Page 47 of 50

PostPosted: Wed Sep 19, 2007 4:31 pm
by Nc_Hunt3r
Thanks for the detailed response and i can see reasoning to both sides =)

PostPosted: Thu Sep 20, 2007 3:16 am
by yeti_c
The problem with this is that - although I partially agree that markets could be neutral for 1v1... but they need to stay non-neutral for any more than 2...

This is impossible with the current system so therefore the majority prevails... and the markets stay open and not neutral.

C.

Colato gives out strange bonuses

PostPosted: Mon Sep 24, 2007 12:30 pm
by Danram
I was looking in the forum, but i can´t find an answer to this.

In one game - http://www.conquerclub.com/game.php?game=894104 - first red held colato, but green fort hope. Even though, in one occasion, red got the market bonus (plants). Now green got colato and all the way to puerto rico, but still won´t get bonuses for goods (clothes+puerto esperanza).

What must happen so that colato has bonuses?

Thanks for any answer.

bye.

Re: Colato gives out strange bonuses

PostPosted: Mon Sep 24, 2007 12:58 pm
by DiM
Danram wrote:I was looking in the forum, but i can´t find an answer to this.

In one game - http://www.conquerclub.com/game.php?game=894104 - first red held colato, but green fort hope. Even though, in one occasion, red got the market bonus (plants). Now green got colato and all the way to puerto rico, but still won´t get bonuses for goods (clothes+puerto esperanza).

What must happen so that colato has bonuses?

Thanks for any answer.

bye.


in order to get the bonus for transporting the resources to a foreign market you need to own the resource pair, the market and 2 ports. 1 on the resource continent and 1 on the market continent.

in your case you have the hat and clothes resource and you have the colato market. now you need 2 ports to connect them. one on your resource continent you have puerto esperanza and you need one more port on the continent that has colato.
if you look at each land mass they have a thin colored border representing the continent they belong to. colato is in the red continent along with all the center islands. so you need to get puerto tranquillo or puerto modesto in order to get the colato bonus.

thanks

PostPosted: Tue Sep 25, 2007 1:36 pm
by Danram
thank you for your fast reply. Now it makes perfect sense.

Re: thanks

PostPosted: Tue Sep 25, 2007 1:39 pm
by DiM
Danram wrote:thank you for your fast reply. Now it makes perfect sense.


you're welcome mate. i see you have a good chance at winning that game. good luck.

PostPosted: Tue Oct 09, 2007 6:11 pm
by DiM
i like the stats marval presented for Benelux so i copied the idea :P

Age of Merchants stats:

Total number of games so far started up on the Age of Merchants map: 72 x 100 = 7200*


Summary:
    Active: 3 x 100 = 300
    Finished: 70 x 100 = 7000
    Waiting for players: 1 x 100 = 100
Extended:

Number of Players:
    2 players: 44 x 100 = 4400
    3 players: 7 x 100 = 700
    4 players: 10 x 100 = 1000
    5 players: 3 x 100 = 300
    6 players: 10 x 100 = 1000
Game Type:
    Standard: 61 x 100 = 6100
    Terminator: 4 x 100 = 400
    Assassin: 1 x 100 = 100
    Doubles: 6 x 100 = 600
    Triples: 2 x 100 = 200
Play Order:
    Freestyle: 16 x 100= 1600
    Sequential: 56 x 100= 5600
Bonus Cards:
    Escalating: 22 x 100 = 2200
    Flat Rate: 24 x 100 = 2400
    No Cards: 27 x 100 = 2700
Fortifications:
    Chained: 20 x 100 = 2000
    Adjacent: 15 x 100 = 1500
    Unlimited: 37 x 100 = 3700
Joinability:
    Public: 66 x 100 = 6600
    Private: 5 x 100 = 500
    Tournament: 3 x 100 = 300
Round Length:
    Casual (24 hours): 68 x 100 = 6800
    Speed (5 minutes): 5 x 100 = 500
Tournament Games (31):
    - 3 Man Madness
    - NHL League
    - Home Nations 2007
    - TOP 500 Doubles League
    - CC Lieutenant+
    - Battle of the Guilds
    - World Cup Tournament
    - Tiger Tribe vs. The Horsemen of Apocalypse
    - Premier League
    - Champions League 2007/08
    - 1 v 1 New Singles League
    - Iron Man Series
    - Supreme Doubles Player League
    - Elitserien
    - FA Premier League
    - Movie Rental Mania
    - The Long Walk
    - Primera Division
    - Super Smash Bros Melee 1v1's
    - NCAA Basketball Full Season
    - World Series of Risk
    - CC World Championship
    - 3456 League
    - MLB 2007 World Series
    - Conquer Club Superstars
    - Worldwide Football hooligan Firm Clash
    - NBA Gladiators
    - NFL
    - Multiple Map King
    - CHL Season
    - 4 Man Madness
* The count is number of pages (with each 100 games by page) x number of games by page (100).

