The Conquer 500

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Re: The Conquer 500 [D GR GP XML Beta]

Postby dolomite13 on Sat Mar 23, 2013 12:15 pm

I don't have a single version saved to my machine that is 800x782 it must have been something imageshack did to the image. I never had this issue when using flickr.

Lets try this one that I re-sized.

Corrected Image

http://img580.imageshack.us/img580/1535 ... 800782.png

Image

=D=
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Re: The Conquer 500 [D GR GP XML Beta]

Postby thenobodies80 on Sat Mar 23, 2013 4:40 pm

The file has been sent.

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Re: The Conquer 500 [D GR GP XML Beta]

Postby betiko on Sat Mar 23, 2013 5:31 pm

i ve been playing it today, and to tell the truth it looks like 100% of the games have ended with the player starting first in 1v1, people complained about it in chats as well. i think it's possible to get way too much bonus on turn 1, player 2 has to go through 3 neutrals of 2 to break the bonuses taken by player 1. otherwise I like the concept (didn't catch too well how the track jumping goes, not clear why certain segments can attack each other and also it looks like you can only attack in front but you can also attack behind, i would ve thought o a circus maximus logic)

anyway just a little feedback, and thanks for the map.
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Re: The Conquer 500 [D GR GP XML Beta]

Postby dolomite13 on Sun Mar 24, 2013 3:28 am

betiko wrote:i ve been playing it today, and to tell the truth it looks like 100% of the games have ended with the player starting first in 1v1, people complained about it in chats as well. i think it's possible to get way too much bonus on turn 1, player 2 has to go through 3 neutrals of 2 to break the bonuses taken by player 1. otherwise I like the concept (didn't catch too well how the track jumping goes, not clear why certain segments can attack each other and also it looks like you can only attack in front but you can also attack behind, i would ve thought o a circus maximus logic)

anyway just a little feedback, and thanks for the map.


Interesting about 1v1 ... I am going to play a few and see if that's indeed true. If so there may need to be some balancing done somewhere.

The attacks around the track were done that way to simulate overtaking as well as track positioning and drafting etc... racing strategy ...

In this example

X Y Z >> A B C >> D E F >> G H I

A can attack B,C,D,E,F but not G,H,I,X,Y,Z
B can attack A,C,D,E,F but not G,H,I,X,Y,Z
C can attack A,B,D,E,F but not G,H,I,X,Y,Z
D can attack E,F,G,H,I but not A,B,C or X,Y,Z

=D=
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Re: The Conquer 500 [D GR GP XML Beta]

Postby isaiah40 on Sun Mar 24, 2013 8:16 am

Game 12533060 I took Pit Equipment A and it is giving me +3 for that one spot. According to the legend it is +3 if you hold 1 of each Fuel, Tires and Engine. Or am I reading it wrong??
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Re: The Conquer 500 [D GR GP XML Beta]

Postby nolefan5311 on Sun Mar 24, 2013 8:23 am

isaiah40 wrote:Game 12533060 I took Pit Equipment A and it is giving me +3 for that one spot. According to the legend it is +3 if you hold 1 of each Fuel, Tires and Engine. Or am I reading it wrong??


Yeah, that doesn't seem right. Continents overview describes it as "A Pit Tool, a Pit Jack, and a Pit Engine".

I think I see the problem in the code:

Code: Select all
<continent>
<name>A Pit Tool and A Pit Jack and A Pit Engine</name>
<bonus>3</bonus>
<components>
<continent>A Pit Fuel</continent>
<continent>A Pit Tires</continent>
<continent>A Pit Engine</continent>
</components>
<required>1</required>
<overrides>
<override>A Pit Fuel</override>
<override>A Pit Tires</override>
<override>A Pit Engine</override>
</overrides>
</continent>


I think the <required> tag is throwing it all off.
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Re: The Conquer 500 [D GR GP XML Beta]

Postby ender516 on Sun Mar 24, 2013 1:56 pm

Right. The <required> tag gives the minimum number of components required to earn the bonus. That tag would be appropriate in the component continents, but not in this one summing them up.
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Re: The Conquer 500 [D GR GP XML Beta]

Postby dolomite13 on Sun Mar 24, 2013 5:44 pm

You are correct... It shouldn't give +3 for holding only one of the 3 red icons ... it should for holding only 1 of each fuel,tires, engine.
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Re: The Conquer 500 [D GR GP XML Beta]

Postby dolomite13 on Sun Mar 24, 2013 5:50 pm

In A 2 player game it does seem like player 1 can get off to a bonus big enough to clear out the track and get that 40 bonus too quickly. I think I won in three or four turns.

