Re: 1v1: Promontory Summit [10.3.14] BETA

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Re: 1v1:Race to Promontory Summit [25.12.12] V6-P7 Gameplay

Postby Oneyed on Mon Dec 24, 2012 4:59 pm

its 100% pure now. thanks cairns :)

will start Sacramento and Omaha with the same number of units? if yes then player in Sacramento has advantage.
not only in the start, but also during game - he will has more units for bombarding opponent.

I understand you can not have east and west identical, but here must be any balance. what about starting points +2 auto and then anyway sort the rest stations?

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Re: 1v1:Race to Promontory Summit [25.12.12] V6-P7 Gameplay

Postby cairnswk on Sun Dec 30, 2012 2:36 am

Oneyed wrote:its 100% pure now. thanks cairns :)

will start Sacramento and Omaha with the same number of units? if yes then player in Sacramento has advantage.
not only in the start, but also during game - he will has more units for bombarding opponent.

well, we can fix that by giving him the same number of starting autodeploy.

I understand you can not have east and west identical, but here must be any balance. what about starting points +2 auto and then anyway sort the rest stations?
Oneyed

not sure i understand the last part.
Last edited by cairnswk on Sun Dec 30, 2012 2:39 am, edited 2 times in total.
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Re: 1v1:Race to Promontory Summit [25.12.12] V6-P7 Gameplay

Postby cairnswk on Sun Dec 30, 2012 2:38 am

here is something i just posted in xml modifications....
but i think it night help this gameplay aloong some.
it could be implemented with conditional borders now, but the maintenance level would not be possible. i.e. the neutral decay would kick in straight away....don't know if i want that.


Suggestion Idea: Happiness Builders

Description: "Main" territory called Cheyenne has one or two other happiness territories attached to it called Social Club and Saloon.
These resource territories will decay to neutral unless they are maintained at a certain level, let's say 3.
1. if you keep them at 3 or above, they will autodeploy.
2. you can add to them with deployment to keep them from falling below 3 as long as you hold them (conditional border which we know have)
3. you can fort off them if you hold Cheyenne, but only as much as it will allow you to continue receiving autodeploys from them.

Why It Should Be Considered: this is almost now possible in normal gameplay, but having the maintanence facility would add another dimension to gameplay.
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Re: 1v1:Race to Promontory Summit [25.12.12] V6-P7 Gameplay

Postby Oneyed on Sun Dec 30, 2012 1:11 pm

cairnswk wrote:well, we can fix that by giving him the same number of starting autodeploy.


so +2 autodeploy for both starting points?
cairnswk wrote:not sure i understand the last part.


I meant, +2 for autodeploy for both starting points, the other stations could has different bonuses in east/west but at the least the number of bonuses could be the same.

Oneyed

PS: will look at your "Happines builder" later, now I am drunk :lol:
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Re: 1v1:Race to Promontory Summit [25.12.12] V6-P7 Gameplay

Postby Oneyed on Sun Dec 30, 2012 8:06 pm

cairn, I am afraid that your Happiness Builders is not possible in current xml.

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Re: 1v1:Race to Promontory Summit [25.12.12] V6-P7 Gameplay

Postby cairnswk on Sun Dec 30, 2012 8:38 pm

Oneyed wrote:cairn, I am afraid that your Happiness Builders is not possible in current xml.
Oneyed

Yes, i know, that's why i put it into the xml suggestions.
But that doesn't mean we can't use something similar for this map, which will make the gameplay a little more interesting.
I am working on new version now...with some of those possibilities of "happiness/resource" builders.
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Re: 1v1:Race to Promontory Summit [25.12.12] V6-P7 Gameplay

Postby Jippd on Sun Dec 30, 2012 10:21 pm

My thought regarding the happiness builder is that with all these special rules for territories you need to take into consideration the space required for text on the map to explain these rules.
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Re: 1v1:Race to Promontory Summit [25.12.12] V6-P7 Gameplay

Postby Jippd on Sun Dec 30, 2012 10:24 pm

Under 15 tunnels description I think you could omit the word snow as it is redundant.

