Conquer Club

[GP/UI] No Fortifications / Reinforcements

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Postby Herakilla on Sat Feb 02, 2008 12:12 pm

Risktaker17 wrote:its just an option so that is ok.


that is never a reason to make option, there is such a thing as too many options but this idea is good enough that it merits being added

IMPLEMENT IMMEDIATLY! then ill go play 10 games with it
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Postby Timminz on Sat Feb 02, 2008 1:46 pm

BaldAdonis wrote:
Risktaker17 wrote:
Timminz wrote:
Risktaker17 wrote:You might be right, but I thought it was rejected...
references?


They don't exist sorry bud.

Fix'd.

That doesn't say anything about being rejected.
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Postby Timminz on Sun Feb 03, 2008 12:57 pm

So, what does it take to get a suggestion officially recognized?
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Postby insomniacdude on Sun Feb 03, 2008 3:59 pm

Timminz wrote:So, what does it take to get a suggestion officially recognized?


I've been trying to find an answer to that for over a year and have yet to get a real answer.
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Postby cicero on Sun Feb 03, 2008 6:24 pm

Jamie wrote:Bad idea. You start out with 3 men on each country. Almost all those would stay trapped, cause you could never fort them. The only way they'd ever be useful is if your opponents conquered the countries around them. If you have a no forts game, you'd have to make it unlimited forting for round 1, than no forts after that. That might work

Are you sure?

The only armies which would be trapped would be those in territories which only bordered with your own. An initial deployment including such territories is, I would suggest, rare. [Maps like Feudal War with auto-deploys might prove awkward though :) They'd need a switch in the XML debarring the selection of "no forts" I would think ...]

Even so, it would only require another player to attack one of the surrounding territories to give that territory a target.

I think the OP's suggestion is sound.

[I find in games of unlimited, adjacent or chained forts that often I don't actually use the forts. It would be an interesting challenge, in my view, to have to play that way all the time.]

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Last edited by cicero on Sun Feb 03, 2008 6:33 pm, edited 2 times in total.
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Postby cicero on Sun Feb 03, 2008 6:29 pm

insomniacdude wrote:
Timminz wrote:So, what does it take to get a suggestion officially recognized?


I've been trying to find an answer to that for over a year and have yet to get a real answer.
There is no formal method or (automatic) formal recognition.

However it is in the interests of the mods/site owners to review posts made here to see if the suggestions (or bug reports) can be used to improve the site. This they certainly do. [Hence the name of the sub-forum ;).]

I think that threads which make a suggestion articulately and discuss it constructively, with the minimum of throwaway posts, is more likely to get attention and so get 'officially recognised' - in the sense that mods/site owners contribute to the thread or mark it as "[to do]", "[rejected]" etc.

It's in our own hands ...

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Postby Gozar on Mon Feb 04, 2008 4:01 pm

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Postby Timminz on Tue Feb 05, 2008 5:27 pm

Gozar wrote:http://www.conquerclub.com/forum/viewtopic.php?t=41289

Thanks Gozar. That was exactly the answer I was looking for. Now, if we could just get them to weigh-in on this suggestion.
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Postby timmytuttut88 on Tue Feb 05, 2008 7:17 pm

GREEN FORTIFIED EVERYONE
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Postby jennifermarie on Tue Feb 05, 2008 7:48 pm

This actually sounds pretty cool...I'd probably play it!
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Postby Timminz on Tue Feb 05, 2008 8:16 pm

timmytuttut88 wrote:GREEN FORTIFIED EVERYONE
that's exactly why this suggestion should be implemented. So that people playing no forts games, don't accidentally fortify.
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Postby timmytuttut88 on Tue Feb 05, 2008 8:25 pm

Timminz wrote:
timmytuttut88 wrote:GREEN FORTIFIED EVERYONE
that's exactly why this suggestion should be implemented. So that people playing no forts games, don't accidentally fortify.


how do we stop green's madness!
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Postby Gozar on Wed Feb 06, 2008 2:42 pm

timmytuttut88 wrote:
how do we stop green's madness!


It is too late, he is over the brink of insanity.

jennifermarie wrote:This actually sounds pretty cool...I'd probably play it!


So, is that an official word on this suggestion?
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Postby Coleman on Wed Feb 06, 2008 2:54 pm

I suggested this once, and I recall it was pointed out to me that this would be broken.
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Postby timmytuttut88 on Wed Feb 06, 2008 3:01 pm

Coleman wrote:I suggested this once, and I recall it was pointed out to me that this would be broken.


so this has previously been rejected?
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Postby Timminz on Wed Feb 06, 2008 3:16 pm

timmytuttut88 wrote:
Coleman wrote:I suggested this once, and I recall it was pointed out to me that this would be broken.


so this has previously been rejected?
As far as my research tells me, it wasn't even officially recognized.
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Postby BeakerWMA on Wed Feb 06, 2008 9:17 pm

I posted it a couple months ago...hope you have better luck than I did :)
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Re: No fortification option?

Postby Gozar on Thu Feb 07, 2008 10:23 pm

keiths31 wrote:No fortification option?There are a group of us playing a game without forting after your turn.
http://www.conquerclub.com/game.php?game=1696286


I won that game. So is this being considered or no?
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Postby Herakilla on Thu Feb 07, 2008 10:38 pm

cmon lack, andy, twill! give us an answer! this is such a good idea!
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Postby keiths31 on Thu Feb 07, 2008 10:38 pm

I took part in this game and it was quite fun actually. Made you really think when taking your turns. Probably the most strategic way to play a game.
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Postby Risktaker17 on Thu Feb 07, 2008 11:03 pm

Options are good, good idea
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Postby sfhbballnut on Thu Feb 07, 2008 11:15 pm

*to-do* ???? anybody? lol
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Postby Gozar on Sat Feb 09, 2008 6:37 pm

*cough*
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Postby Timminz on Sun Feb 10, 2008 9:15 pm

Does anyone official even read this forum?
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Postby keiths31 on Mon Feb 11, 2008 4:24 pm

*cough cough*
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