CC City Mogul [Quenched]

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Re: CC City Mogul [Quenched]

Postby mano on Tue Sep 30, 2008 3:57 am

I have an issue!

I've played this map recently and the text says: Win by owning the CC manor and city hall or elimating blabla

So I thought :roll: Imma go for the first one and when i conquered both, nothing happened really^^ I ended up getting killed, doesnt matter..

anyway my question is: can someone clearafy the ' winning rules' for the other current of future players..?

grz mano

p.s. love the map, well done!
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Re: CC City Mogul [Quenched]

Postby DiM on Tue Sep 30, 2008 9:48 am

hi mano,
well the objectives on any map function on the same rule. take it, hold it for 1 turn and win.
so let's say in turn 5 you take the mall and the mannor. end your turn let everybody else take their turns and when you start your next turn if you still hold them you automatically win,

as i said this is how it works on any objective based map.
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Re: CC City Mogul [Quenched]

Postby mano on Tue Sep 30, 2008 11:36 am

ah ic, should've known :oops:
thanks for your reply:)
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Re: CC City Mogul [Quenched]

Postby jiminski on Wed Oct 01, 2008 6:30 am

mano wrote:ah ic, should've known :oops:
thanks for your reply:)


i know where you were coming from mate, i looked at it when you asked the question and unless you have played Objective based games you would not necessarily guess it.
Would it be possible to add those words DiM: "..and hold for 1 one" ?
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Re: CC City Mogul [Quenched]

Postby yeti_c on Wed Oct 01, 2008 6:34 am

jiminski wrote:
mano wrote:ah ic, should've known :oops:
thanks for your reply:)


i know where you were coming from mate, i looked at it when you asked the question and unless you have played Objective based games you would not necessarily guess it.
Would it be possible to add those words DiM: "..and hold for 1 one" ?


This is really a failing with the site - NOT with the maps...

All objectives work like this - and this should be detailed somewhere in the instructions (along with other possible attack variants etc) instead of on the map itself.

EDIT:

This is what is in the instructions...
http://www.conquerclub.com/public.php?m ... tructions2
Some maps have objectives which you must conquer and hold for one round to win the game.


Seems a bit light weight to me.

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Re: CC City Mogul [Quenched]

Postby jiminski on Wed Oct 01, 2008 6:37 am

yeti_c wrote:
jiminski wrote:
mano wrote:ah ic, should've known :oops:
thanks for your reply:)


i know where you were coming from mate, i looked at it when you asked the question and unless you have played Objective based games you would not necessarily guess it.
Would it be possible to add those words DiM: "..and hold for 1 one" ?


This is really a failing with the site - NOT with the maps...

All objectives work like this - and this should be detailed somewhere in the instructions (along with other possible attack variants etc) instead of on the map itself.

EDIT:

This is what is in the instructions...
http://www.conquerclub.com/public.php?m ... tructions2
Some maps have objectives which you must conquer and hold for one round to win the game.


Seems a bit light weight to me.

C.



sure yeti, I am not accusing anyone of failure.
The site description is certainly a little shallow but do enough people read that anyway .. hahah most don't even read the map but i think it is the best place to start.

this is just my simple mind at work as i do not know what is entailed in the change, is it not quite easy to put those additional words on the map?
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Re: CC City Mogul [Quenched]

Postby yeti_c on Wed Oct 01, 2008 7:07 am

jiminski wrote:this is just my simple mind at work as i do not know what is entailed in the change, is it not quite easy to put those additional words on the map?


On this map - there is probably room - but not all of the objective maps have that luxury...

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Re: CC City Mogul [Quenched]

Postby DiM on Wed Oct 01, 2008 7:27 am

just how you don't need to explain how reinforcements work or how attacks work i firmly believe that objectives should not be explained also.
in theory you should simply say terit X is the objective and then people will know what it means or if they don't they'll look it up in the instructions. same goes for bombardments.
problem is that the instructions are far from being perfect, but from what i remember a long time ago there were plans to improve this aspect.
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Re: CC City Mogul [Quenched]

Postby jiminski on Wed Oct 01, 2008 7:38 am

Well it is up to you of course DiM,
hehe and this really is my last word on it .. i have not even played the map so why i got involved i have not the faintest idea. #-o

Words Now:
Win by owning the Mall and the CC Manor or by eliminating the competition

Could easily be changed to:
Win by holding Mall and CC Manor for one round or eliminating the competition

just seems like a nice easy way to go; no extra words and no one should make this same mistake again even once.
Last edited by jiminski on Wed Oct 01, 2008 10:15 am, edited 3 times in total.
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Re: CC City Mogul [Quenched]

Postby badlouie on Wed Oct 01, 2008 9:55 am

It only takes one time going for the objective to realize how it works.

