Clandemonium [GP,GX,XML,BETA]

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Re: Clandemonium [GP,GX,XML,BETA]

Postby natty dread on Fri Mar 11, 2011 11:54 am

Haha, I know that. I was just messin' with y'all. ;)

The update looks good though.
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Re: Clandemonium [GP,GX,XML,BETA]

Postby Kabanellas on Fri Mar 11, 2011 12:36 pm

natty_dread wrote:Is BotFM a radio station for robots? If so, you could draw an antenna there.



:lol: :lol: :lol:
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Re: Clandemonium [GP,GX,XML,BETA]

Postby Kabanellas on Sat Mar 12, 2011 6:26 am

and here's the fixed/updated XML kindly sent by thenobodies80

http://h1.ripway.com/thenobodies80/Clandemonium_Fix.xml
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Re: Clandemonium [GP,GX,XML,BETA]

Postby sogaender on Mon Mar 14, 2011 5:08 pm

Forgive me if my comment is completely foolish, but...

There is a pathway (at least, in my current game) from Immortal Assassins to VDLL that is two territories long, and each territory has only 2 neutral troops. So, the progression is this: Immortal Assassins > Immortal Assassins 02 (two troops) > Immortal Assassins 06 (two troops) > VDLL (7 troops). Every other pathway to a "Clan's Ground" is either (3 troops) > (4 troops) > (7 troops, clan ground), or (2 troops) > (2 troops) > (2 troops) > (7 troops, clan ground).

Maybe this has already been mentioned, or maybe it's due to balancing play... but it would seem to me that only needing to go through 4 neutral troops before reaching the clans ground (rather than every other path that takes you through 7 troops before reaching the clans ground) would be a huge advantage to whomever is placed on Immortal Assassins landing point.

Thanks, and don't hate if I have overlooked something!
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Re: Clandemonium [GP,GX,XML,BETA]

Postby Leehar on Tue Mar 15, 2011 5:19 am

sogaender wrote:Forgive me if my comment is completely foolish, but...

There is a pathway (at least, in my current game) from Immortal Assassins to VDLL that is two territories long, and each territory has only 2 neutral troops. So, the progression is this: Immortal Assassins > Immortal Assassins 02 (two troops) > Immortal Assassins 06 (two troops) > VDLL (7 troops). Every other pathway to a "Clan's Ground" is either (3 troops) > (4 troops) > (7 troops, clan ground), or (2 troops) > (2 troops) > (2 troops) > (7 troops, clan ground).

Maybe this has already been mentioned, or maybe it's due to balancing play... but it would seem to me that only needing to go through 4 neutral troops before reaching the clans ground (rather than every other path that takes you through 7 troops before reaching the clans ground) would be a huge advantage to whomever is placed on Immortal Assassins landing point.

Thanks, and don't hate if I have overlooked something!

It was noted when I mentioned it, so maybe it's already changed in the updated xml Kab showed in the post above yours?
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Re: Clandemonium [GP,GX,XML,BETA]

Postby Kabanellas on Tue Mar 15, 2011 11:09 am

grrrr.... oohhh we misssed that. I'll ask NB to make it right
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Re: Clandemonium [GP,GX,XML,BETA]

Postby Kabanellas on Thu Mar 17, 2011 9:23 am

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Re: Clandemonium [GP,GX,XML,BETA]

Postby Blitzaholic on Sun Mar 20, 2011 9:44 am

natty_dread wrote:Haha, I know that. I was just messin' with y'all. ;)

The update looks good though.



:lol: that was funny natty.


thx
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Re: Clandemonium [GP,GX,XML,BETA]

Postby giuppichan on Wed Mar 23, 2011 3:38 am

stupid question: playing it I've got the pinnacle card. how am i supposed get the bonus from it since it reset to 7 at the beginning of each turn?
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Re: Clandemonium [GP,GX,XML,BETA]

Postby natty dread on Wed Mar 23, 2011 4:20 am

You won't.
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Re: Clandemonium [GP,GX,XML,BETA]

Postby MrBenn on Mon Mar 28, 2011 2:09 pm

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Re: Clandemonium [GP,GX,XML,BETA]

Postby Kabanellas on Mon Mar 28, 2011 2:15 pm

Thank you Ben :)
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Re: Clandemonium [GP,GX,XML,BETA]

Postby DarthFrog on Sat Apr 02, 2011 2:11 pm

Anyone yet mention that the Horsemen and Legends of War have a path of 1 region/2 neutrals to get their portal while the rest of the landing points have 2 regions/4 neutrals. Many games seem to be a run for the deep land because of it's big bonus, so this gives those two spots a bit of an edge.
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Re: Clandemonium [GP,GX,XML,BETA]

Postby -=- Tanarri -=- on Tue Apr 12, 2011 3:49 pm

DarthFrog wrote:Anyone yet mention that the Horsemen and Legends of War have a path of 1 region/2 neutrals to get their portal while the rest of the landing points have 2 regions/4 neutrals. Many games seem to be a run for the deep land because of it's big bonus, so this gives those two spots a bit of an edge.


I suspect that was intentional to add asymmetry to the map. While the deep land bonus seems appealing, in the many games I've played on the map unless you go for that bonus in a really smart (or very fast in case of speed freestyle) way, you will inevitably be carving the path for your opponents to an easy bonus. I've seen people go and take out 5-6 deep land areas, having gone more than 20 troops to do it, only to have someone come right up there ass and steal it all from them for the cost of 10-12 troops.
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Re: Clandemonium [GP,GX,XML,BETA]

Postby ManBungalow on Fri Apr 22, 2011 4:41 pm

cjmicah wrote:I've played Clandemonium several times. Quite enjoyable! Thank You.

I've noticed the following troops being awarded:

Rule: 1 troop for any portal of any kind
2011-03-14 00:31:57 - kirati received 4 troops for holding 13 Portals
1) How do 4 troops get awarded with this rule? I see three types of portals, so where does 4 come from?

Rule: Deep land bonus - 2 troops for every region
2011-03-14 11:51:47 - firenice received 8 troops for holding 2 Deep Land regions
2011-03-14 14:40:38 - firenice received 10 troops for holding 3 Deep Land regions
2) Is this an error? I calculate 4 and 6 troops respectively.

All game references from Game 8568240.

Thanks for your time,

cjmicah

This was sent to me by PM and, having taken a quick look at the respective bonuses in the XML - which looks to be okay in this respect -, it could be a bug. Perhaps it means something to one of the developers? Maybe someone else has noticed similar quirks?
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