we cannot just accent the Vatican more then Muslim regions. And I believe there is a good balance between Muslim and Christian bonuses.
And HRE is already connected to both Vatican and to the Norman Kingdom of two Sicilies by Lombardy, Corsica and Sardinia, Venice.
no clear majority, just 1 vote difference. maybe we should let the poll run for some more time?thenobodies80 wrote:Poll Result
===============================================
Victory objectives:
-Make mandatory to hold both Granada and The Vatican to achieve victory......14......48%
-Leave it as it is. The player can choose between The Vatican or Granada......15.......52%
===============================================
Total votes : 29
It might be worth waiting for some more beta games to finish, so more informed answers could appear. (I only just started a game a short while ago, so I didn't vote this time. Planning for an objective win is foremost in my thoughts in that game.)Shrinky wrote:no clear majority, just 1 vote difference. maybe we should let the poll run for some more time?thenobodies80 wrote:Poll Result
===============================================
Victory objectives:
-Make mandatory to hold both Granada and The Vatican to achieve victory......14......48%
-Leave it as it is. The player can choose between The Vatican or Granada......15.......52%
===============================================
Total votes : 29
Kabanellas wrote:Ok, poll results…
I know that option B wasn’t elected by an undeniable margin. But I think that we should stick to it. It really makes this map more political, as it should, especially in multiplayer standard games.
Killer neutral territories revert to x neutral armies only if captured by a player.Commander9 wrote:Well, I've found a bug. During my game I've attacked English Channel and only managed to revert it to 3. However, next turn it didn't revert to 4 and I've still had to take only 3. That's pretty much it.
I don't think I would call it a bug in the map, because I am pretty sure it is not something that the XML could change. Killer neutrals only revert to a fixed number of neutrals when held by a player. If you only kill some of the troops, then the territory is not reverted to its initial troop count at the next turn, and anybody has a shot at finishing the job.Commander9 wrote:Well, I've found a bug. During my game I've attacked English Channel and only managed to revert it to 3. However, next turn it didn't revert to 4 and I've still had to take only 3. That's pretty much it.