CC City Mogul [Quenched]

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Re: CC City Mogul [Quenched]

Postby DiM on Sun Sep 14, 2008 8:53 am

you like it cause you're noob farming on this map ;)

i want this map to be as strategic as possible. not a map where you get a huge stack from round 1 and pummel an unsuspecting noob and get 5 points.

so once W1, W3, W5, W7, E1, E3, E5 & E7 are solved people will get fewer armies. in 8p there will be just 40 armies to deploy, this means if they are free to deploy, a player could put 40 on top of 30 in P2 then proceed towards yellow player. he has to attack 70 vs 30 vs 30 vs 20 to eliminate him.
it's possible but at a huge cost as he will remain crippled and perhaps other player might eliminate him next. nevertheless i have seen people do it and i don't like it.
and in 1v1 games this problem is even bigger as the guy that starts the game will surely manage to break down some of the other player's bonuses.

that's why shop and house will be autodeployed. this will make sure no player is eliminated in round 1 and that no player will even lose a bonus before starting his game. it's fair for everybody.

for the rest of the bonuses i'm inclined to keep the free for deployment
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Re: CC City Mogul [Quenched]

Postby Kemmler on Sun Sep 14, 2008 8:57 am

autodeploy leaves it completely down to dice dim. you have only a few options of places to go, whoever gets luckier and captures more wins. retarded.
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Re: CC City Mogul [Quenched]

Postby DiM on Sun Sep 14, 2008 11:28 am

Kemmler wrote:autodeploy leaves it completely down to dice dim. you have only a few options of places to go, whoever gets luckier and captures more wins. retarded.


the starting bonus needs to be autodeployed because as i said in the earlier post whoever goes first has a very big advantage and that sucks.

imagine a 1v1 game where each player starts with 3 shops and 3 homes. player 1 gets a bonus of 120 troops deploys them on a shop near the other player and with his 150 troops (30+120) he makes a lot of damage.
so the other player even before he gets to start the game is already at a big disadvantage.

however i get your point and i think a mixture of strategy plus fast action can be achieved by making all the starting bonuses autodeployed but making all other bonuses free.

so it's like this, in an 8p game each player will get a home and a shop (ex: P2 and P4) and nothing else. these bonuses will be autodeployed. this prevents round 1 bashing.
then all other bonuses are free to place anywhere, including bonuses from other shops. for example i start with P2 and P4. in round 1 i get the bonuses autodeployed and i conquer 2 empty lots and a subway. in round 2 i get the P2 and P4 autodeployed but i get the bonus from empty lots to place anywhere. then comes the best part, i conquer another subway and a shop in E or W. the bonus from that shop will not be autodeployed it will be on hand. i think this solution is the best because it prevents round 1 bashing and at the same time allows people to get huge stacks later on as well as providing an incentive to go twards the E and W neighbourhoods.

i like this, i realy do.

yeti, please make the following xml corrections:
1. W1, W3, W5, W7, E1, E3, E5 & E7 to start with 30 neutrals.
2. starting positions are autodeployed
3. all other bonuses are on hand.
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Re: CC City Mogul [Quenched]

Postby yeti_c on Sun Sep 14, 2008 12:22 pm

DiM wrote:yeti, please make the following xml corrections:
1. W1, W3, W5, W7, E1, E3, E5 & E7 to start with 30 neutrals.
2. starting positions are autodeployed
3. all other bonuses are on hand.


Consider it done.

