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Ancient Temples Fight 1v1v1

PostPosted: 06 Jul 2013, 16:50
by Islar
Update 8-7-2013

Discription:
A prediction told us that our kingdom will be 'cursed' soon and through this our villagers will die. Only a sacrifice of the kings most valuable treasures in all the Ancient Temples where 3 kingdoms cross each other will prevent this curse to happen. In one of those temples you unravel that 2 other kingdoms also will be cursed and soon will arive. What if they steal your sacrifices? Than you kingdom will be doomed into eternity. Fight the armies of those kingdoms. A reinforcement is arived.


Do you like the story? I think you like the map too. It is a 1v1v1 fight map. :D

Picture:
Ancient Temples.gif
Every location has its own special troops. Like location 3 has more horses than the other locations but has less army than location 1 and 2 with more melee but less horses. So not every location has the same amount of soldiers but the strenght of the locations depends on you. Every location has troops at one of the islands, nearby at both sides of your island and a huge reinforcement close to your enemy islands but far away from your Island.

You win if you defeat all enemy troops.

Download:
Ancient Temples 1v1v1 fight v3.zip
Replay
Replay Ancient Temples 1.zip
Replay Ancient Temples 2.zip
Here is a replay of the first two tests.
Thank you Spearman, [RA] Luki, [NI] Bence and Pawel95 to be my testdummies. :D

The game is takes more than other battle maps so you troops get hungry. I have gave the troops full condition.
Also I changed some things for a bigger battlefield. Now i am thinking about to give every player a group of soldiers on a certain time so i can lower the amount of soldiers. But for now you can download v3

I also like to hear some feedback about the map.

Thank you.

Re: Ancient Temples Fight 1v1v1

PostPosted: 06 Jul 2013, 18:07
by woloszek
Do you like the story? I think you like the map too. It is a 1v1v1 fight map. :D
Haha :mrgreen:

I must say: WOW
I love something new. I will no longer clung to (some) tiles. I miss the only such objects as rushes. And lava could be better :wink: Ok I'll say it ... great map :mrgreen:

Re: Ancient Temples Fight 1v1v1

PostPosted: 06 Jul 2013, 18:12
by Kamykos
Hmmm it looks nice. It looks like Mayas temples or something like that :D.

Re: Ancient Temples Fight 1v1v1

PostPosted: 07 Jul 2013, 09:33
by Skypper
it looks very nice :)
i would like to test it with you.

Re: Ancient Temples Fight 1v1v1

PostPosted: 07 Jul 2013, 15:10
by Islar
I posted a new version and a replay of the map at my first post.

Re: Ancient Temples Fight 1v1v1

PostPosted: 08 Jul 2013, 17:14
by Islar
i posted a new version of the map, another replay and picture at the first posted. Also what i have changed and what i have in mind to change.

Re: Ancient Temples Fight 1v1v1

PostPosted: 08 Jul 2013, 18:02
by Skypper
i really like the map :)
some titles dont fit but it is still nice.

I watched some of your replays and it looks to me that: the player that wait longest wins :(

after my holiday i want to try it with you.

Re: Ancient Temples Fight 1v1v1

PostPosted: 09 Jul 2013, 02:52
by Ben
That is the sad truth about most maps (and games, for that matter) with an odd number of teams.

Re: Ancient Temples Fight 1v1v1

PostPosted: 09 Jul 2013, 10:36
by dicsoupcan
easy fix, make it scored :D

Re: Ancient Temples Fight 1v1v1

PostPosted: 09 Jul 2013, 11:21
by Lewin
easy fix, make it scored :D
Feel free to use the script from Coastal Encounter Scored :)

Re: Ancient Temples Fight 1v1v1

PostPosted: 10 Jul 2013, 08:05
by Islar
easy fix, make it scored :D
Feel free to use the script from Coastal Encounter Scored :)
Thank you that i may use the scored script. But i have some problem to make a balance score because i have some units extra (Barbarian/Warriar/Vagabond)
For now i have this
  Code:
14: Result := 1; //Militia 15: Result := 3; //Axefighter 16: Result := 7; //Swordfighter 23: Result := 8; //Barbarian 26: Result := 8; //Warrior 17: Result := 2; //Bowman 18: Result := 3; //Crossbowman 19: Result := 2; //Lance carrier 20: Result := 4; //Pikeman 27: Result := 3; //Vagabond 21: Result := 5; //Scout 22: Result := 10; //Knight
Don't know if this is fair :?

Re: Ancient Temples Fight 1v1v1

PostPosted: 10 Jul 2013, 08:40
by Siegfried
For the FwF flag i'm using the same score system with different values. Those are calculated out of the unit stats, thus representing only their fighting power, not the needs to recruit them.
The formula is more or less just A*D*L with A the attack value in percent, D the defense value and L the lifepoints and then truncated the digits past the comma (except for knights).

My list is:
  Code:
14: RESULT := 1; // militia 15: RESULT := 2; // axefighter 16: RESULT := 5; // swordfighter 17: RESULT := 1; // bowman 18: RESULT := 3; // crossbowman 19: RESULT := 2; // lance carrier 20: RESULT := 3; // pikeman 21: RESULT := 3; // scout 22: RESULT := 7; // knight -- would be 6 (6.6 truncated) but took 7 because of the speed bonus for knights 23: RESULT := 6; // barbarian 24: RESULT := 1; // rebel 25: RESULT := 1; // rogue 26: RESULT := 6; // warrior 27: RESULT := 2; // vagabond else RESULT := 0; // civilians