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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Re: CC City Mogul [Quenched]

Postby yeti_c on Mon Sep 15, 2008 4:23 am

Klaste wrote: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. :)


Yeah - the 8 territories that weren't set to Neutral will cause that - and is fixed in the latest XML - once DiM gets the GFX changed - we can upload a newer version.

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Re: CC City Mogul [Quenched]

Postby GeeDubYah on Mon Sep 15, 2008 6:45 am

Think I've spotted a bug in the beta version of the CC City Mogul map. If you look at the log for game 3247095 (http://www.conquerclub.com/game.php?game=3247095) you'll see that all the players started with one house and one shop, except yellow who initially held two shops and one house. This gave him 20 more armies on his first turn than everyone else.
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Re: CC City Mogul [Quenched]

Postby yeti_c on Mon Sep 15, 2008 6:59 am

GeeDubYah wrote:Think I've spotted a bug in the beta version of the CC City Mogul map. If you look at the log for game 3247095 (http://www.conquerclub.com/game.php?game=3247095) you'll see that all the players started with one house and one shop, except yellow who initially held two shops and one house. This gave him 20 more armies on his first turn than everyone else.


Actually everyone started with 2 shops - but yellow killed them all...

2008-09-12 18:01:57 - Daryth attacked E4-Arsonist from E3 and conquered it from neutral player
2008-09-12 18:02:31 - Daryth attacked E1 from E4-Arsonist and conquered it from GeeDubYah
2008-09-12 18:03:05 - Daryth attacked E7 from E4-Arsonist and conquered it from Deadpool809
2008-09-12 18:03:32 - Daryth bombarded W3 from E4-Arsonist and annihilated DigitalRuin's armies
2008-09-12 18:03:50 - Daryth bombarded W5 from E4-Arsonist and annihilated zissou2's armies
2008-09-12 18:04:02 - Daryth bombarded W1 from E4-Arsonist and annihilated tilechick's armies


This will be changed in the next version.

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Re: CC City Mogul [Quenched]

Postby t-o-m on Mon Sep 15, 2008 7:34 am

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Re: CC City Mogul [Quenched]

Postby DiM on Mon Sep 15, 2008 9:44 am

“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: CC City Mogul [Quenched]

Postby yeti_c on Mon Sep 15, 2008 9:51 am

Excellent stuff DiMmy!!

We'll have to have a game when it's up - and I've reduced some of my load (I've got 90 at the moment and it's too many!)

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Re: CC City Mogul [Quenched]

Postby BENJIKAT IS DEAD on Mon Sep 15, 2008 9:53 am

yeti_c wrote:Excellent stuff DiMmy!!

We'll have to have a game when it's up - and I've reduced some of my load (I've got 90 at the moment and it's too many!)

C.


Excellent - will make a much better game

Care to invite me too?
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Re: CC City Mogul [Quenched]

Postby DiM on Mon Sep 15, 2008 10:08 am

if benji says the gameplay will be better then it means it will, i value his opinion.

yeti, when you feel like it make the game and invite me too.
i'm not playing anymore but i can cope with 1 game :mrgreen:
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Re: CC City Mogul [Quenched]

Postby yeti_c on Mon Sep 15, 2008 10:15 am

BENJIKAT IS DEAD wrote:Care to invite me too?


I'm tempted to say no - cos I always lose points to you!!!!

But of course!!

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Re: CC City Mogul [Quenched]

Postby Kemmler on Mon Sep 15, 2008 1:04 pm

Value my opinion, it sucks bad now. All about dice with no deployable armies.

2008-09-15 18:55:42 - Kemmler: lucky I got in so many games before it changed
2008-09-15 18:56:06 - killmanic: oh wow they get added now not bonuses to be given anywhere
2008-09-15 18:56:21 - Kemmler: City Mogul Sergeant 1st Class191 +409 Won 52 from 56(93%)
2008-09-15 18:56:29 - killmanic: nice
2008-09-15 18:56:34 - Kemmler: I thought it wasnt updated since the map didn't say autodeploy on it
2008-09-15 18:56:55 - Kemmler: on the legend
2008-09-15 18:57:11 - Kemmler: autodeploy just sucks
2008-09-15 18:57:35 - killmanic: yeah
2008-09-15 18:57:35 - Kemmler: luckier person wins eh?
2008-09-15 18:57:51 - Kemmler: rather than outmanoevuring
2008-09-15 18:58:21 - killmanic: completely
2008-09-15 18:59:04 - Kemmler: sucks
2008-09-15 18:59:08 - Kemmler: I loved this map too
2008-09-15 18:59:16 - Kemmler: but i guess there were big problems with sequential
2008-09-15 18:59:43 - killmanic: yeah
2008-09-15 18:59:45 - killmanic: there were
2008-09-15 18:59:53 - Kemmler: looks like the best thing to do here is jsut sit back
2008-09-15 18:59:59 - Kemmler: and wait for your opponent
2008-09-15 19:00:07 - killmanic: yeah im down with this map now
2008-09-15 19:00:11 - Kemmler: no wait, you can deploy the blanks
2008-09-15 19:00:26 - Kemmler: i loved it too :@(
2008-09-15 19:00:50 - killmanic: yeah i know that they why i got 36 to deploy
2008-09-15 19:01:08 - Kemmler: play new world speed
2008-09-15 19:01:12 - Kemmler: thats way coole
2008-09-15 19:01:53 - killmanic: gg
2008-09-15 19:03:05 - killmanic: i hate this map now
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Cook Kemmler
 
Posts: 929
Joined: Fri Dec 07, 2007 1:03 pm
Location: GOODBYE CC
Medals: 24
Standard Achievement (3) Doubles Achievement (2) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (2)
Assassin Achievement (3) Speed Achievement (3) Cross-Map Achievement (3) Ratings Achievement (3) Clan Achievement (1)

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