Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby Oneyed on Tue Jan 14, 2014 4:19 am

Dukasaur wrote:
Oneyed wrote:look at this game http://www.conquerclub.com/game.php?game=13749693, please.
regions are realy bad divided, some players hold Batteries or Forts from start.

Oneyed

Sure, some people hold batteries from the start. But other people hold other advantages. Every single player there could say something good about their position.


could you find just one advantage for me?

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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby Dukasaur on Tue Jan 14, 2014 4:40 am

Oneyed wrote:
Dukasaur wrote:
Oneyed wrote:look at this game http://www.conquerclub.com/game.php?game=13749693, please.
regions are realy bad divided, some players hold Batteries or Forts from start.

Oneyed

Sure, some people hold batteries from the start. But other people hold other advantages. Every single player there could say something good about their position.


could you find just one advantage for me?

Oneyed

If I wasn't your opponent, I could.

Since it's an active game and I'm one of your opponents, any advice I could give you would probably be construed as secret diplomacy. In fact, I'm already regretting having made the first post, because even that could be construed as against the rules.

After the game, we'll talk about it. For now, nothing.
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby Armandolas on Tue Jan 14, 2014 5:15 am

maybe lower halil-eli ,dumbrek , chanak kale,madios and in tepe from 6 to 4 would be a nice addition either to solve kum kale prob, and get more action in the south regions
Please add a comment on my new map:
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby ignatious on Tue Jan 21, 2014 4:46 pm

Really been enjoying this map. When you get cards, "Nibruseni Point" is spelled "Nubresi Point" on the card.
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby Nola_Lifer on Mon Feb 17, 2014 11:10 pm

Last post a month ago. Time to stamp this one.
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby Dukasaur on Mon Feb 24, 2014 7:45 am

Nola_Lifer wrote:Last post a month ago. Time to stamp this one.

I was just coming here to say that I'm convinced now that this change should be made, or at least tried out.

Dukasaur wrote:
Earlier on some people thought that Gendarmerie was overpowered. I disagree, and with careful husbanding of the troops on the battleship, even if someone starts with Gendarmerie and gets a lucky bunch of bombardments, the advantage can be overcome.

Kum Kale is different, because most of the SW landing boats have no battleship support. Sometimes a lucky start that includes Kum Kale is difficult to break, indeed. I'm wondering if L2, 3, 4, and 5 could start with 1 troop more? Not L1, because it has battleship support, and not L6 because it would just make it easy to take Kum Kale and pass the problem to someone else.
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby ooge on Sun Mar 02, 2014 6:45 am

I am posting here for the march challenge. getting the shore battery in the north on the drop is to much of an advantage.This battery unlike some of the other ones can not be bombed by a battleship. What I like about this map is I played a tripps trench escalating game that went the round limit.We went back and forth in the game without getting a clear advantage over each other.This made me think of the actual Gallipoli battle.
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby betiko on Sun Mar 02, 2014 10:01 am

this is becoming one of my favorite maps. I just want to know if it's possible to balance out the initial bombardable territories.
I guess this has been discussed a lot before, but in quads you can end up eliminated on the first turn, and in dubs i don't think it's fair when a team can bomb 3 and the other only 1.
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby jonofperu on Mon Mar 03, 2014 3:15 pm

Posting for March Challenge. I've played a couple times now. It's a great map! I like all the different angles and starting spots. Lots of potential in lines for bombardment, invasion, etc.
Unfortunately the potential is dulled for me somewhat by first turn advantage. It's a common problem and very hard to mitigate, but on this map a good drop and first turn could completely cripple an opponent. If you get a jump on the non-bombardable Coastal Batteries you reduce the opponent's deploy before he gets any. Since there's no way to take back some of the landing ships it can be a permanent handicap.
Maybe change starting spots so nobody can bombard landing ships without fighting through some neutrals?
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby jdw35 on Thu Mar 06, 2014 8:32 pm

Posting for the march challenge. I like the complexity of the bombards on this map, adds to the gameplay. I do not like how first turn has an advantage (at least i feel like it does) with certain settings.
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby muti on Sun Mar 09, 2014 3:34 am

Firstly I am really and increasingly enjoying this map so thanks very much for all your effort designing it. I did my A Level Project on Kemal at Gallipolli 20 years ago so it's nice to be able to play it.

A couple of small things I feel could be improved are as follows:

It is hard to see which routes can be attacked on land. The graphics could be clearer over which territories have attackable boundaries.

The Gendarmerie is too powerful. It can cause havoc with so many landing craft which is crucial for autodeploys but for many of them it is almost inacessible. I would imagine that in many games the winner is whoever controls it at the start. Could it be one of the territories that could be bombarded by the battleships and then it wouldn't be such a big bonus to randomly receive it as a starting position.

Thanks again for creating such a cool map.
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby jspessard on Mon Mar 10, 2014 8:41 pm

I am posting for the BetaMarch challenge. Thanks for putting this together!

I do like this map, but I think the coastal batteries could be weighted a bit differently. I wouldn't increase the bombard zones for Kum Kale since it could be fortified heavily and hard to take down. Perhaps Gendarmerie could have fewer bombard zones or both could be split among three batteries. Also, as others have mentioned the borders/mountains could be made clearer.

I really like the goal of eliminating land holdings.

Thanks!
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby muti on Tue Mar 11, 2014 3:12 am

I'm currently playing a game on this map where it keeps freezing and you can't use mouse controls on the map. You often have to move back to the menu and re-enter the game to take a move. Just checking you're aware of this problem
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby facet on Tue Mar 11, 2014 6:41 pm

I am posting for the beta March challenge.

Thank you for putting this together. I am really enjoying this map. I have played it many times with many settings.

I like the way that the beach assault works.

Too frequently it does feel like one side has a starting advantage, which I find frustrating. It is usually when one side has a strong position cluster around either Gendarmere or Kum Kale. However this 'issue' is tempered by the large variety in the gameplay.

I think i may have found a couple of minor bugs with the map. Where do i report them?
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Postby DiM on Tue Mar 11, 2014 7:28 pm

facet wrote:I think i may have found a couple of minor bugs with the map. Where do i report them?



here.

just describe what's wrong as best as you can. missing connections, wrong bonuses, etc. also if possible give some game numbers and/or screenshots.
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