PostPosted: Tue Oct 09, 2007 6:29 pm
by Gilligan
Your map is in my 4 Man Madness tournament.

PostPosted: Tue Oct 09, 2007 6:50 pm
by DiM
Gilligan wrote:Your map is in my 4 Man Madness tournament.


thanks. edited above

PostPosted: Thu Oct 11, 2007 11:03 pm
by Redwood
Two small questions. I understand why two ports connect for the market bonus. Now, I ask, why don't docks connect. Also, do you need to own all the territory between the market and the port?

Besides these questions, good map with an interesting concept, I like it.

PostPosted: Thu Oct 11, 2007 11:19 pm
by Aerial Attack
Redwood wrote:Two small questions. I understand why two ports connect for the market bonus. Now, I ask, why don't docks connect. Also, do you need to own all the territory between the market and the port?

Besides these questions, good map with an interesting concept, I like it.


I'm not the map creator, so my assumptions could be wrong. But, here is my take:

Port to Port. Ports are assumed to be large enough for a ship to come in and do commerce. Once on land, the goods manage to find a way to market (an escort is sent with the goods) - regardless of who owns the lands in between. It's not strictly a money for goods exchange. Otherwise, as long as you owned the Port on the Resource Pair side and either a Port or Dock on the Market side - it might work.

Dock to Dock is more for sending your men across on a row boat of sorts (you can't really fit all your goods on the row boat & men to protect those goods & men to protect the boat). Obviously ships have row boats aboard, but they never leave them ashore for long or unprotected. Who would protect the row boat whilst the men and goods traveled to and from the Dock to Market?

PostPosted: Fri Oct 12, 2007 8:49 am
by DiM
Redwood wrote:Two small questions. I understand why two ports connect for the market bonus. Now, I ask, why don't docks connect. Also, do you need to own all the territory between the market and the port?

Besides these questions, good map with an interesting concept, I like it.


ports are big enough for galleons to travel between them and do trading as well as attacking.

docks are too small to do trading but they provide a good landing spot for attacking.

PostPosted: Fri Oct 12, 2007 8:55 am
by yeti_c
Aerial Attack wrote:
Redwood wrote:Two small questions. I understand why two ports connect for the market bonus. Now, I ask, why don't docks connect. Also, do you need to own all the territory between the market and the port?

Besides these questions, good map with an interesting concept, I like it.


I'm not the map creator, so my assumptions could be wrong. But, here is my take:

Port to Port. Ports are assumed to be large enough for a ship to come in and do commerce. Once on land, the goods manage to find a way to market (an escort is sent with the goods) - regardless of who owns the lands in between. It's not strictly a money for goods exchange. Otherwise, as long as you owned the Port on the Resource Pair side and either a Port or Dock on the Market side - it might work.

Dock to Dock is more for sending your men across on a row boat of sorts (you can't really fit all your goods on the row boat & men to protect those goods & men to protect the boat). Obviously ships have row boats aboard, but they never leave them ashore for long or unprotected. Who would protect the row boat whilst the men and goods traveled to and from the Dock to Market?


I like this explanation the best!!!

C.

PostPosted: Fri Oct 12, 2007 9:05 am
by DiM
yeti_c wrote:
Aerial Attack wrote:
Redwood wrote:Two small questions. I understand why two ports connect for the market bonus. Now, I ask, why don't docks connect. Also, do you need to own all the territory between the market and the port?

Besides these questions, good map with an interesting concept, I like it.


I'm not the map creator, so my assumptions could be wrong. But, here is my take:

Port to Port. Ports are assumed to be large enough for a ship to come in and do commerce. Once on land, the goods manage to find a way to market (an escort is sent with the goods) - regardless of who owns the lands in between. It's not strictly a money for goods exchange. Otherwise, as long as you owned the Port on the Resource Pair side and either a Port or Dock on the Market side - it might work.

Dock to Dock is more for sending your men across on a row boat of sorts (you can't really fit all your goods on the row boat & men to protect those goods & men to protect the boat). Obviously ships have row boats aboard, but they never leave them ashore for long or unprotected. Who would protect the row boat whilst the men and goods traveled to and from the Dock to Market?


I like this explanation the best!!!

C.

me too. it has flavor :D

PostPosted: Tue Dec 04, 2007 5:08 pm
by Night Strike
DiM and yeti_c, is there a way to reformat the XML?? I don't know exactly how overrides and such work, but couldn't those be implemented to remove all those negative bonuses that are showing in the BOB menu. It would make the whole thing load faster. Since the change wouldn't affect anything in gameplay, would it be allowed?

