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Re: 7castles [Re: ] #359274
02/16/11 15:57
02/16/11 15:57
Joined: Sep 2003
Posts: 303
Germany
Clemens Offline
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Posts: 303
Germany
But the strategy explained by msmith2468 does work good in gameplay#2 as well wink

The only difference is that there is a gong when new ghost are "created", instead of a continual/fast rate, isn't it?

Re: 7castles [Re: Clemens] #359290
02/16/11 17:05
02/16/11 17:05

M
mercuryus OP
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mercuryus OP
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in the first version one ghost where added for each owned castle per timeperiod.
so you loos fast if you loos castles.

in the second version each player gets 7 ghosts per time perion whatever the number of castles.

the third (soon for download) will mix these modes (+5fix +2per castle) - and I add more...

Re: 7castles [Re: ] #359301
02/16/11 18:16
02/16/11 18:16
Joined: Dec 2009
Posts: 256
USA , NY
msmith2468 Offline
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Posts: 256
USA , NY
I think a combination of gameplay is a good idea then u should play with the values to find a good balence.

I did notice something when playing I think it's a glitch but maybe you did it on purpose. You said that when a ghost enters a castle that is occupied by the other team. They fight and have a 50/50 chance to win. However I noticed that even if the ghost attacking the castle wins he is also killed. He should stay and fight the next guy. For example I sent 5 ghosts to an enemy castle. And 5 ghosts were killed as I could see them coming out the top of the castle. But 3 of those ghosts were the enemies. I never saw all five ghosts I sent come out the top of the castle.

I hope u understood that. althoe maybe you want it that way.maybe the ghosts in there own castle should have a slight advantage. Anyways keep up the good work I can't wait to try ur new version

Last edited by msmith2468; 02/16/11 18:19.

Mikes Wicked Games

www.mikeswickedgames.com
Re: 7castles [Re: msmith2468] #359310
02/16/11 19:11
02/16/11 19:11

M
mercuryus OP
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could be a bug - i'll check this (50:50).

I already included a set of parameters to balance the gameplay.
I also included a dynamic chaning of the ai attack methods (depending on the average and total number of ghosts in the castles.

Re: 7castles [Re: ] #359317
02/16/11 19:37
02/16/11 19:37

M
mercuryus OP
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Yes this was a bug - poor ghosts lost their spirit for a lousy coder wink .
I fixed it and uploaded the new version (same link).

check it.. (I changed minor settings) laugh

(read 7castles.txt for detailed info)

Re: 7castles [Re: ] #359375
02/17/11 02:28
02/17/11 02:28
Joined: Jul 2008
Posts: 1,178
England
M
MrGuest Offline
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Joined: Jul 2008
Posts: 1,178
England
Originally Posted By: mercuryus
Yes this was a bug - poor ghosts lost their spirit for a lousy coder wink
lol, nice game
simple style though the sounds can get somewhat annoying

und ich gewonnen! grin

Re: 7castles [Re: MrGuest] #359380
02/17/11 04:15
02/17/11 04:15
Joined: Dec 2009
Posts: 256
USA , NY
msmith2468 Offline
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there you go much better. i like the full screen and i can definately tell the bug is fixed. it took me about 10 minuets to win. its comming along nicely.


Mikes Wicked Games

www.mikeswickedgames.com
Re: 7castles [Re: msmith2468] #359406
02/17/11 13:32
02/17/11 13:32

M
mercuryus OP
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mercuryus OP
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part1 works fine.
maybe I'll process it to part2 (more komplex):


Re: 7castles [Re: ] #359420
02/17/11 16:18
02/17/11 16:18
Joined: Dec 2009
Posts: 256
USA , NY
msmith2468 Offline
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Posts: 256
USA , NY
I like it make it happen!!!


Mikes Wicked Games

www.mikeswickedgames.com
Re: 7castles [Re: msmith2468] #367600
04/15/11 08:46
04/15/11 08:46

M
mercuryus OP
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...some changes to this project:

a new model (thanx blattsalat)
you have to like bagpipe music wink

click the image to download:


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