Portland [Quenched]

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Re: Portland [7 APR 2012] v.52 XML update to fix rose/brew d

Postby lostatlimbo on Sun Jun 24, 2012 8:47 pm

iancanton wrote:
actually, it doesn't solve this issue completely (sorry for not spotting this earlier). in 1v1, 3 positions each means that the 4 regions in the 2 leftover positions are put back into the random draw. the result is that, in 1v1, the rose and beer bonuses can still be dropped while, in 8-player, each player has either one rose and no beers or one beer and no roses, so these bonuses are totally ignored by everyone.

what i propose is exactly 4 positions, each made up of 1 rose and 1 beer, to ensure that no player starts with either the rose or beer bonus in games of up to 4 players, while providing some welcome asymmetry in 8-player games.

Code: Select all
<position>
      <territory>University</territory>
      <territory>Irvington</territory>
   </position>
   <position>
      <territory>Alberta Arts</territory>
      <territory>Washington Park</territory>
   </position>
   <position>
      <territory>Laurelhurst</territory>
      <territory>St. Johns</territory>
   </position>
   <position>
      <territory>Nob Hill</territory>
      <territory>Hawthorne</territory>
   </position>
</positions>


ian. :)


Just to make sure I understand before making any official changes. Using the position proposition above, there would be no need for a maximum. Correct?
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Re: Portland [7 APR 2012] v.52 XML update to fix rose/brew d

Postby iancanton on Tue Jun 26, 2012 1:15 am

correct, no coded maximum. there are only 4 positions, which are ignored when there are 4 or more players, so the maximum possible number of positions per player is 2.

ian. :)
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Re: Portland [7 APR 2012] v.52 XML update to fix rose/brew d

Postby thenobodies80 on Tue Jul 10, 2012 1:31 pm

So the above xml is the final one?

I would like to see this one quenched soon!

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Re: Portland [12 JUL 2012] v.52 XML updated 7/12

Postby lostatlimbo on Thu Jul 12, 2012 4:03 am

Yes. I've updated the XML in the first post.
Last edited by lostatlimbo on Thu Jul 19, 2012 1:58 am, edited 1 time in total.
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Re: Portland [12 JUL 2012] v.52 XML updated 7/12

Postby thenobodies80 on Thu Jul 12, 2012 5:54 am

Sent to lackattack! ;)

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Re: Portland [12 JUL 2012] v.52 XML updated 7/12

Postby lostatlimbo on Thu Jul 19, 2012 2:01 am

Ok - right away I hate this change. Seeing it in action, having the MAX be all neutrals is a bad idea. In my opinion, the mobility of the MAX is one of the map's best attributes and without that the map is too closed off.

Although... maybe it wouldn't be so bad if all the max stations were 1 neutral instead of 2 (except Fareless Zone).

Thoughts on that?
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Re: Portland [12 JUL 2012] v.52 XML updated 7/12

Postby iancanton on Fri Jul 20, 2012 2:45 am

why not let max stations have normal random deployment, with the fareless zone being the only max station coded as starting neutral?

ian. :)
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Re: Portland [12 JUL 2012] v.52 XML updated 7/12

Postby lostatlimbo on Fri Jul 20, 2012 3:34 am

Well, that could throw things if 1 person lands say both Blue stops and both Yellow stops, then only has to take out the neutral 2 Fareless Zone to get a +7 (+8-1) bonus for 5 territories.

However, that's easily remedied by upping Fareless to 3 neutral. I like that. Will update shortly.
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Re: Portland [12 JUL 2012] v.52 XML updated 7/12

Postby iancanton on Tue Jul 24, 2012 4:19 pm

n3 for fareless is a good move, for the reason that u've given.

ian. :)
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Postby lostatlimbo on Wed Aug 01, 2012 6:22 pm

Updated the XML to make all MAX stations (save for Fareless Zone) normal drop territories (no longer neutral). Fareless Zone has been upped to 3 neutral, though I might make that 4.
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Postby thenobodies80 on Mon Aug 06, 2012 8:00 am

The file has been sent.

