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Re: Age of Realms: Mayhem [Quenched]

PostPosted: Fri May 23, 2008 6:15 am
by BENJIKAT IS DEAD
Erland wrote:But why do some players get 3 for territory bonus and others only one, in the same game?? See for instance 2495720 or 2495724.


I'm pretty sure this is because the xml was updated between his turn and yours - and unfortunate case of suck it up :(

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Fri May 23, 2008 6:24 am
by yeti_c
BENJIKAT IS DEAD wrote:
Erland wrote:But why do some players get 3 for territory bonus and others only one, in the same game?? See for instance 2495720 or 2495724.


I'm pretty sure this is because the xml was updated between his turn and yours - and unfortunate case of suck it up :(


Correct.

C.

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Fri May 23, 2008 8:41 am
by Renee_W
DiM wrote:can anybody that finished some games tell me if the map plays good? are there any changes required?

so far bryguy seems to like it. any other thoughts?


sorry i don't have time to play it and i'm actually curious. :mrgreen:


I've played 4 3 player games(seems almost impossible to get 6 players to join an AOR map) My games may not be very representative since the competition tends to be poor. I've won 3 out of the 4 and the one I lost was the single most unbelievable dice screw I've ever seen. Sanctuary does look to have some very unbalanced power if properly exploited early.(I've never had sanctuary and only 1 opponent really tried to use it and he was too little too late.) Xi strikes me as the most powerful of the regular lands. No die off light resistance and bombard ability makes it fairly easy to pick up 3 runes and a village in 2 maybe 3 turns.

Early thoughts the blood waters should have higher starting neutrals as should the runes around Xi.

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Fri May 23, 2008 10:00 am
by DiM
i was thinking the same about xi and i'm considering upping each rune by 1 neutral or at least rock rune 1.

as for the sanctuary, i've heard mixed rumours of it being either too powerful or too weak. i think it is neither. if used properly it can be a really good starting point. if not then it can be your death.

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Fri May 23, 2008 10:15 am
by t-o-m
DiM wrote:i was thinking the same about xi and i'm considering upping each rune by 1 neutral or at least rock rune 1.

as for the sanctuary, i've heard mixed rumours of it being either too powerful or too weak. i think it is neither. if used properly it can be a really good starting point. if not then it can be your death.

ive been in sanctuary 3 times!

and on each of them ive managed to get ALL of the blood water terits in the 1st round. (well nearly all)
so i feel satisfied!


one thing i dislike is:

i was in Mua, had 1army re-enforcement, then i attacked ubb because i needed a card. the next round i couldnt get ANYWHERE because i was in Ubb and i had 1 re-enforcement!
so i didnt get a card or a terit!

so dont play this map with cards i say!

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Fri May 23, 2008 2:48 pm
by DiM
i have received a number of pms regarding this map. all kinds of opinions.

some people think the sanctuary is overpowered others think it's too weak.
some people liked the 3 army bonus others didn't.

some say xi is at an advantage.

because i want to offer the best possible experience to players i want your help to tweak the gameplay.

i'm thinking this:
1. raise the number of neutrals on the blood waters from 1 to 2.
2. reintroduce the 3 armies per turn from terit bonus
3. raise rock rune 1 from 1 neutral to 2 neutrals.

thoughts/opinions/feedback.....

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Fri May 23, 2008 7:03 pm
by Theguyoverthere
I actually adore all three of those ideas, Dim!

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Sat May 24, 2008 10:13 pm
by MOBAJOBG
DiM wrote:i have received a number of pms regarding this map. all kinds of opinions.

some people think the sanctuary is overpowered others think it's too weak.
some people liked the 3 army bonus others didn't.

some say xi is at an advantage.

because i want to offer the best possible experience to players i want your help to tweak the gameplay.

i'm thinking this:
1. raise the number of neutrals on the blood waters from 1 to 2.
2. reintroduce the 3 armies per turn from terit bonus
3. raise rock rune 1 from 1 neutral to 2 neutrals.

thoughts/opinions/feedback.....

Of course, the santuary is broken and I would support the suggestion to raise the initial number of neutral armies for All blood waters and Rock Rune 1 from 1 to 2 armies. :)

I can't give a comment on the #2 recommendation due to the lack of actual game playing experience on this map. [3rd edit] I think this is not even necessary if you've tweaked the bonuses fairly and correctly.

[2nd edit after having read edbeard's post]Note: I would support the suggestion to raise the initial number of neutral armies for Rock Rune 2 and Forest Rune 1 from 2 to 3 armies. :)

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Sat May 24, 2008 10:16 pm
by edbeard
DiM wrote:some say xi is at an advantage.

these people should post in here and give details about the strategy to exploit this advantage. My reason for asking this has nothing to do with me having Xi in my AOR: 3 game.

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Sun May 25, 2008 8:47 am
by DiM
o so i want to make these modifications:
1. raise the number of neutrals on the blood waters from 1 to 2.
2. reintroduce the 3 armies per turn from terit bonus
3. raise rock rune 1 from 1 neutral to 2 neutrals.


1 and 3 are easy but 2 i have no idea how it needs to be done.

so somebody please tell me, cause yeti_c is gone for the whole week.