Mano went for the objective, didn't get it. Asked a question, got an answer.

Problem solved. It's a problem that will only happen to you ONCE.

No need to mark up a nice map.
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Re: CC City Mogul [Quenched]

Postby jiminski on Wed Oct 01, 2008 10:10 am

badlouie wrote:It only takes one time going for the objective to realize how it works.

Mano went for the objective, didn't get it. Asked a question, got an answer.

Problem solved. It's a problem that will only happen to you ONCE.

No need to mark up a nice map.


#-o
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Re: CC City Mogul [Quenched]

Postby mano on Wed Oct 01, 2008 11:30 am

badlouie wrote:It only takes one time going for the objective to realize how it works.

Mano went for the objective, didn't get it. Asked a question, got an answer.

Problem solved. It's a problem that will only happen to you ONCE.

No need to mark up a nice map.


it was (obviously^^) my first time playing an objective map:)
You're right, it'll only happen once!
and indeed there's no need to mark up the nice map,
but it would be smart to clearafy it in the instructions...

anyway: Love the game/site and love the map!

gr mano
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Re: CC City Mogul [Quenched]

Postby elvigilante on Fri Oct 17, 2008 7:07 pm

Hey one thing that I noticed is that when the bonuses are so high fixed rate cards play more like no cards where even a 10 bonus really doesn't affect anything after a few rounds because you may already be taking in a couple hundred armies per turn. So it sort of ruins that version of card bonuses. I don't know if it can be fixed. I don't think it's a huge deal but I thought I should bring it up. Thanks for your hard work
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Re: CC City Mogul [Quenched]

Postby BENJIKAT IS DEAD on Sat Oct 18, 2008 6:51 pm

elvigilante wrote:Hey one thing that I noticed is that when the bonuses are so high fixed rate cards play more like no cards where even a 10 bonus really doesn't affect anything after a few rounds because you may already be taking in a couple hundred armies per turn. So it sort of ruins that version of card bonuses. I don't know if it can be fixed. I don't think it's a huge deal but I thought I should bring it up. Thanks for your hard work


This is actually one of the great aspects of this map - DiM has forced everyone to experience no cards games :)
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Re: CC City Mogul [Quenched]

Postby gdeangel on Fri Oct 24, 2008 9:53 am

The legend on this map is grossly deficient I'm afraid as to the shop autodeploy versus shop deployable 20 (and yes, this does make a big difference when you form up your strategy).

Here's what it says:
Your shop = +20 $ (autodeploy)
any other shop = + 20 $
...
Get all shops that match your house color +20 $ extra


Now someone without BoB, please go to this game 3483919 and tell me what you think the bonuses are... I'll make it easy - just consider my position in the game and tell me whether I am getting auto-deploys or deployables for my shops. I started with the cyan and grey/sand houses. They are still the only houses I hold. I also hold the matching color shops, cyan & sand color, as well as one more shop which is green, in the sand color block (not the green block). I don't hold the green house. So who can figure this out from the above legend? Don't use BoB, and don't look at last turn's log, because that will give it away.

IMHO, either the legend is wrong, or the XML is wrong.
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Re: CC City Mogul [Quenched]

Postby yeti_c on Fri Oct 24, 2008 9:58 am

Essentially the "local" shops are the ones that are autoodeployed...

i.e. the shops that are the same colour as their neighbourhood.

As for your test (Done without BOB enabled)

In hand you will receive
1 shop S5 = 20
3 blanks C3, S3, S6 = 15
+1 for territories
= 36

Autodeployed you will receive
Homes
C1 = 20
S4 = 20
Shops
C4 = 20
S2 = 20
=80

C.
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Re: CC City Mogul [Quenched]

Postby gdeangel on Wed Oct 29, 2008 2:43 pm

yeti_c wrote:Essentially the "local" shops are the ones that are autoodeployed...

i.e. the shops that are the same colour as their neighbourhood.

