Moderator: Cartographers
nudge wrote:Knights and archers do not appear to be balance around all castles.
House of Finwe has 2 associated archers and no knight.
House of Doriath has 2 associated knights and no archer
all the other castles have one of each
chapcrap wrote:nudge wrote:Knights and archers do not appear to be balance around all castles.
House of Finwe has 2 associated archers and no knight.
House of Doriath has 2 associated knights and no archer
all the other castles have one of each
This is true. Also, there appears to be 5 counselors and 10 castles.
Postby Kabanellas on Thu May 03, 2012 3:50 pm
Thanks a lot Seamus!!
It's part of the concept on KC2 to have some differences between Houses/Castles unlike what happens on KC1 where all Castles are pretty much the same. This spices up game play because you have to adjust the game play accordingly to where you start. You can also take some hints from that diversity, as to where players are starting, when you play in fog.
Seamus76 wrote:chapcrap wrote:nudge wrote:Knights and archers do not appear to be balance around all castles.
House of Finwe has 2 associated archers and no knight.
House of Doriath has 2 associated knights and no archer
all the other castles have one of each
This is true. Also, there appears to be 5 counselors and 10 castles.
I pointed this out as well on the last page, and Kabs wrote this back in response, which makes sense. Personally I don't like the two catapults in Hareth, or that there is no Knight in Finwe, but I do understand how the diversity can be an extra wrinkle for the game play.Postby Kabanellas on Thu May 03, 2012 3:50 pm
Thanks a lot Seamus!!
It's part of the concept on KC2 to have some differences between Houses/Castles unlike what happens on KC1 where all Castles are pretty much the same. This spices up game play because you have to adjust the game play accordingly to where you start. You can also take some hints from that diversity, as to where players are starting, when you play in fog.
it will only work for 1 castledwilhelmi wrote:Is the one army for every two knights and a castle supposed to be cumulative? If you have two castles and two knights, should that be a +1 or a +2?
This. Agree 100%.chapcrap wrote:I would make zero gameplay changes...except to make the knight's bonus like KC1. You should get an increasing bonus for more castles and knights.
After playing for some time i think it isent that bad, i only think its a shame that on some parts of the map the hexes and signals from the houses just fade away compaird to the rest of the map... cant you give that a touch more inkt so you can see them beter but without ruining the looks of the map...Kabanellas wrote:updating the 'to-do' list:
-Darken the hex borders a bit (Image files) (do you really want me to do this? I don't think that this is really necessary and the map will look worst)
What do you mean with " Admiral is the only Counselor that can drop troops from the Court to a non-bombard region"?Kabanellas wrote: Considering:
-Remove the auto-deploy bonus on Ports ? (XML and Image files)
-Admiral is the only Counselor that can drop troops from the Court to a non-bombard region, which makes him especially powerful over the others - considering to add a negative effect (-1) for owning the admiral and a port, or maybe -1 for every 2 ports (XML and Image files)
I know what you mean... I did tried a lot around it, but couldn't get to a solution where you could see the houses coat-of-arms and still see everything that's going on in the map behind them... I'll test it some more thoughGenaraln7 wrote: After playing for some time i think it isent that bad, i only think its a shame that on some parts of the map the hexes and signals from the houses just fade away compaird to the rest of the map... cant you give that a touch more inkt so you can see them beter but without ruining the looks of the map...
The fact that you can transport troops between your castles through the Court is very important - That's why the King plays a vital part here, apart from having line of sight to all castles, obviously. With the Marshal you can also move troops but they will be stuck on Archer units making their use more limited. The Admiral on the other hand can actually move troops from one castle or noble for instance, to another Port on a different quadrant and that's very useful.Genaraln7 wrote: What do you mean with " Admiral is the only Counselor that can drop troops from the Court to a non-bombard region"?
You could remove the bonus from the ports... but giving them a -1 bounes doesent make any sense. then you might as wel take his bounis away compleetly and just make him a one way assult route...
If you ask me you should give the admiral only the +1 for every two ports or he can only one way assult all ports.
What he describes isn't a killer neutral. He was describing a tert that can only bombard and not attack. Now, all of us who played KC1 would understand that you can't attack, but it doesn't say that in the legend. He's right, it should be there somewhere. Perhaps add: 'Trebuchets can only bombard'Kabanellas wrote:You can read in the legend, concerning the Trebuchet:
-Reverts to 4 neutral
(which is the way we commonly refer to killer-neutral regions here on CC)
Actually, it does say that already, in the upper right corner:chapcrap wrote:What he describes isn't a killer neutral. He was describing a tert that can only bombard and not attack. Now, all of us who played KC1 would understand that you can't attack, but it doesn't say that in the legend. He's right, it should be there somewhere. Perhaps add: 'Trebuchets can only bombard'Kabanellas wrote:You can read in the legend, concerning the Trebuchet:
-Reverts to 4 neutral
(which is the way we commonly refer to killer-neutral regions here on CC)
Oh, there it is!!dwilhelmi wrote:Actually, it does say that already, in the upper right corner:chapcrap wrote:What he describes isn't a killer neutral. He was describing a tert that can only bombard and not attack. Now, all of us who played KC1 would understand that you can't attack, but it doesn't say that in the legend. He's right, it should be there somewhere. Perhaps add: 'Trebuchets can only bombard'Kabanellas wrote:You can read in the legend, concerning the Trebuchet:
-Reverts to 4 neutral
(which is the way we commonly refer to killer-neutral regions here on CC)
"Archers, Catapults and Trebuchets can only bombard unless stated otherwise."
I wonder - does it just not stand out enough? Could it somehow be emphasized more?chapcrap wrote:Oh, there it is!!dwilhelmi wrote:Actually, it does say that already, in the upper right corner:chapcrap wrote:What he describes isn't a killer neutral. He was describing a tert that can only bombard and not attack. Now, all of us who played KC1 would understand that you can't attack, but it doesn't say that in the legend. He's right, it should be there somewhere. Perhaps add: 'Trebuchets can only bombard'Kabanellas wrote:You can read in the legend, concerning the Trebuchet:
-Reverts to 4 neutral
(which is the way we commonly refer to killer-neutral regions here on CC)
"Archers, Catapults and Trebuchets can only bombard unless stated otherwise."
Nevermind then, it's on there.
I think it's fine. I just didn't read the whole legend when I went back to check if it was there the first time. I looked only in the trebuchet portion of legend. Maybe there could be something in the archer, catapult, and trebuchet section that says: 'See Notes'dwilhelmi wrote:I wonder - does it just not stand out enough? Could it somehow be emphasized more?
chapcrap wrote:I would make zero gameplay changes...except to make the knight's bonus like KC1. You should get an increasing bonus for more castles and knights.