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Re: CC City Mogul [Quenched]

Postby yeti_c on Sun Sep 14, 2008 12:30 pm

http://www.fileden.com/files/2008/1/19/ ... Mogul3.xml

checker wrote:Test results:

Summary: 0 errors and 0 warnings detected in CC_City_Mogul2.xml (65 continents, 83 territories)


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Re: CC City Mogul [Quenched]

Postby Kemmler on Sun Sep 14, 2008 12:40 pm

Gonna stop playing it now and go back to Feudal
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Re: CC City Mogul [Quenched]

Postby hulmey on Sun Sep 14, 2008 12:46 pm

Kemmler wrote:Gonna stop playing it now and go back to Feudal


go cry to mommie :-^
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Re: CC City Mogul [Quenched]

Postby Kemmler on Sun Sep 14, 2008 12:47 pm

hulmey wrote:
Kemmler wrote:Gonna stop playing it now and go back to Feudal


go cry to mommie :-^


lol, but the farming was fun whilst it lasted... 97% win ratio
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Re: CC City Mogul [Quenched]

Postby t-o-m on Sun Sep 14, 2008 12:49 pm

Lol, you just pwned at it with your speed kemmler.
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Re: CC City Mogul [Quenched]

Postby DiM on Sun Sep 14, 2008 5:24 pm

thanks a lot yeti.
when i get home i'll also do the graphic changes and submit them to lack.
hopefully i'll be able to find the psd file :?


kemmler, as i said before i made this map with the thought of equal chances balance and strategy in mind. i didn't make it for people to noob farm on it.

if you are a good player you'll still keep your winning percentage because the map will require much more thought and strategy.
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Re: CC City Mogul [Quenched]

Postby MrBenn on Sun Sep 14, 2008 5:24 pm

DiM wrote:2. the other bonuses which aren't present from the start (5 for empty lots; 20 for neighbourhood and 20 for same colour shops) are up for debate:
a. all of them are free to deploy anywhere. since they come later in the stage they don't influence the start of the game and because they are free to place anywhere they allow the liberty in choosing your course of action
b. all those bonuses are autodeployed on the house, thus making the house as the economical centre of your empire (a realistic approach). this cuts the freedom of movement but it adds more a more tactical aspect where you have to manage your resources from home and send them where they are needed.

I don't think the second part (I've coloured it blue) is currently possible... It is another good reason why the Conditional Autodeploy XML feature should be implemented ;-)
As it is, the corrected neutral starts will help - good job yeti
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Re: CC City Mogul [Quenched]

Postby DiM on Sun Sep 14, 2008 5:28 pm

one problem, how should i write on the map that the starting position bonuses are autodeployed?

should i put a line like this: "starting bonuses are autodeployed" ?? will this be clear enough?
i'm open for suggestions but please consider the fact that the space is really tight.
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Re: CC City Mogul [Quenched]

Postby MrBenn on Sun Sep 14, 2008 5:38 pm

You could rename the home bonus to 'housekeeping', and then add a comment like 'Spend your bonus as you choose, but housekeeping stays at home'?

There might be enough room for that to the right of the shops/neighbourhood text?
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Re: CC City Mogul [Quenched]

Postby yeti_c on Mon Sep 15, 2008 2:49 am

MrBenn wrote:
DiM wrote:2. the other bonuses which aren't present from the start (5 for empty lots; 20 for neighbourhood and 20 for same colour shops) are up for debate:
a. all of them are free to deploy anywhere. since they come later in the stage they don't influence the start of the game and because they are free to place anywhere they allow the liberty in choosing your course of action
b. all those bonuses are autodeployed on the house, thus making the house as the economical centre of your empire (a realistic approach). this cuts the freedom of movement but it adds more a more tactical aspect where you have to manage your resources from home and send them where they are needed.

I don't think the second part (I've coloured it blue) is currently possible... It is another good reason why the Conditional Autodeploy XML feature should be implemented ;-)
As it is, the corrected neutral starts will help - good job yeti


Yes - you are correct here Benn. (Conditional autodeploy would fix that)

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Re: CC City Mogul [Quenched]

Postby Klaste on Mon Sep 15, 2008 3:56 am

I haven't even taken my turn yet in game 3250536 (fog is on, so the number probably won't help), but already I've noticed I started with 3 armies on w7 (my starting position was the blue home and shop in the blue neighborhood). It just seemed out of place with the 20 armies on my starting shop, and the 30 on my starting home. I did read up, though, and your neutral armies correction looks like it covers that spot - just thought I'd mention it anyways, since that's the reason for playing beta maps. :)
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