As for your test (Done without BOB enabled)

In hand you will receive
1 shop S5 = 20
3 blanks C3, S3, S6 = 15
+1 for territories
= 36

Autodeployed you will receive
Homes
C1 = 20
S4 = 20
Shops
C4 = 20
S2 = 20
=80

C.


Then you need to say this.

The legend should say something like:

Local Shop (same color as neighborhood): +20$ (autodeploy)
Other shops: +20$

The problem with the legend as currently worded is that saying "your shop" makes no sense. It would make sense if you were talking about a shop that was the same color as a neighborhood that YOU hold, but that's not the case at all.

This definitely should be fixed (at least call it a "local" shop instead of "your" shop).
Last edited by gdeangel on Wed Oct 29, 2008 7:18 pm, edited 1 time in total.
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Re: CC City Mogul [Quenched]

Postby yeti_c on Wed Oct 29, 2008 4:15 pm

Yeah - I agree - "Local" shop is definitely better.

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Re: CC City Mogul [Quenched]

Postby Tanagon on Wed Nov 05, 2008 6:05 pm

Do the amount of armies given by spoils increase as well?
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Re: CC City Mogul [Quenched]

Postby Gilligan on Wed Nov 05, 2008 6:06 pm

Tanagon wrote:Do the amount of armies given by spoils increase as well?


Only in escalating.
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Re: CC City Mogul [Quenched]

Postby Tanagon on Thu Nov 06, 2008 10:38 pm

Gilligan wrote:
Tanagon wrote:Do the amount of armies given by spoils increase as well?


Only in escalating.


No what I mean is, lets say it was escalating, instead of the cards giving 4, 8, 12, 15, 20, 25 etc would it give 20, 30, 40, 50, 75, 100 etc. since a single troop means much less on this map? The four troop cashin is virtually worthless and you mostly invalidate the effectiveness of cards. Fair enough sometimes cards can be luck for example if you get two pair but it is a fantastic system in that as soon as you get to 5 cards you are guaranteed a cash-in and most wait to five cards anyway. So I think, if possible, the number gained from spoil cash ins (sorry I've been alternating between cards and spoils) should increase.
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Re: CC City Mogul [Quenched]

Postby BENJIKAT IS DEAD on Fri Nov 07, 2008 12:28 pm

Tanagon wrote:
Gilligan wrote:
Tanagon wrote:Do the amount of armies given by spoils increase as well?


Only in escalating.


No what I mean is, lets say it was escalating, instead of the cards giving 4, 8, 12, 15, 20, 25 etc would it give 20, 30, 40, 50, 75, 100 etc. since a single troop means much less on this map? The four troop cashin is virtually worthless and you mostly invalidate the effectiveness of cards. Fair enough sometimes cards can be luck for example if you get two pair but it is a fantastic system in that as soon as you get to 5 cards you are guaranteed a cash-in and most wait to five cards anyway. So I think, if possible, the number gained from spoil cash ins (sorry I've been alternating between cards and spoils) should increase.


That would be a game engine issue, as opposed to a map issue.

However, the fact that spoils are largely irrelevant is one of the nicest things about DiM's design on this one.
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Re: CC City Mogul [Quenched]

Postby yeti_c on Thu Dec 18, 2008 3:11 am

8 player Assassin on this map is over as quick as doodle earth.

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Re: CC City Mogul [Quenched]

Postby Natewolfman on Thu Dec 18, 2008 1:16 pm

yeti_c wrote:8 player Assassin on this map is over as quick as doodle earth.

C.

agreed, and yet it is less random then doodle, i play doodle assassin i have a pretty equil 1/8 chance of winning, but in city... well look at my rank :lol: ive won alot of the games on that map lol

City Mogel continues to be my favorite map on CC - 1v1 gameplay, assassin gameplay, team gameplay... I just need to figure out how to play 8-way esc games effectivly now and im set :lol:
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Re: CC City Mogul [Quenched]

Postby Blitzaholic on Wed Jun 17, 2009 2:53 pm

DiM or any other who could revamp needs to fix this map, flaws all over the place.

Whoever goes 1st has monster advantage, especially 1 vs 1

and freestylers who can move faster with tools ABUSE it


now fix it or take it away until fixed :twisted:


this will help stop forms of abuse
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