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[Abandoned] - CONQUERSHIP (1v1 map)

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Re: CONQUERSHIP (1v1 map) v.8 - Updated 8/28

Postby lostatlimbo on Wed Aug 29, 2012 3:22 am

Thanks koontz
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Re: CONQUERSHIP (1v1 map) v.8 - Updated 8/28

Postby nolefan5311 on Wed Aug 29, 2012 8:34 am

Nice update.

Regarding the +1 for 10 sea cells on the opposite side, I still can't figure out how I get to my opponents side of the board. I assume each player starts only on their own side of the map, and I see nothing in the legend indicating that I can assault to the other side. I see bombards via the jets and torpedoes but not assaults.
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Re: CONQUERSHIP (1v1 map) v.8 - Updated 8/28

Postby lostatlimbo on Wed Aug 29, 2012 4:34 pm

Both players start with sea cells on both sides. Only the ships are exclusive to one player per side.

So basically, after the drop, the sea is a mix of red, green and neutral on both sides of the map. Previously you could travel via the targets, but now that is unavailable.

So it is possible to eliminate the opponent from 'your side', but the game can still be won by blowing up all of an opponent's boats.
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Re: CONQUERSHIP (1v1 map) v.8 - Updated 8/28

Postby lostatlimbo on Wed Aug 29, 2012 4:40 pm

Pamoa is right about one thing though, the +1 for 10 will be impossible to code, so I'm going to drop it. This map is already going to be an XML monstrosity.
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Re: CONQUERSHIP (1v1 map) v.8 - Updated 8/28

Postby isaiah40 on Wed Aug 29, 2012 6:12 pm

lostatlimbo wrote:Pamoa is right about one thing though, the +1 for 10 will be impossible to code, so I'm going to drop it. This map is already going to be an XML monstrosity.

I think the collections XML might work.
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Re: CONQUERSHIP (1v1 map) v.8 - Updated 8/28

Postby Victor Sullivan on Wed Aug 29, 2012 10:02 pm

isaiah40 wrote:
lostatlimbo wrote:Pamoa is right about one thing though, the +1 for 10 will be impossible to code, so I'm going to drop it. This map is already going to be an XML monstrosity.

I think the collections XML might work.

Yeah, it'll work just fine.

As for the new changes, I'm on board with them. I don't see any apparent issues.

-Sully
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Re: CONQUERSHIP (1v1 map) v.8 - Updated 8/28

Postby pamoa on Thu Aug 30, 2012 2:28 am

for my own information
where do I find definition and conditions for exclusive 2 players games
are you sure this feature will be implemented
and how it will work
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Re: CONQUERSHIP (1v1 map) v.8 - Updated 8/28

Postby isaiah40 on Thu Aug 30, 2012 5:37 am

pamoa wrote:for my own information
where do I find definition and conditions for exclusive 2 players games
are you sure this feature will be implemented
and how it will work

lack has given his blessings for 1v1 games quit awhile which is how this map is being made. basically a mapmaker has to submit his/her request to thenobodies80 and he will take a look at it before approval. thenobodies80 will then edit the OP saying that this map has been approved for 1v1 games.
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Re: CONQUERSHIP (1v1 map) v.8 - Updated 8/28

Postby pamoa on Thu Aug 30, 2012 2:36 pm

isaiah40 wrote:
pamoa wrote:for my own information
where do I find definition and conditions for exclusive 2 players games
are you sure this feature will be implemented
and how it will work
lack has given his blessings for 1v1 games quit awhile which is how this map is being made
basically a mapmaker has to submit his/her request to thenobodies80
and he will take a look at it before approval
thenobodies80 will then edit the OP saying that this map has been approved for 1v1 games
just out of curiosity
how will it work on the "start A Game" page
is it possible to block any other feature
but maybe this is not the place to discuss this matter
De gueules Ć  la tour d'argent ouverte, crĆ©nelĆ©e de trois piĆØces, sommĆ©e d'un donjon ajourĆ©, crĆ©nelĆ© de deux piĆØces
Gules an open tower silver, crenellated three parts, topped by a apertured turret, crenellated two parts
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Re: CONQUERSHIP (1v1 map) v.8 - Updated 8/28

