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Re: King's Court 2 (V13 pg4)
Posted: Mon Jan 23, 2012 5:31 pm
by natty dread
Small trees good.
The cathedral would probably look better if you made the top, left & right ends flat instead of rounded, like the bottom one.
Is there a small version in existence? I think that's needed before graphics stamp.
Re: King's Court 2 (V13 pg4)
Posted: Mon Jan 23, 2012 5:39 pm
by Kabanellas
I'm expecting an insane amount of work for the small map, so i just want everything settled to start working on it.
Re: King's Court 2 (V14 pg9)
Posted: Sat Jan 28, 2012 3:13 pm
by Kabanellas
I've added a somewhat important/interesting feature.
If a player loses his Castle, he'll be able to get a +6 troop bonus from owning any council member (as long as he doesn't own any castles). This is important because unlike King's Court 1, here you won't be able to take the castle back from the noble (Castle one-way assault the noble) - and a player might lose the Castle from Trebuchet bombardment.
Also, a player could do a different kind of game completely built on Council and King bonus - those can give a good payback for players without castles
[bigimg]http://img804.imageshack.us/img804/6492/scourt2v15img.png[/bigimg]
Re: King's Court 2 (V14 pg9)
Posted: Sun Jan 29, 2012 5:25 pm
by crazymilkshake5
I like

do you have someone for XML?
Re: King's Court 2 (V14 pg9)
Posted: Mon Jan 30, 2012 4:29 am
by Kabanellas
thanks! the XML, I'll do it myself

Re: King's Court 2 (V14 pg9)
Posted: Mon Jan 30, 2012 11:07 am
by Epitaph1
This map looks super sweet. Can't wait to play it!
Re: King's Court 2 (V14 pg9)
Posted: Mon Jan 30, 2012 11:45 am
by crazymilkshake5
This map looks good to me, but the only thing i see wrong with it is that The Admiral assaults all ports, and gets +1 per 2
i would say that he should bombard all ports, not assault them IMO.
Re: King's Court 2 (V14 pg9)
Posted: Mon Jan 30, 2012 2:02 pm
by Kabanellas
crazymilkshake5 wrote:This map looks good to me, but the only thing i see wrong with it is that The Admiral assaults all ports, and gets +1 per 2
i would say that he should bombard all ports, not assault them IMO.
I guess that's the kind of situation that Beta will help to adjust.
Re: King's Court 2 (V14 pg9)
Posted: Sat Feb 11, 2012 5:05 am
by Kabanellas
I'm working on the small version now. Expect to have it ready by Monday
Re: King's Court 2 (V14 pg9)
Posted: Sun Feb 12, 2012 9:28 pm
by Kabanellas
Here it is the small version:
[bigimg]http://img560.imageshack.us/img560/8461/scourt2v15smallimg.png[/bigimg]
Re: King's Court 2 (V15 pg9) small version ready
Posted: Sun Feb 12, 2012 9:54 pm
by tkr4lf
I have a question about the knights.
Most castles have 1 knight in an adjacent hex, but then you have HD castle with 2 knights in adjacent hexes and HF with no knights in adjacent hexes. What's the reasoning behind this?
It seems like HF castle is at a disadvantage compared to the others, especially since the closest knight is 6 hexes away, and is actually closer to HE castle than to HF.
Now, I notice that (to make up for it, I guess?) HF has 2 archers in adjacent hexes, and another archer 2 hexes away, and HD has no archers anywhere near it, but from the few games I've played on KC the knights have much more value than the archers.
Is this done just to differentiate between the castles, or is there another reason?
Sorry if this has been brought up before, I haven't read the whole thread, but I was curious about it.
Re: King's Court 2 (V15 pg9) small version ready
Posted: Mon Feb 13, 2012 5:08 am
by Kabanellas
Yes Tk, I wanted to make Castles have some differentiating characteristics between themselves - that could add some interesting playability on FOG games and players would need to adjust strategies depending on what Castles they'd start on.
As for that particular Castle you've mentioned, to compensate the lack of Knights I've added 1 Archer to its cluster and plus 2 on its zone of influence. I've also added 3 Woods for production.
Of course that some of this features might need some adjustment after BETA testing

Re: King's Court 2 (V15 pg9) small version ready
Posted: Tue Feb 14, 2012 5:10 am
by Kabanellas
I'm ready to start working on the XML now......
Re: King's Court 2 (V15 pg9) small version ready
Posted: Wed Feb 15, 2012 11:39 am
by tkr4lf
Kabanellas wrote:Yes Tk, I wanted to make Castles have some differentiating characteristics between themselves - that could add some interesting playability on FOG games and players would need to adjust strategies depending on what Castles they'd start on.
As for that particular Castle you've mentioned, to compensate the lack of Knights I've added 1 Archer to its cluster and plus 2 on its zone of influence. I've also added 3 Woods for production.
Of course that some of this features might need some adjustment after BETA testing

Ok, fair enough, that sounds reasonable. I was just curious about it. Thanks for the response!
It's looking very good, by the way. I'll definitely be playing this one a bit more than the original, I think!
Re: King's Court 2 (V15 pg9) small version ready
Posted: Thu Feb 16, 2012 2:08 pm
by RedBaron0
No one's stopping you Kab.


Re: King's Court 2 (V15 pg9) small version ready
Posted: Thu Feb 16, 2012 10:54 pm
by crazymilkshake5
Yes! finally!!
Re: King's Court 2 (V15 pg9) small version ready
Posted: Fri Feb 17, 2012 5:21 am
by Kabanellas
Thanks!!

Re: King's Court 2 (V15 pg9) Working on the XML
Posted: Tue Feb 21, 2012 4:04 pm
by Kabanellas
Re: King's Court 2 - XML ready
Posted: Wed Feb 22, 2012 12:44 pm
by BadgerJelly
Re: King's Court 2 - XML ready
Posted: Wed Feb 22, 2012 4:10 pm
by Kabanellas
ahah

Re: King's Court 2 - XML ready
Posted: Sat Feb 25, 2012 3:49 pm
by thenobodies80
Kab, in case you missed it, now we ask to mapmakers to post a version with starting positions/neutrals on the map in the OP and in the xml check form. Can you kindly provide that version? Thanks

Re: King's Court 2 - XML ready
Posted: Sun Feb 26, 2012 8:10 am
by Kabanellas
Sure! just a few minutes.
Re: King's Court 2 - XML ready
Posted: Sun Feb 26, 2012 8:36 am
by Kabanellas
done!
Re: King's Court 2 - XML ready
Posted: Mon Feb 27, 2012 9:43 am
by BadgerJelly
Kabanellas wrote:done!
How long until I can kick your ass on this board mate?

Re: King's Court 2 - XML ready
Posted: Mon Feb 27, 2012 12:25 pm
by chapcrap
BadgerJelly wrote:Kabanellas wrote:done!
How long until I can kick your ass on this board mate?

Probably never. You can play it soon though.
