Defend America [26 Mar 2014] Large v14a pg.8

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Re: Defend America v7 [3 Sept 2012] pg.3

Postby nolefan5311 on Wed Oct 10, 2012 10:21 am

As it appears development on this map has stalled (last update was September 3), this map is being Moved to the Recycling Bin for the time being. If the mapmaker wants to continue with the map, then one of the Foundry Moderators will be able to help put the thread back into the Foundry system, after an update has been made. :)
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Re: [Vacation Valid until April 2013] Defend America v7 [9/3

Postby isaiah40 on Mon Dec 03, 2012 11:34 am

A small update:

- Changed the colors for the middle two areas
- Renamed SEATO to EATO
- Renamed South American Alliance to Alianza Lat-AM
- Moved F9 starting position down to F8
- Removed LA and Columbia so now all the waves only have direct access to 1 city each

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Re: Defend America v8 [3 Dec 2012] Pg4

Postby koontz1973 on Mon Dec 03, 2012 12:06 pm

Back in?
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Re: Defend America v8 [3 Dec 2012] Pg4

Postby isaiah40 on Mon Dec 03, 2012 12:11 pm

koontz1973 wrote:Back in?

I 'll give one guess, and it may or may not count! :lol:
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Re: Defend America v8 [3 Dec 2012] Pg4

Postby koontz1973 on Mon Dec 03, 2012 12:14 pm

isaiah40 wrote:
koontz1973 wrote:Back in?

I 'll give one guess, and it may or may not count! :lol:

Well, if you are going to get funny about it, I will just move this. :twisted:

[Moved]
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Re: Defend America v8 [3 Dec 2012] Pg4

Postby isaiah40 on Tue Dec 04, 2012 9:42 pm

Okay what I was thinking for game-play is this. What if I use the conditional borders feature and say in order for you to gain access to the bombers, you have to hold a factory? Also if you hold a city and infantry you gain an extra X amount of men from conscription? Any thoughts ideas etc.?
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Re: Defend America v8 [3 Dec 2012] Pg4

Postby koontz1973 on Thu Dec 06, 2012 7:46 am

isaiah40 wrote:Okay what I was thinking for game-play is this. What if I use the conditional borders feature and say in order for you to gain access to the bombers, you have to hold a factory? Also if you hold a city and infantry you gain an extra X amount of men from conscription? Any thoughts ideas etc.?

You have no factories but adding some would look nice. But instead of factories, airfields. Hold the city to get to the tanks. Hold an airfield to get into bombers. Infantry and fighters are non conditional border territs.
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Re: Defend America v8 [3 Dec 2012] Pg4

Postby isaiah40 on Sat Dec 22, 2012 8:41 pm

I'm working on this still. I am probably going to use factories, and use them to be able get a hover-tank or fighter. The runways just aren't working out, they look more like roads than a runway. But I'll keep on looking for something suitable.
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Re: Defend America v8 [3 Dec 2012] Pg4

Postby iancanton on Sat Jan 12, 2013 5:58 am

[Moved]

isaiah, one month has passed since ur last update, therefore the map is considered to be stalled. if u want to continue with the map, then one of the foundry moderators will be able to return the thread to the main foundry workshop, after an update has been made.

ian. :)
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Re: [Abandoned] - Defend America

Postby thenobodies80 on Sat Oct 05, 2013 5:59 pm

The six months of vacation has expired, for this reason this topic is now labeled as [Abandoned]. If the original mapmaker wants to continue this map project it's fine but a real update must provided. From this moment anyone else is free to continue this project without the original mapmaker permission, but it has to be started from the scratch.

Give every man your ear, but few thy voice. Take each man's censure, but reserve thy judgment.
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Re: [Abandoned] - Defend America

Postby isaiah40 on Sat Nov 30, 2013 9:57 pm

Okay I decide to bring this one back to life!

Changes done:
1. Added in factories, which when you have secured one, you can build more fighters, bombers and hover-tanks. Placed a +1 Auto-deploy on them. This can be remove if anyone feels that there are too many auto-deploys around.
2. Changed the wording for the bombard features for the fighters and bombers to read " Bombards "x" regions away" instead of "Bombard range of "x""

That is it for now, soooooo ....

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Re: Defend America [30 Nov 2013] v9 pg.4

Postby koontz1973 on Sun Dec 01, 2013 1:19 pm

isaiah, everything looks pretty solid at first glance. But before I take a bigger look, any thoughts on any restrictions you might like to apply to this one.
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Re: Defend America [30 Nov 2013] v9 pg.4

Postby isaiah40 on Sun Dec 01, 2013 1:33 pm

koontz1973 wrote:isaiah, everything looks pretty solid at first glance. But before I take a bigger look, any thoughts on any restrictions you might like to apply to this one.

This is a good thing. As far as restrictions, the reason I brought it back was to possibly limit this to 4 players, but with the current layout. maybe even restrict zombie spoils on this as well. Just a couple of thoughts right now. I would leave it open for play on the rest of the settings.
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Re: Defend America [30 Nov 2013] v9 pg.4

Postby koontz1973 on Sun Dec 01, 2013 1:37 pm

isaiah40 wrote:limit this to 4 players

4 with a single starting point or double?
isaiah40 wrote:restrict zombie spoils

Why do this? I see no reason to.
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Re: Defend America [30 Nov 2013] v9 pg.4

Postby isaiah40 on Sun Dec 01, 2013 1:49 pm

koontz1973 wrote:
isaiah40 wrote:limit this to 4 players

4 with a single starting point or double?

Well each wave is a starting set, so I see it as each player starts with 2 waves. Example, player 1 gets Waves 1 and 2 and so on. The US player would get all regions annotated on the map. The 888's represent the starting regions. If it doesn't make sense, then we can just restrict this to 8 players.
koontz1973 wrote:
isaiah40 wrote:restrict zombie spoils

Why do this? I see no reason to.

This was just a thought, and I don't really see a reason to do it either.
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