Postby isaiah40 on Thu Aug 30, 2012 2:43 pm

pamoa wrote:
isaiah40 wrote:
pamoa wrote:for my own information
where do I find definition and conditions for exclusive 2 players games
are you sure this feature will be implemented
and how it will work
lack has given his blessings for 1v1 games quit awhile which is how this map is being made
basically a mapmaker has to submit his/her request to thenobodies80
and he will take a look at it before approval
thenobodies80 will then edit the OP saying that this map has been approved for 1v1 games
just out of curiosity
how will it work on the "start A Game" page
is it possible to block any other feature
but maybe this is not the place to discuss this matter

TBH, I don't know how lack intends to work it on the Start a Game page. I would assume when you select the map that all player options would be unselectable.
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Re: CONQUERSHIP (1v1 map) v.8 - Updated 8/28

Postby nolefan5311 on Thu Aug 30, 2012 2:49 pm

isaiah40 wrote:
pamoa wrote:
isaiah40 wrote:
pamoa wrote:for my own information
where do I find definition and conditions for exclusive 2 players games
are you sure this feature will be implemented
and how it will work
lack has given his blessings for 1v1 games quit awhile which is how this map is being made
basically a mapmaker has to submit his/her request to thenobodies80
and he will take a look at it before approval
thenobodies80 will then edit the OP saying that this map has been approved for 1v1 games
just out of curiosity
how will it work on the "start A Game" page
is it possible to block any other feature
but maybe this is not the place to discuss this matter

TBH, I don't know how lack intends to work it on the Start a Game page. I would assume when you select the map that all player options would be unselectable.


I'm sure it will work similar to how the Feudal War or the AOR maps currently don't allow more than 6 players; it just won't let you create them.
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Re: CONQUERSHIP (1v1 map) v.8 - Updated 8/28

Postby AndyDufresne on Thu Aug 30, 2012 3:43 pm

nolefan5311 wrote:I'm sure it will work similar to how the Feudal War or the AOR maps currently don't allow more than 6 players; it just won't let you create them.

This is how he envisioned it I think.


--Andy
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Re: CONQUERSHIP (1v1 map) v.8 - Updated 8/28

Postby nolefan5311 on Tue Sep 04, 2012 10:27 am

As far as the initial drop of sea cells, will there be a limit in how many will be dropped? Or will all 160 be divided randomly? That means 53 per player with 54 neutrals, so it's possible someone drops quite a large bonus.
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Re: CONQUERSHIP (1v1 map) v.8 - Updated 8/28

Postby iancanton on Wed Sep 05, 2012 4:15 pm

if the normal +1 for 3 cells with a minimum of +3 does not apply, then the legend ought to say so, since the default assumption is that all bonuses are in addition to +1 for 3 regions unless otherwise stated.

excluding the normal +1 for 3 cells, it looks as if player 1 starts with a median deployment of 12 (5 ships, 5 for 26 own sea cells and 2 for 26 opposing sea cells), with 13 being reasonably likely and with potential for 14. this gives a clear advantage to player 1.

having to count the sea cells to determine how close a player is to reducing an opposing bonus will become rather tiresome.

i suggest that the open sea bonus structure is changed to +1 for every 10 cells held in excess of 30 (which no-one needs to count because the total number of cells is displayed on the screen), with a minimum of +3 (normal +1 for 3 cells does not apply). starting deployment for player 1 will always be 8 troops (5 ships and 3 for 69 cells).

so that the cell names appear in the correct top-to-bottom order in the drop-down boxes, perhaps rows 1 to 10 can be renumbered as 0 to 9?

ian. :)
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Re: CONQUERSHIP (1v1 map) v.8 - Updated 8/28

Postby lostatlimbo on Thu Sep 06, 2012 2:29 am

I think the plan was to default some of the sea cells to neutrals to bring that number down, but I think I like this solution better. It is a lot simpler. I count 70 or 67 depending on whether you include the spots currently marked as impassable sea mines. So it could be 9 troops to start, but still that is an improvement.

