The Modern Multiplayer Map Reader's Digest

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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Rigor
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Re: The Modern Multiplayer Map Reader's Digest

Post by Rigor »

cool. today ive had an insane match drakes vs the ud (rigor vs horus) - which unlike my first assumption showed a perfect usage of the additional terrain on the flanks. i hope horus will register soon and post the replay with a throughly description of the (battle) events.

im really glad u like the newest version because if u didnt id not have known how to make it better :mrgreen: what are the side projections, stuff which lies in the impassable on the edges of the map?
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Horus2
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Re: The Modern Multiplayer Map Reader's Digest

Post by Horus2 »

Rigor wrote:cool. today ive had an insane match drakes vs the ud (rigor vs horus) - which unlike my first assumption showed a perfect usage of the additional terrain on the flanks. i hope horus will register soon and post the replay with a throughly description of the (battle) events.

im really glad u like the newest version because if u didnt id not have known how to make it better :mrgreen: what are the side projections, stuff which lies in the impassable on the edges of the map?
Was a great match indeed! (and hello everyone up there!)

The theory says drakes are disadvantageous against ud - and Hamlets was the perfect deathtrap for them, since the DAs they faced were inevitable. The main question behind the match was if this little extra space give better outlook for the drakish player. So, Rigor used the left flank heavily, for the sake of science. :geek:
For my delight the initial recruitment consisted of skel archers, bats, and DAs so i could held the drakes at bay relatively easily on the second morning (and the two augurs who definitely prepared for something else). Night follows day, i stole a village for a turn to compensate myself for the lost units, then retreated. This was the igniting of the real action. Drakes marched toward me and send a saurian decoy to the other side what i used to build up a flank to trap the drakish invaders in the disguise of accepting the bait... :D
Even my leader jumped in for some brawl (and got seriously injured because of that scorned augur) and we fought until the last man/drake/skeleton/whatever we had in the area. The person of the winner was doubtful till the last moments.
See it for yourselves:
Rigor_Hamletv2.gz
Rigor_vs_Horus_Hamlets_v2
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However, there's something what concerns me about this slight modification, but it's a story for another time.
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Rigor
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Re: The Modern Multiplayer Map Reader's Digest

Post by Rigor »

i love this game description!

especially this one:
Drakes marched toward me and send a saurian decoy to the other side what i used to build up a flank to trap the drakish invaders in the disguise of accepting the bait... :D
now that the game is over however i can tell u the real plan: to sacrifice the clasher who might have leveled up at this point for a heavily injured leader which would end his move of 6 mp exactely on his keep where even a little frog could get him. but there were also the flamer and the glider for this purpose! :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen:
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Doc Paterson
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Re: The Modern Multiplayer Map Reader's Digest

Post by Doc Paterson »

Alright, I've recently finished a version of Hamlets that I'm pretty happy with. I didn't end up keeping Rigor's changes, but they did get things moving in the right direction, and for that I thank him.

Small tweaks may follow, and as always, replays are most useful.
:)
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Quetzalcoatl
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Re: The Modern Multiplayer Map Reader's Digest

Post by Quetzalcoatl »

I found some time to update random map addon (so its there) before I will disappear for a while :).
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Doc Paterson
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Re: The Modern Multiplayer Map Reader's Digest

Post by Doc Paterson »

I don't think many people noticed, but I updated Silverhead Crossing six or seven weeks ago, and had the changes committed to 1.9.

TOD has been bumped forward, and there are a number of other, small modifications.

Here it is, adapted for 1.8.
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Silverhead.zip
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Horus2
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Re: The Modern Multiplayer Map Reader's Digest

Post by Horus2 »

Doc Paterson wrote:Alright, I've recently finished a version of Hamlets that I'm pretty happy with. I didn't end up keeping Rigor's changes, but they did get things moving in the right direction, and for that I thank him.

