Trench warfare 1917 [Quenched]

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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby koontz1973 on Sat Jun 09, 2012 11:33 pm

douitashimashite wrote:
Gilligan wrote:
douitashimashite wrote:thanks for this BS release BETA why is my adverser start with 1 more region and 9 troops more than me,

also probably the most lame map for 1v1


hope this guy never make any other map, sooooooooooooo retarded


That is why it's in BETA....



it's going to be beta for ever ...........so many bug

Bugs are fixed, it tried to be slightly different for 1v1 games (reason for the unbalanced start) than the normal stuff this site produces. So instead of insulting the map maker, why not come in with some suggestions on making it better and have less of an attitude.
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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby Chewie1 on Sun Jun 10, 2012 6:49 am

Fantastic map bar the 1 thing:

I hate to criticize but the fact that in 1v1 starting as the germans gives you the extra region and 9 troops gives far too much of an advantage to whoever gets the germans.
As 1 sensible fort in the first round gives you a sizeable stack to go on the offensive and cause a lot of damage. Which equals game over in a lot of cases.
If the allies have more bonuses on offer and this is why the germans get the extra troops, for gameplay sake it should be all made equal.
I have played 4 1v1 s on it this morning and the map is excellent, fun and addictive but the advantage of starting as germany leaves a bitter taste for when u start as the allies, in my opinion if the 2 sides dont start equal it will die a death as a 1v1 map which would be a great shame for those who put in all the hard work.

In doubles do 1 pair also start as germany/allies or are the regions spread?
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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby G_M on Sun Jun 10, 2012 7:46 am

This map will be cool when all the bugs are ironed out.
Speaking of which, I keep seeing replies saying the bugs are fixed, but they are still there in the game. When will the fixes be uploaded?

I refer in particular to the L2->FF2 bombardment and the GFH bonus.
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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby koontz1973 on Sun Jun 10, 2012 8:25 am

The bugs will be fixed as soon as the xml is uploaded. Never done at weekends so we will have to wait till late Monday before the new one is up and running.

Chewie, I really wanted to try and get a good 1v1 xml that did not spoil the game for larger games. Any suggestions on troop/neutral numbers.
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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby Chewie1 on Sun Jun 10, 2012 10:07 am

koontz1973 wrote:The bugs will be fixed as soon as the xml is uploaded. Never done at weekends so we will have to wait till late Monday before the new one is up and running.

Chewie, I really wanted to try and get a good 1v1 xml that did not spoil the game for larger games. Any suggestions on troop/neutral numbers.



The extra region that the germans get isnt too big a deal as there are plenty of 1 s that can be conquered for the allies to even up their region count.
Its the 9 army extra that is the bad mojo.
I'm not sure it would make a huge difference if the germans and the allies both started with the same troop count. As when you get into the first couple of turns players are looking straight into the bomabarding element from either the planes or the fox hole bombarding points.
And thats where the germans starting troop advantage comes into effect as for the first couple of turns its possible to fort 6 compared to allies 4.
If your still worried about the fact that the allied bonuses are easier to take than the germans why not take a neutral of the german sides : ie make the neutral 5s-4s and 3s-2s.
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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby koontz1973 on Sun Jun 10, 2012 10:50 am

Thats what I figured when making it. When I looked at the map, the first things I counted was the territs for both sides and the bonuses. I figured that with the xml I created, whet should of happened was that the Germans got an early advantage, while the Brits got a middle to late game advantage. Every territ not programmed as a start position had to be made a neutral. The Germans got the early advantage as they had less territs, but higher starting numbers. To counter this, they also had higher neutrals. The Brits had the opposite. Less troops, less neutrals.

I spoke to Flaps who made this map and one of the suggestions I came up with was to turn this into a conquest style map. All territs start as a 1,2 or 3 neutral and programme in 8 starting positions. So in a 1v1 game, you have a 50-50 chance of being Germans-Brits which is what he wanted.

Will have another look at this next week and see if I can come up with a better balance for 1v1.
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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby danfrank on Sun Jun 10, 2012 11:47 am

holding gfh didnt get bonus
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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby koontz1973 on Sun Jun 10, 2012 11:54 am

danfrank wrote:holding gfh didnt get bonus

We know, waiting for xml.
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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby MeDeFe on Sun Jun 10, 2012 11:58 am

I noticed a small typo on both the small and large version of the map. It should be "Paul von Hindenburg" and not "Poul".
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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby Flapcake on Sun Jun 10, 2012 12:57 pm

MeDeFe wrote:I noticed a small typo on both the small and large version of the map. It should be "Paul von Hindenburg" and not "Poul".