Good call on the 0-9. I will make that change and the others when my laptop is operational again.

Thanks ian & nole
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Re: CONQUERSHIP (1v1 map) v.8 - Updated 8/28

Postby Victor Sullivan on Fri Sep 07, 2012 11:59 am

lostatlimbo wrote:I think the plan was to default some of the sea cells to neutrals to bring that number down, but I think I like this solution better. It is a lot simpler. I count 70 or 67 depending on whether you include the spots currently marked as impassable sea mines. So it could be 9 troops to start, but still that is an improvement.

Good call on the 0-9. I will make that change and the others when my laptop is operational again.

Thanks ian & nole

All sounds fine to me!

-Sully
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Re: CONQUERSHIP (1v1 map) v.8 - Updated 8/28

Postby nolefan5311 on Sat Sep 15, 2012 1:59 pm

As soon as you post the update lostatlimbo with the sea cell bonus modified, I will sticky it for the GP stamp.
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Re: CONQUERSHIP (1v1 map) v.8 - Updated 8/28

Postby lostatlimbo on Tue Sep 18, 2012 12:12 am

Sorry, work has me swamped at the moment and then I'm off camping all next week, so I'll try to get an update first week of October.
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Re: CONQUERSHIP (1v1 map) v.8 - Updated 8/28

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

As it appears development on this map has stalled (last update was August 28), 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: CONQUERSHIP (1v1 map) v.8 - Updated 8/28

Postby nolefan5311 on Wed Oct 10, 2012 10:12 am

As it appears development on this map has stalled (last update was August 28), 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: CONQUERSHIP (1v1 map) v.9 - updated 10/14

Postby lostatlimbo on Sun Oct 14, 2012 5:27 pm

Version 9
Per ian canton's suggestion, I've set the cell bonus to +1 per 10 cells over 30 (legend says sea cells, will change that with next update)
I changed the grids to 0-9
I've also clarified some things in the legend (no region bonus, ship cells cannot assault each other)

Click image to enlarge.
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Last edited by lostatlimbo on Sun Oct 21, 2012 2:45 am, edited 1 time in total.
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Re: CONQUERSHIP (1v1 map) v.9 - updated 10/14

Postby koontz1973 on Sun Oct 14, 2012 9:14 pm

[Moved] to main foundry again. ;)
And back we go to the main foundry. But one thing though, who is doing the xml now that Sully has done another Houdini act?
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Re: CONQUERSHIP (1v1 map) v.9 - updated 10/14

Postby iancanton on Sat Oct 20, 2012 4:53 pm

lostatlimbo wrote:Per ian canton's suggestion, I've set the sea cell bonus to +1 per 10 sea cells over 30.

not my suggestion! my idea was to set the bonus to +1 per 10 cells over 30, not sea cells over 30, the reason being that the number of cells (regions on standard maps) is displayed each turn, while players have to count the number of sea cells to know the exact number, which becomes boring and repetitive when the number of sea cells is large.

ian. :)
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Re: CONQUERSHIP (1v1 map) v.9 - updated 10/14

Postby lostatlimbo on Sun Oct 21, 2012 2:42 am

Ah, right... will fix
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Re: CONQUERSHIP (1v1 map) v.9 - updated 10/14

Postby lostatlimbo on Sun Oct 21, 2012 2:44 am

koontz1973 wrote:[Moved] to main foundry again. ;)
And back we go to the main foundry. But one thing though, who is doing the xml now that Sully has done another Houdini act?


Thanks. Others have offered assistance if Sully no longer desires to do the XML for this project.
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