The King's Court [Quenched]

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chipv
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Re: The King's Court (version 13)

Post by chipv »

Can Knight K1 hit N06?
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Re: The King's Court (version 13)

Post by chipv »

How do the counsellors and nobles attack each other - adjaecent or any?

i.e. can Lord Chamberlain assault Field Marshall.
Can Noble A assault Noble H?
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Re: The King's Court (version 13)

Post by Kabanellas »

chipv wrote:Completed the continents which was painful.

Now doing attacks and I noticed that all central archers (S1, S2...) can attack 3 other archers except S3 (which can attack 4) which rather ruins the overall symmetry of the other units.

If you moved archer on B4 out of range and swap with say the catapult,that would make all central archers hit 3 other archers.


I could change the forest in S3 with the lake hex. Moving S3 to that position could work and he would still be reached by castle C archer
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Re: The King's Court (version 13)

Post by Kabanellas »

chipv wrote:Can Knight K1 hit N06?


no, because of those impassables
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Re: The King's Court (version 13)

Post by Kabanellas »

chipv wrote:How do the counsellors and nobles attack each other - adjaecent or any?

i.e. can Lord Chamberlain assault Field Marshall.
Can Noble A assault Noble H?


nobles can't assault each other the same applies to cousellors
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Re: The King's Court (version 13)

Post by chipv »

Does within range mean counting adjaecent hexagons (not including impassables) or just line of sight?
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Re: The King's Court (version 13)

Post by chipv »

Ok the XML is complete but needs some things checking regarding range.

Let me know what you want to do now please.
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Re: The King's Court (version 13)

Post by chipv »

Doing some initial gameplay testing on the XML Wizard.

I'm a bit worried about Assassin and Terminator as it is possible with a bit of luck to kill
a player on the first turn. Maybe increase the N territory starting neutrals in places.

It is also easier for some castles to get to trebuchets than others.
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Re: The King's Court (version 13)

Post by Kabanellas »

chipv wrote:Does within range mean counting adjaecent hexagons (not including impassables) or just line of sight?


they are immune to impassables, so they can reach other archer within 4 hexagones even if they have to go through impassables for that.
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Re: The King's Court (version 13)

Post by Kabanellas »

chipv wrote:Doing some initial gameplay testing on the XML Wizard.

I'm a bit worried about Assassin and Terminator as it is possible with a bit of luck to kill
a player on the first turn. Maybe increase the N territory starting neutrals in places.

It is also easier for some castles to get to trebuchets than others.


from my initial math a player would have around 17% of chance to kill anther opponent in the first round if I remember right....
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Re: The King's Court (version 13)

Post by chipv »

Kabanellas wrote:
chipv wrote:Does within range mean counting adjaecent hexagons (not including impassables) or just line of sight?


they are immune to impassables, so they can reach other archer within 4 hexagones even if they have to go through impassables for that.


No I mean I could interpret range as adjaecent hexagons meaning I could count around an impassable as
opposed to going directy through it.

Example

I have K1 being able to assault N10. K1 does not attack through the impassable but I am counting
N19, T1, and N10 being within a range of 3.
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Re: The King's Court (version 13)

Post by chipv »

Kabanellas wrote:
chipv wrote:Doing some initial gameplay testing on the XML Wizard.

I'm a bit worried about Assassin and Terminator as it is possible with a bit of luck to kill
a player on the first turn. Maybe increase the N territory starting neutrals in places.

It is also easier for some castles to get to trebuchets than others.


from my initial math a player would have around 17% of chance to kill anther opponent in the first round if I remember right....


I think this is way too high. From memory, none of the other good and popular maps have this high a probability of a kill on the first turn, correct me if I am wrong on that.
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Re: The King's Court (version 13)

Post by chipv »

Another thing to consider is if a player goes for a kill via the trebuchets and then fails leaving a 1 there.
A retaliatory kill is even more likely as there is now only 1 on the trebuchet until the holding player's turn.

It's also easier to get to the trebuchets from Castles A, C,and E than the others.
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Re: The King's Court (version 13)

Post by Kabanellas »

chipv wrote:I have K1 being able to assault N10. K1 does not attack through the impassable but I am counting
N19, T1, and N10 being within a range of 3.


Those mechanics are totally correct.
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Re: The King's Court (version 13)

Post by Kabanellas »

chipv wrote:Another thing to consider is if a player goes for a kill via the trebuchets and then fails leaving a 1 there.
A retaliatory kill is even more likely as there is now only 1 on the trebuchet until the holding player's turn.

It's also easier to get to the trebuchets from Castles A, C,and E than the others.


I imagine Trebuchets being used by Castles Catapult production, for you don't have much use to give to those (catapults) 2 autodeploy beside assaulting trebuchets... anyway castles A, C, E and G might be a bit closer to them by normal land grabbing, but the other castles have more wide access to archers.
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Re: The King's Court (version 13)

Post by Kabanellas »

Chances of succesfuly taking out a player in first round :

-from Castle A to Castle B: 10%
-From Castle B to C via Archers: 14%
-From any Castle to another via Trebuchet: 13%

I think that the odds are very low. A player that goes for a 10 or 14% chance would be rendering himself completely open for the targeted player's reaction. I wouldn't take the chance of losing an entire game in the first round for a 14% chance.
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Re: The King's Court (version 13)

Post by rockandrull »

I think you'll need to make the black and silver army symbols in the hexagons smaller so the troop counts will fit.
Also, how large is the map itself? It seems larger than 840x800
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Re: The King's Court (version 13)

Post by Kabanellas »

large and small maps are within the allowed size - army numbers fit perfectly both in large and small maps.
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Re: The King's Court (version 13)

Post by rockandrull »

Other than that, it looks good.
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Re: The King's Court (version 13)

Post by Kabanellas »

Thank you!
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Re: The King's Court (version 14)

Post by Kabanellas »

Chip and I, we've been discussing some aspects of starting positions and came to conclusion that the Noble family members should also be starting position along as Castles.

Last update - version 14

-Castles and Nobles can now assault each other
-Changed S2 and S3 positions

[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/KCourt_V13_img-1.png[/bigimg]

[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/KCourt_V13_small_img-1.png[/bigimg]
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Re: The King's Court (version 14)

Post by Industrial Helix »

Is it too much to request an image with numbers on it reflecting what the first round will look like?

They don't have to be those pesky army numbers, anything will do.
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Re: The King's Court (version 14)

Post by chipv »

Starting drop for 2 players:

Image

XML so you can play in XML Wizard

http://www.fileden.com/files/2008/5/8/1 ... _Court.xml

Note it is red's turn so autodeploy already occurred
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Re: The King's Court (version 14)

Post by Kabanellas »

Chip didn't mentioned it, but army numbers are not correctly placed on the hexagons yet.
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Re: The King's Court (version 14)

Post by chipv »

We would like some experienced opinions please.

We have some concerns at the moment and are looking for ways to resolve these.

1v1

1. Lord Chamberlain can be secured quickly and can be constantly forted from the autodeploy from the castle.
2. Unlimited forts even worse as all the autodeploy from nobles can go there also.

3. As it stands people may choose to go straight for the king leaving most of the map unused.

Any other concerns please post. Any ideas welcome.
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