Thx MeDeFe, will be corrected.
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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby pamoa on Mon Jun 11, 2012 3:20 am

can you post here when xml is updated
I'm trying to postpone my turn in order to be fair
but it would be nice to know until when :)

I also have a gameplay suggestion
could it be that the last (corner) position of each suppply line isn't bombardable
so this side wouldn't be entirely wipe out by bombing
it would also reflect that the rear of the front was never in reach of the other camp
de gueules à la tour d'argent ouverte, crénelée de trois pièces, sommée d'un donjon ajouré, crénelé de deux pièces
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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby Flapcake on Mon Jun 11, 2012 12:11 pm

pamoa wrote:I also have a gameplay suggestion
could it be that the last (corner) position of each suppply line isn't bombardable
so this side wouldn't be entirely wipe out by bombing
it would also reflect that the rear of the front was never in reach of the other camp
'


Sounds like a fair suggestion.
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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby pamoa on Mon Jun 11, 2012 2:50 pm

I can't bombard FF2 from L2
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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby BIGMEANIE on Mon Jun 11, 2012 9:30 pm

is it just me or does first turn have a huge advantage, especially if you are germany..

i mean, GER gets more units and easier access to bombers. im in a few games as allies and they were as good as over by round 3.
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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby Flapcake on Tue Jun 12, 2012 1:44 am

BIGMEANIE wrote:is it just me or does first turn have a huge advantage, especially if you are germany..

i mean, GER gets more units and easier access to bombers. im in a few games as allies and they were as good as over by round 3.


Hi BIGMEANIE thx for you comment, we are aware about the situation, the bugs will be fixed as soon as the new xml is uploaded.
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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby AndyDufresne on Tue Jun 12, 2012 9:00 am

This was recently posted in the Bug Reports forum, copying it over here for good measure:

Subject: Trench Warfare - can not bombard

aad0906 wrote:Operating System: Windows XP
Browser: Google Chrome
Scripts/third party programs used: none

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This game is played with fog. I hold L2 so I should be able to see and bombard FF2 but instead I only see a questionmark.



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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby thenobodies80 on Tue Jun 12, 2012 10:35 am

The above map bug is confirmed, FF2 is missing from the L2 bombardment list. Koontz can you fix it? :)

P.s. Thanks to Andy for posting here the report.

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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby thenobodies80 on Tue Jun 12, 2012 10:47 am

mmm...sorry for the double post, but as you know I was away for a week so I need a bit of time to come back on track properly....

I see koontz posted a xml file here viewtopic.php?f=64&t=154568&start=285#p3767175
Is that file the fix for the bugs? (the missing bombardment and the bonus)

Not totally sure it was sent to Lack :-k ..... need to ask

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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby koontz1973 on Tue Jun 12, 2012 11:06 am

thenobodies80 wrote:mmm...sorry for the double post, but as you know I was away for a week so I need a bit of time to come back on track properly....

I see koontz posted a xml file here viewtopic.php?f=64&t=154568&start=285#p3767175
Is that file the fix for the bugs? (the missing bombardment and the bonus)

Not totally sure it was sent to Lack :-k ..... need to ask

It is in that file. All bugs reported have been fixed. Send it off. Glad to have you back.
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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby codierose on Tue Jun 12, 2012 8:46 pm

koontz1973 wrote:
gimli1990 wrote:and also L2 cannot bombard ff2

It can now.
T3.xml

no it cant :?:
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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby pamoa on Wed Jun 13, 2012 5:22 am

airplanes seems way too powerful for me
we are supposed to be in 1914
bombing was done by dropping a bomb outside the plane by HAND
they were also rare and expensive
on the other hand artillery was dreadful at that time

maybe you can adjust the balance
artillery bombard the enemy first 2 lines (except artillery)
planes arrack planes and bomb artillery, 3rd and supply line
and also revert to 3 neutral
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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby BIGMEANIE on Wed Jun 13, 2012 1:23 pm

pamoa wrote:airplanes seems way too powerful for me
we are supposed to be in 1914
bombing was done by dropping a bomb outside the plane by HAND
they were also rare and expensive
on the other hand artillery was dreadful at that time

maybe you can adjust the balance
artillery bombard the enemy first 2 lines (except artillery)
planes arrack planes and bomb artillery, 3rd and supply line
and also revert to 3 neutral


agree that planes are too powerful and too hard to defend from

when are the fixes going to be made to the GER hospital bonus, inability to bombard FF2, and etc.?

also, 4 foxholes is getting my opponent +4, not +3 as indicated on legend

looking forward to playing map when it gets cleaned up
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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby patskewl on Wed Jun 13, 2012 3:40 pm

Since the name is trench warfare, I decided to play this game in trench.
AFH1, AFH2, AFH3, AFH4, and FF2 are unbombardable (I assume the same territories on the opposite are as well) and I can't go through the middle.
The game will effectively go on forever,
I suggest changing the middle from resetting to 1 to costing several lives for every turn in it.
The game is http://www.conquerclub.com/game.php?game=11237482
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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby koontz1973 on Wed Jun 13, 2012 9:59 pm

T3.xml
(34.01 KiB) Downloaded 12 times


This one fixes the foxhole bonuses. Raises the plane neutrals to 7.
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Re: Trench warfare1917 V23. 08/05 XML pg.1/18

Postby Flapcake on Thu Jun 14, 2012 12:54 am

When all bugs are fixed and game runs as supposed to, we take a look at gameplay, rigth now it make no sence doing changes and create even more bugs on top of those we already have. Please have patient, we will get this map rigth. ;)
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Medals: 23
Standard Achievement (1) Doubles Achievement (2) Triples Achievement (1) Terminator Achievement (1) Manual Troops Achievement (1)
Freestyle Achievement (1) Fog of War Achievement (3) Random Map Achievement (1) Cross-Map Achievement (2) Ratings Achievement (4)
General Achievement (3) Map Contribution (3)

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