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Sun May 25, 2008 9:43 am
by BENJIKAT IS DEAD
DiM wrote: 2 i have no idea how it needs to be done.

so somebody please tell me, cause yeti_c is gone for the whole week.


Code: Select all
<!-- Reinforcements overrider -->
<minreinforcement>1</minreinforcement>
<reinforcements>
<reinforcement>
<lower>1</lower>
<upper>100</upper>
<divisor>101</divisor>
</reinforcement>
</reinforcements>


Just change the above 1 to 3 if you want 3 at all times and never any more. If you want it to act like normal territory bonus i.e. 4 for 12 etc, then just delete that whole section of code.

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Sun May 25, 2008 2:32 pm
by The Weird One
Dim. You've done it again. I love it. I do think that the sanctuary gives a bit too much of an advantage.

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Sun May 25, 2008 4:32 pm
by DiM
ok thanks benjikat, i'll do it tomorrow and send it to lack.

glad you like the map weird one. indeed some people think the sanctuary is too advantaged but that should change with the new modifications.

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Mon May 26, 2008 11:10 am
by DiM
so i have spent some time thinking and finally decided on the following modifications:

1. terit bonus returns to 3.
2. rock rune 1 from 1 to 2 neutrals
3. blood waters from 1 to 2 neutrals
4. fick village dropped from 5 to 3
5. haet village from 4 to 2
6. gunn village from 5 to 3


if there are no complains or further suggestions i will send these to lack tomorrow.

here are the files:
xml: http://www.sendspace.com/file/a0wzz5
small: http://i178.photobucket.com/albums/w250 ... lcop-6.jpg
large: http://i178.photobucket.com/albums/w250 ... 1co-13.jpg

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Mon May 26, 2008 10:49 pm
by The Weird One
For lack of anything better to say:

=D> =D> =D>

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Tue May 27, 2008 8:04 am
by DiM
files sent to lack :mrgreen:

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Tue May 27, 2008 9:23 am
by MOBAJOBG
I've played 2 games (1-1) and ironically, the outcome of both games were determined by the Santuary. :lol:

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Tue May 27, 2008 9:32 am
by The1exile
I dunno about the blood water increase... I haven't played it to check,but I know that the only time I did play (I won, from the sanc, nag posted the beginning earlier) I definitely felt perched very precariously (so, I took someone's castle for insurance purposes :mrgreen: ). Without the ability to easily rock the blood waters for a reasonable start bonus, I think it might just be too hard to win... it being nearly impossible to build there, and now harder to expand otu to attack.

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Wed May 28, 2008 11:24 am
by stevieQ
I think these changes will help considerably. The biggest problem I see with this map at the moment is that if you get a run of bad dice in round one and take one territory but not a rune, then you are completely screwed the rest of the way. You can't get any extra armies on the territory and you can't effectively use your armies from your castle as you have blocked off the best route.

I think I saw that the bonus is going back to three armies which I think will help considerably.

I also agree that changes to the bonuses for bloodwaters will be helpful.

So maybe this post is premature.

Keep up the good work everyone.

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Wed May 28, 2008 5:51 pm
by rocky mountain
DiM wrote:3. blood waters from 1 to 2 neutrals
4. fick village dropped from 5 to 3
5. haet village from 4 to 2
6. gunn village from 5 to 3


i notice the +3 reinforcements are back, but it doesn't look like these have changed.... or do you have to start a new game to make work?

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Wed May 28, 2008 7:26 pm
by Theguyoverthere
sweet but there's one castle being neglected... mua. It's horrrrrible! 6 and 5 on the runes, with 3 in the way, and 5 on the village...

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Wed May 28, 2008 10:35 pm
by blakebowling
when I attack neutral bloodwaters from any other port, I can attack and win but not advance, its like im bombarding.
However when another player occupies a bloodwater I am able to conquer it and advance.
can someone help me with this

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Thu May 29, 2008 3:51 am
by watkinsdouglas
The map is great, and I love the other two, especially Age of Realms: Magic. That being said, I've got to say that I think Sanctuary has an unfair advantage. The reason is that they can attack and conquer any port from the blood waters. So, at the beginning of the game, they automatically command the oceans, which all connect. I really think that this needs to be looked at. Maybe make the blood waters so they can be attacked and conquered from any port? (This may be old news, if it is, just ignore me.)

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Thu May 29, 2008 7:05 am
by DiM
rocky mountain wrote:
DiM wrote:3. blood waters from 1 to 2 neutrals
4. fick village dropped from 5 to 3
5. haet village from 4 to 2
6. gunn village from 5 to 3


i notice the +3 reinforcements are back, but it doesn't look like these have changed.... or do you have to start a new game to make work?


i think a new game has to be started. in the xml they are correct.

Re: Age of Realms: Mayhem [Quenched]

PostPosted: Thu May 29, 2008 7:07 am
by DiM
Theguyoverthere wrote:sweet but there's one castle being neglected... mua. It's horrrrrible! 6 and 5 on the runes, with 3 in the way, and 5 on the village...


the village is a port so i can't lower it without making the island vulnerable. as for the resources they are just like aoria, 6 and 5 with 3 in the way.