Small tweaks may follow, and as always, replays are most useful.
:)
My concern i mentioned above about Rigor's map is that the frontline villages are more closer to each other.
The last few days i was taking some try with insane horsemen rushes (and lost a massive amount of elo points because of these tries), not in this map, just in general. Despite my poor efforts i still think a surprise horsemen invasion could be deadly for rebels and northeners and cause high number of casaulties in the row of the knalgas and undeads.
Since the villages were in a 9 hex distance, horsemen shouldn't even have to be quick to insult the opponent's initial flaggers, and this could be done from their own villages. 2 horsemen on one side, 1 horseman + 1 cav on the other and they may grab it at turn 3. And because the defenders are scattered yet...
Knalga could avoid the mass destruction if careful and use 2 gryphons, but the situation is dire for elves and orcs even if they know the chosen loyalists. UD would lost one of his dear bat with high chance, too (only 1 vil could been reached with ghost), but UDs are not endangered species.
But it's a pretty useless comment, since i see the additional twists solved the problem already. And i'm glad to see it. :)
I might take a look on it too, and i hope the next reply won't last two weeks again to arrive. :doh:
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Doc Paterson
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Re: The Modern Multiplayer Map Reader's Digest

Post by Doc Paterson »

Horus2 wrote: My concern i mentioned above about Rigor's map is that the frontline villages are more closer to each other.

Despite my poor efforts i still think a surprise horsemen invasion could be deadly for rebels and northeners and cause high number of casaulties in the row of the knalgas and undeads.

Knalga could avoid the mass destruction if careful and use 2 gryphons, but the situation is dire for elves and orcs even if they know the chosen loyalists.

But it's a pretty useless comment, since i see the additional twists solved the problem already. And i'm glad to see it. :)

That was never a problem. I'd be floored if you posted a replay of a turn 3 horseman attack that lead to a win against a decent player.

Not much point in debating though, as you said, seeing as that version is no more.
I will not tell you my corner / where threads don't get locked because of mostly no reason /
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Rigor
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Re: The Modern Multiplayer Map Reader's Digest

Post by Rigor »

now i got both map updates on BOTH computers...i kept wondering why i copuldnt find it on the other machine XD replays r going to follow.
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Rigor
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Re: The Modern Multiplayer Map Reader's Digest

Post by Rigor »

here one vs a rather unexperienced opponent to illustrate how nice the defense of the base works. i tried a non-retreat-approach and if he was a better player he would have made it i guess. staying in the keep would have helped, in that case that he wanted to destroy my village-holder troop.

because of the long distances that the attacking units have had to overcome to get into range the attacked player has enough time to prepare a nice grunt spam or something that can pick out the key units after some fierce fighting.

was pretty nice!
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Rigor
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Re: The Modern Multiplayer Map Reader's Digest

Post by Rigor »

a loys p1 vs dw p2 hodor style game with a rather bad start for loys
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Kolbur
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Re: The Modern Multiplayer Map Reader's Digest

Post by Kolbur »

Drakes vs Knalgans on Hamlets. Rigor vs me.
Dwarves are sloooow. It's a long march without healing from one side to the other. Drakes on the other hand are fast and can heal. I just won because Rigor was careless and i took the first ctk on his leader i could get my hands on (which i totally failed to do properly btw :D). Under other circumstances he would destroy me on his side at day with drakes. Also at that point gryphons are the only reasonable choice for recruiting.
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Drakes vs Knalgans on Hamlets
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Rigor
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Re: The Modern Multiplayer Map Reader's Digest

Post by Rigor »

this one could count as a funny game, although i think the other guy took it very seriously.

aftermath:

Rigor: "ack ack ack"
Benji: ta guele (i think he mistyped that one :eng: )
Rigor: casse toi tu lache

and then he was quiet :mrgreen: :mrgreen: :mrgreen: :mrgreen:

did u consider changing the starting time? somehow i dont think that chaotic guys have really anything to do the fist night.
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Doc Paterson
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Re: The Modern Multiplayer Map Reader's Digest

Post by Doc Paterson »

I'm going to post small updates to Hamlets and Silverhead in a bit.

The TOD shift for Silverhead went a step too far with the nerfing. If anyone thinks otherwise, let them speak. :)
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Doc Paterson
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Re: The Modern Multiplayer Map Reader's Digest

Post by Doc Paterson »

Alright, so- here they are. Note that the Hamlets file is a map file, and the Silverhead file is a config. Just place them in the appropriate folders, and all will be well.

To reiterate, I think I went a little too far with the chaotic nerf on Silverhead, with the stretch and the TOD bump. So, based on the test matches/ladder matches of myself and others, I'm repealing the TOD bump- The stretch is enough, as best I can tell. Anyone who feels like proving otherwise should bring their arguments and replays to the table. :)

The Hamlets update likewise ups chaotic rush power by a slight bit. Very small changes there.
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I will not tell you my corner / where threads don't get locked because of mostly no reason /
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I prefer that corner to remain hidden /
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