Salem's Switch V36 [Quenched]

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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby thenobodies80 on Mon Apr 16, 2012 2:08 pm

Images updated. ;)

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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby ghirrindin on Fri Apr 27, 2012 11:21 am

Mobility seems dependent on roads that are also killer neutrals. Is it possible to play this map on the trench setting?

In other words, if I were to attack a road, I would not be able to advance any farther, and the same would go for my opponents. Any armies left on the road would revert to neutral 1.

Seems relevant to random map settings. I don't want to find myself in a game that is impossible to win.

Apologies if you have already addressed this problem.
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby cairnswk on Fri Apr 27, 2012 11:24 am

yes it is possible to play this trench setting
the road is limiting, yes, but then so is trench.
i actually won my match on trench which was a first for me :)
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby ghirrindin on Fri Apr 27, 2012 11:27 am

Yes, yes! I hadn't read the trench rules close enough. I now see in the headline post that it does not apply to killer neutral territories. Sorry for my incomplete understanding of the setting.

I do love the map, by the way. =)
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby blackjoke on Fri Apr 27, 2012 12:49 pm

Just a thought for future maps. The death on road configuration would be great fo a Berlin, Stalingrad or Monte Cassino street fight map.
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby cairnswk on Sat Apr 28, 2012 10:45 am

ghirrindin wrote:Yes, yes! I hadn't read the trench rules close enough. I now see in the headline post that it does not apply to killer neutral territories. Sorry for my incomplete understanding of the setting.

I do love the map, by the way. =)

Excellent :)

blackjoke wrote:Just a thought for future maps. The death on road configuration would be great fo a Berlin, Stalingrad or Monte Cassino street fight map.

Yes blackjoke...could be something there! :)
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby cairnswk on Sat Apr 28, 2012 10:46 am

An xml fix...
J. Trask now included in landowners bonus in attached xml.
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salem_V33.xml
(73.13 KiB) Downloaded 21 times
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby chevy1269 on Sun Apr 29, 2012 8:33 pm

game 10909346 have 7 landowners but not receiving 3 bonus for them ? is this a bug or am i missing something in the bonus descriptions 7 landowners 3 bonus is what i read . red right hand side .

thanks eric
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby Gilligan on Sun Apr 29, 2012 8:44 pm

chevy1269 wrote:game 10909346 have 7 landowners but not receiving 3 bonus for them ? is this a bug or am i missing something in the bonus descriptions 7 landowners 3 bonus is what i read . red right hand side .

thanks eric


I accidentally missed J. Trask in the XML. Since it's fog, I can't see, but if you have J. Trask that is why.
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby cairnswk on Sun Apr 29, 2012 8:51 pm

cairnswk wrote:An xml fix...
J. Trask now included in landowners bonus in attached xml.

Just waiting on Gilligan to check this before getting it to lackattack for updating... :)
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby thenobodies80 on Mon Apr 30, 2012 8:50 am

The xml was sent to the turtle and the players of all active games warned about the current issue and that it will be fixed soon. ;)

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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby pamoa on Mon Apr 30, 2012 2:33 pm

I must admit I didn't like it at the beginning but with trench its great and in the end its a very pleasant map
I've played like 40 1vs1 games on this map and I never saw anybody going for the township
it's like a dead part of the map
I know you have a very subtly balanced starting position scheme which is working fine
but its a pity having such an important part of the map so inaccessible
de gueules à la tour d'argent ouverte, crénelée de trois pièces et donjonnée d'un donjon ajouré, crénelé de deux pièces
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby cairnswk on Mon Apr 30, 2012 2:41 pm

pamoa wrote:I must admit I didn't like it at the beginning but with trench its great and in the end its a very pleasant map
I've played like 40 1vs1 games on this map and I never saw anybody going for the township
it's like a dead part of the map
I know you have a very subtly balanced starting position scheme which is working fine
but its a pity having such an important part of the map so inaccessible


i think that is part of the culture of those days. Most people would have been farmers which is where all this started.
To get to town, you have to travel.
I understand what you are saying, but also think about it that if someone wants those bonuses in town they must be prepared to travel and work for them, i see some of them as higher rated bonuses than the accuser/accused pairs and landowners.
There is also always scope to change some starting positions as i proposed a couple of pages back. :)
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby Devon99 on Fri May 18, 2012 6:31 pm

I know I'm repeating past history here but dam this map works so well with trench, when a rev take a judge its nice, the judge goes neut but not killer nuet so its two rounds to get back to bombarding. Two rounds is no good if your opponent holds a Rev. Which is all just perfect, makes ita real cat and mouse game.

Also agree with previous posts, landowners just aren't coming into there own yet, proabaly cus they seem off the beaten path and when there are bonuses to break from the off.

Still a really nice map, well played Cairns.
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby cairnswk on Fri May 18, 2012 7:20 pm

Devon99 wrote:I know I'm repeating past history here but dam this map works so well with trench, when a rev take a judge its nice, the judge goes neut but not killer nuet so its two rounds to get back to bombarding. Two rounds is no good if your opponent holds a Rev. Which is all just perfect, makes ita real cat and mouse game.

Also agree with previous posts, landowners just aren't coming into there own yet, proabaly cus they seem off the beaten path and when there are bonuses to break from the off.

Still a really nice map, well played Cairns.


Thank-you Devon. :)
I am finding in the games that I am in which are still going since this started Beta that because of the assault capability of the judges (when someone goes to town), it wipes out the accuser/accused bonuses that people have built. So now players are seeing the alternative that holding the landowners in itself still creates a bonus (coupled with Town Halls and gossiping) that can be used for building more land property bonuses and assaulting neighbours.
This is a quick map for 1v1 if it is played only with accuser/accused pairs, but if you expand to landowners the game takes on a whole different dimension.
I am also finding that rather holding a judge, players are sitting to the side of the judge with large numbers of armies which doesn't allow the reverends to assault the judges hence now loss of armies.
This causes a surprise effect if you haven't forted your accused territories enough when a judge suddenly assaults the whole accused territories.
tbh...i am finding this would have to be one of the most strategic of my maps so far. ;)
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