Not a big deal I know but just trying to help make it perfect :)
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Re: 1v1:Race to Promontory Summit [25.12.12] V6-P7 Gameplay

Postby cairnswk on Sun Dec 30, 2012 10:45 pm

Jippd wrote:Under 15 tunnels description I think you could omit the word snow as it is redundant.

Not a big deal I know but just trying to help make it perfect :)

Yes. second word snow eliminated...thanks Jippd. :)
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Re: 1v1:Race to Promontory Summit [25.12.12] V6-P7 Gameplay

Postby cairnswk on Sun Dec 30, 2012 10:49 pm

Jippd wrote:My thought regarding the happiness builder is that with all these special rules for territories you need to take into consideration the space required for text on the map to explain these rules.

Sure do. But cannot put those conditions for min hold on terrs in place in xml...so am going with something similar....shortly to post. :)
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Re: 1v1:Race to Promontory Summit [31.12.12] V7-P7 Gameplay

Postby cairnswk on Sun Dec 30, 2012 11:01 pm

Version 7.

Additions and Changes.
1. Autodeploy for each station has changed - +2 at start and then +1 along the way....this makes is even throughout.
2. Addition made of 4 "happiness" resources -
    * only needs to be conquered
    * cannot be conquered by opponent
    * will provide addtional +2 autodeploy once conquered
    * provided though at different stages throughout the map for each line
    * based on historical facts

This idea for happiness resources arose from watching movie The Cheyenne Social Club (James Stewart and Henry Fonda) yesterday afternoon.

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Re: 1v1:Race to Promontory Summit [31.12.12] V7-P7 Gameplay

Postby Seamus76 on Sun Dec 30, 2012 11:21 pm

Looking good.

I think you should put the Saboteurs & Poor Conditions text in a yellow box, as you did with the box for the Happiness Resources, which matches the map. I also don't think you need to say "Once conquered", shouldn't that be pretty standard auto-deploy gameplay. Maybe just "Happiness Resources: Provide +2 auto-depoly", or something like that should be fine I would think.
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Re: 1v1:Race to Promontory Summit [31.12.12] V7-P7 Gameplay

Postby cairnswk on Mon Dec 31, 2012 12:11 am

Seamus76 wrote:Looking good.

I think you should put the Saboteurs & Poor Conditions text in a yellow box, as you did with the box for the Happiness Resources, which matches the map. I also don't think you need to say "Once conquered", shouldn't that be pretty standard auto-deploy gameplay. Maybe just "Happiness Resources: Provide +2 auto-depoly", or something like that should be fine I would think.


Done! :)
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Re: 1v1:Race to Promontory Summit [31.12.12] V7-P7 Gameplay

Postby Jippd on Mon Dec 31, 2012 3:14 am

I agree with seamus's thoughts...the text appears a bit blurry to me on this map. Anyone else? Or am I getting old
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Re: 1v1:Race to Promontory Summit [31.12.12] V7-P7 Gameplay

Postby Oneyed on Mon Dec 31, 2012 4:04 am

the Happiness in this version have a less importance. what about to do them more important? I can see any (not complex) possibilities:
1, could they be "added" to Saboteurs only (as have Nexcastle or Freemont) - their importance will be that they give +2 auto, so player can easier secure (or reconquer) Saboteurs after bombarding. maybe in this version Saboteurs would not give +1 autodeploy, so player will realy need happiness?
2, make them a "must", so player could continue only if he holds station and its happiness.
3, or combination - some could be added to Saboteurs and some to "normal" stations, but here they will be a "must".
maybe a "must" would be only before any easier part of railroad (several n2 in row as you have already in)...

the font is blurry for me too.
and the railroad is hard visible or it a little blend between frames of western and eastern part.

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