Re: 1v1: Promontory Summit [10.3.14] BETA

Maps that may be nearing the end of production. Finalize maps here, while testing.

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Re: 1v1:Race to Promontory Summit [11.1.13] V9-P8 Gameplay

Postby cairnswk on Thu Jan 10, 2013 6:05 pm

Version 9....from suggestions above.

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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby Oneyed on Thu Jan 10, 2013 6:25 pm

good idea.
could you move any Resource to Humbolt Bridge? there is big difference between decay (-1) and bombardment. the Resource in Green River adds to "Eastern" player advantage because he can more easy secure his bridge.

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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby cairnswk on Thu Jan 10, 2013 6:38 pm

Oneyed wrote:good idea.
could you move any Resource to Humbolt Bridge? there is big difference between decay (-1) and bombardment. the Resource in Green River adds to "Eastern" player advantage because he can more easy secure his bridge.

Oneyed

I'll see what i can do Oneyed. :)
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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby Funkyterrance on Thu Jan 10, 2013 10:05 pm

I'm loving the tan inset explanations. :D
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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby cairnswk on Thu Jan 10, 2013 11:49 pm

Funkyterrance wrote:I'm loving the tan inset explanations. :D

FT, is it the colours you're loving or the explanations? they are good for what i perceive as colour choice. ;)
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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby Funkyterrance on Fri Jan 11, 2013 12:00 am

cairnswk wrote:
Funkyterrance wrote:I'm loving the tan inset explanations. :D

FT, is it the colours you're loving or the explanations? they are good for what i perceive as colour choice. ;)

Both lol, but I was referring to the explanations. This has got to be one of the most "historical" feeling maps to date. =D>
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Re: 1v1:Race to Promontory Summit [2.1.13] V10-P8 Gameplay

Postby cairnswk on Fri Jan 11, 2013 12:15 am

Oneyed wrote:good idea.
could you move any Resource to Humbolt Bridge? there is big difference between decay (-1) and bombardment. the Resource in Green River adds to "Eastern" player advantage because he can more easy secure his bridge.

Oneyed


OK Version 10.
I had to move the resources away from Humboldt Bridge so that each side was even, but with this the "Morman" issue is each side of Prom Summit as a resource...Mormons for at Humboldt Wells and non-mormans for at Corinne.

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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby Oneyed on Fri Jan 11, 2013 3:32 am

the decay is out of gameplay here. while it is not possible to bombard yellow regions now, it is baseless if player will lost 1 unit each round - he will still hold the line...
btw, it is still possible to do decay only to the last players unit? it is not possible to do decay to neutral...

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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby cairnswk on Fri Jan 11, 2013 5:03 am

Oneyed wrote:the decay is out of gameplay here. while it is not possible to bombard yellow regions now, it is baseless if player will lost 1 unit each round - he will still hold the line...
btw, it is still possible to do decay only to the last players unit? it is not possible to do decay to neutral...

Oneyed

Decay to Neutral has not been implemented into xml yet.
we can make the decay larger if that is better.
or we can make 2 bombards and 2 decays.
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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby Oneyed on Fri Jan 11, 2013 8:03 am

cairnswk wrote:Decay to Neutral has not been implemented into xml yet.


therefore I think decay is out off here.
cairnswk wrote:we can make the decay larger if that is better.


this will do nothing. player will still hold the region (and line). it is baseless if player will have 100 or just 1 army here.
cairnswk wrote:or we can make 2 bombards and 2 decays.


yes. but still - for what are decay here?

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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby koontz1973 on Fri Jan 11, 2013 11:04 am

A good compromise here would be to make the decays large enough to stop players stacking on them. If you run out of troops on one of the decays, you could not put any auto deployed troops there for the next turn. From Omaha, if you hold Julesberg you can get a +4 auto deploy from Omaha and US Govt Grants. With unlimited deployments you can bung 4+ on Julesberg for the next round. Make the decay so high (-100) that no one can do this.
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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby isaiah40 on Fri Jan 11, 2013 12:58 pm

Oneyed wrote:yes. but still - for what are decay here?

Oneyed

The decay is to simulate the loss of lives and supplies, and to rebuild what was destroyed.
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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby cairnswk on Fri Jan 11, 2013 2:19 pm

isaiah40 wrote:
Oneyed wrote:yes. but still - for what are decay here?

Oneyed

The decay is to simulate the loss of lives and supplies, and to rebuild what was destroyed.

thanks isaiah40...

yes Oneyed...think of this.
what koontz has said is correct...you could code it to stop players staking on them, but i think to simulate the conditions properly a balanced compromise would be needed and i would suggest -2 decay.

and...if there is only one bombardment place, then you will need to ensure you have enough troops on your start i.e. Omaha or Sacremento to do that bombardment when opponent has taken bridge first time
...but you are also going to have to deploy troops each side of the bombardment so that you can retake the bridges when you need to at the end fo the game.
In this way, it still becomes a "race" without worry too much about too many other bombardments.
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Re: 1v1:Race to Promontory Summit [12.1.13] V11-P11 Gameplay

Postby cairnswk on Fri Jan 11, 2013 3:27 pm

Version 11.
a little touch up....
1. for FT, those resource notations should be clearer now in white.
2. a small bevel on the army place holders

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Re: 1v1:Race to Promontory Summit [12.1.13] V11-P11 Gameplay

Postby Oneyed on Fri Jan 11, 2013 4:47 pm

looking good.
I understand your idea with decay. for me 2-2 (2 decay, 2 bombarded) would be better. the oponent will has much possibilities to attack you. but I am fine with current version if it is what you like :D

btw, did you thought about any "stations" instead circles?

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