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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Postby chapcrap on Mon Aug 06, 2012 6:40 pm

I think making it 4 would be too much. As much as it's used for a bonus, it's also used to traverse the map as a connection to the other MAXs. So, I think 3 is a good number for it.
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Postby jmcm on Tue Aug 14, 2012 3:34 pm

I think you should break off NE north of the rails into a separate region - it's just so huge! 8 bonus is quite large on this map
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Postby lostatlimbo on Wed Aug 15, 2012 2:13 am

Sorry, but a gameplay change of that magnitude at this stage is just unreasonable.
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Postby lostatlimbo on Tue Aug 28, 2012 4:36 am

Any other requests?
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Postby lostatlimbo on Thu Sep 06, 2012 1:50 am

....
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Postby lostatlimbo on Sat Sep 08, 2012 4:02 am

*crickets*
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Postby That One Guy on Tue Oct 02, 2012 8:35 pm

I just finished playing (and won, I might add) an 8 person game with nuke and trench on your map! (8 player game with nuke resulted in entire areas of portland being uninhabited for rounds on end) And overall, I thought that the flow and balance of the map was pretty great, it seems to me to be at the level of the 'official' or un-beta maps.

I guess the only note I have to make is that the bonuses for the rose/beer gardens didn't come into play at all until the game was already won. I'm not sure there's any way to change this, but maybe there could be smaller bonuses for holding 2 or 3 beer/rose gardens? like +1 army for 2, +4 for 3? Or something along those lines; I'm not exactly sure but all I know is that it was too hard to get and hold all 4 of one type of garden, all spread out across the map.

The only other thing I'm not exactly sure of, (and I'm sorry if this has been addressed before) but the bike trails count as killer neutrals, right? According to Rules>Game Options, in trench games you should be able to attack through killer neutrals, but I don't think I could do this on this map? I'm not positive on that, but that may be an issue unless you know for sure that it's not.

Thank you for the time you've spent developing and perfecting this map, I really enjoyed it and I'm sure many more people who don't post it here do as well.
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Postby iancanton on Thu Oct 04, 2012 4:55 pm

thanks for ur post. this kind of constructive feedback is very helpful during beta.

That One Guy wrote:I guess the only note I have to make is that the bonuses for the rose/beer gardens didn't come into play at all until the game was already won. I'm not sure there's any way to change this, but maybe there could be smaller bonuses for holding 2 or 3 beer/rose gardens? like +1 army for 2, +4 for 3? Or something along those lines; I'm not exactly sure but all I know is that it was too hard to get and hold all 4 of one type of garden, all spread out across the map.

if u start a new game now, then u'll find that something has changed: in 5-player to 8-player games, the roses and beers are randomly-allocated, not neutral, so that at least one player is likely to start with at least 2 roses or beers, which means the +7 reward might be tempting.

That One Guy wrote:The only other thing I'm not exactly sure of, (and I'm sorry if this has been addressed before) but the bike trails count as killer neutrals, right? According to Rules>Game Options, in trench games you should be able to attack through killer neutrals, but I don't think I could do this on this map? I'm not positive on that, but that may be an issue unless you know for sure that it's not.

if u find that u really can't attack thru two bike lane regions to reach the region beyond it, then it's a bug and not something specific to this map, though there aren't many maps where u need to go thru two consecutive killer neutrals. try raising it in the bug reports forum as a new topic if it's still troubling u.

viewforum.php?f=506

That One Guy wrote:Thank you for the time you've spent developing and perfecting this map, I really enjoyed it and I'm sure many more people who don't post it here do as well.

lostatlimbo will be glad to hear that. he's spent years on this project!

ian. :)
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Postby lostatlimbo on Mon Oct 08, 2012 3:32 am

Yes, that's very nice to hear. Thanks for your comments.

Thanks Ian for the explanation.

Anything else I can do to wrap this up and get it finalized?
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Postby thenobodies80 on Mon Oct 08, 2012 4:13 am

No, I'm waiting an answer about a thing (not directly related with your map).
As soon as I receive it I will quench some maps, also this one. ;)

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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Postby IcePack on Tue Oct 09, 2012 2:22 pm

thenobodies80 wrote:No, I'm waiting an answer about a thing (not directly related with your map).
As soon as I receive it I will quench some maps, also this one. ;)

Nobodies


I'd love to see the maps that are ready be quenched, Portland, Salem and others have been ready / in beta for awhile. If its not directly related to the maps, quench the ones that can be quenched.

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12:11:16 ‹Swifte› good thing we have the beta program to weed all these problems out
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Postby IcePack on Thu Oct 11, 2012 4:57 pm

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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Postby thenobodies80 on Fri Oct 12, 2012 5:18 pm

              Quenching

---The Beta period has concluded for the Portland Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Brand. Let it be known that this map is now ready to be released into live play.

Congratulations lostatlimbo, your shiny new medal is well-earned =D>


Conquer Club, enjoy!
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Re: Portland [Quenched]

Postby nolefan5311 on Fri Oct 12, 2012 5:52 pm

=D>

Congrats lostatlimbo!
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