PostPosted: Tue Dec 04, 2007 5:15 pm
by DiM
Night Strike wrote:DiM and yeti_c, is there a way to reformat the XML?? I don't know exactly how overrides and such work, but couldn't those be implemented to remove all those negative bonuses that are showing in the BOB menu. It would make the whole thing load faster. Since the change wouldn't affect anything in gameplay, would it be allowed?


i don't know. if yeti says it can be done and he is willing to do it then i'm ok with it.

PostPosted: Tue Dec 04, 2007 5:17 pm
by Coleman
It can be done. I'll pm yeti.

PostPosted: Tue Dec 04, 2007 5:20 pm
by Night Strike
Cool. Thanks guys. It had been bugging me the past few days. By the way, this map has really grown on me when I do play it. (Although I don't think Age of Might ever will.)

PostPosted: Tue Dec 04, 2007 5:26 pm
by DiM
Night Strike wrote:Cool. Thanks guys. It had been bugging me the past few days. By the way, this map has really grown on me when I do play it. (Although I don't think Age of Might ever will.)


try second chapter in my sig :wink:

PostPosted: Tue Dec 04, 2007 5:28 pm
by DiM
Coleman wrote:It can be done. I'll pm yeti.



poor yeti, he already made the biggest 2 xml files (aom and aor: might) he has 2 more planed (aor ch2 and ch3) and now he has to redo aom :lol:

he's gonna crack :lol:

PostPosted: Tue Dec 04, 2007 5:34 pm
by Night Strike
DiM wrote:
Coleman wrote:It can be done. I'll pm yeti.



poor yeti, he already made the biggest 2 xml files (aom and aor: might) he has 2 more planed (aor ch2 and ch3) and now he has to redo aom :lol:

he's gonna crack :lol:


Isn't ConquerMan larger???? But this wouldn't be a build from scratch.

I did check out the Chapter 2 map, so we'll see what happens.

PostPosted: Tue Dec 04, 2007 5:36 pm
by DiM
Night Strike wrote:
DiM wrote:
Coleman wrote:It can be done. I'll pm yeti.



poor yeti, he already made the biggest 2 xml files (aom and aor: might) he has 2 more planed (aor ch2 and ch3) and now he has to redo aom :lol:

he's gonna crack :lol:


Isn't ConquerMan larger???? But this wouldn't be a build from scratch.

I did check out the Chapter 2 map, so we'll see what happens.


i don't know if it's larger or not. conquer man is not quenched so until then aom and aor: might are the largest :)

PostPosted: Wed Dec 05, 2007 2:12 am
by yeti_c
Hi Guys,

I've thought about your suggestion...

And the answer is No!!!

I will prove it to you shortly...

But as the current XML system stands it will only add info to the XML... and probably make it slower...

I will however rewrite the XML when Lack's next update is available.

C.

PostPosted: Wed Dec 05, 2007 3:07 am
by yeti_c
Current...

Code: Select all
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Castillo</component>
  </components>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Tiago</component>
  </components>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Castillo</component>
  </components>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Tiago</component>
  </components>
</continent>
<!--  Negative modifiers to ensure only one port combo takes effect.
  -->
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>-2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Castillo</component>
  </components>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>-2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Tiago</component>
  </components>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>-2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Castillo</component>
    <component>Puerto Tiago</component>
  </components>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>-2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Castillo</component>
    <component>Puerto Tiago</component>
  </components>
</continent>
<!--  And if you own all 4 harbors then you need to get the bonus
  -->
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Castillo</component>
    <component>Puerto Tiago</component>
  </components>
</continent>

PostPosted: Wed Dec 05, 2007 3:11 am
by yeti_c
Proposed...

Code: Select all
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Castillo</component>
  </components>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Tiago</component>
  </components>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Castillo</component>
  </components>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Tiago</component>
  </components>
</continent>
<!--  Three port combinations with overrides
  -->
<continent>
  <name>Hat and Clothes to Manchia Market (3 ports)</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Castillo</component>
  </components>
  <overrides>
    <override>Hat and Clothes to Manchia Market</override>
  <override>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market (3 ports)</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Tiago</component>
  </components>
  <overrides>
    <override>Hat and Clothes to Manchia Market</override>
  <override>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market (3 ports)</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Castillo</component>
    <component>Puerto Tiago</component>
  </components>
  <overrides>
    <override>Hat and Clothes to Manchia Market</override>
  <override>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market (3 ports)</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Castillo</component>
    <component>Puerto Tiago</component>
  </components>
  <overrides>
    <override>Hat and Clothes to Manchia Market</override>
  <override>
</continent>
<!--  4 ports with overrides
  -->
<continent>
  <name>Hat and Clothes to Manchia Market (4 ports)</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Castillo</component>
    <component>Puerto Tiago</component>
  </components>
  <overrides>
    <override>Hat and Clothes to Manchia Market (3 ports)</override>
  <override>
</continent>