Not sure what can be done about that. Perhapse the fuel, tires, engine spots need to be bumped to 3 neutral and their overall bonus decreased to +2 for holding one of each because they are the conduit to bombard the cars. Or perhaps they could have conditional borders added and you would need to hold one of each to bombard the cars. I am just thinking out loud now.

I am also seeing people ignore the track ... maybe the red circles on the track could have an autodeploy of 2 added or a +1 bonus added for them to make them attractive and make people concentrate more on the track as well.

Thoughts?

=D=
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Re: The Conquer 500 [D GR GP XML Beta]

Postby rdsrds2120 on Sun Mar 24, 2013 6:34 pm

dolomite13 wrote:In A 2 player game it does seem like player 1 can get off to a bonus big enough to clear out the track and get that 40 bonus too quickly. I think I won in three or four turns.

Not sure what can be done about that. Perhapse the fuel, tires, engine spots need to be bumped to 3 neutral and their overall bonus decreased to +2 for holding one of each because they are the conduit to bombard the cars. Or perhaps they could have conditional borders added and you would need to hold one of each to bombard the cars. I am just thinking out loud now.

I am also seeing people ignore the track ... maybe the red circles on the track could have an autodeploy of 2 added or a +1 bonus added for them to make them attractive and make people concentrate more on the track as well.

Thoughts?

=D=


That would be really fun in trench! :D

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Re: The Conquer 500 [D GR GP XML Beta]

Postby Gilligan on Mon Mar 25, 2013 10:27 am

Yeah, the map is very broken in 1v1. Either add max starting positions, or lower the bonus of the fuel/engine/tires.
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Re: The Conquer 500 [D GR GP XML Beta]

Postby b00060 on Mon Mar 25, 2013 12:18 pm

Neutrals need to be 3 or higher.. Player going first gets almost 20 men after one round and can easily bombard second player to deploy less than 3. Going second equals definite loss.
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Re: The Conquer 500 [D GR GP XML Beta]

Postby dolomite13 on Mon Mar 25, 2013 12:31 pm

I think that a few things would be needed to make the map balanced on 1v1 and would slow down or refocus the map on games with more players or teams.

The intent has always been to make the bonus from the track and holding track position important and allow you to eventually "pit" and fix your car conditions so that you could then move on to taking pit equipment which in turn would let you decrease your opponents bonuses and allow you to take more of the track.

- Changing the fuel, engine, and tires pit equipment and car conditions to 3 neutral each. I like the tools and jack at 2 neutrals as the bonus there of +2 for one of each and the lower start value could be attractive early game.

- Limiting each player to a single pit crew. This would slow down expansion in the pit equipment and car condition area.

- Fixing XML for fuel, tires, engine pit equipment to no bonus unless you hold one of each.

=D=
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Re: The Conquer 500 [D GR GP XML Beta]

Postby murphy16 on Mon Mar 25, 2013 6:59 pm

most likely a map I wont be playing again, just had someone drop 23 or so in the second round and a 1 min round game, not impressed
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Re: The Conquer 500 [D GR GP XML Beta]

Postby Gilligan on Mon Mar 25, 2013 8:54 pm

murphy16 wrote:most likely a map I wont be playing again, just had someone drop 23 or so in the second round and a 1 min round game, not impressed


:roll: :roll: :roll:

There's someone that doesn't understand the point of Beta phase.
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Re: The Conquer 500 [D GR GP XML Beta]

Postby deantursx on Mon Mar 25, 2013 9:13 pm

Gilligan wrote:
murphy16 wrote:most likely a map I wont be playing again, just had someone drop 23 or so in the second round and a 1 min round game, not impressed


:roll: :roll: :roll:

There's someone that doesn't understand the point of Beta phase.


Haha indeed.

There's certainly a lot of potential in this map. I think dolomite's idea of having some autodeploy on the track is a good one! Maybe just a +1 on the circles in red.
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Re: The Conquer 500 [D GR GP XML Beta]

Postby rjhankey on Tue Mar 26, 2013 7:44 am

I think this is already covered in the XML fix that's been identified ... but by holding only the 3 pit engines, there's a +9 deploy being awarded. Looks like the tools and jacks are also being awarded in that case.

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Re: The Conquer 500 [D GR GP XML Beta]

Postby Gilligan on Tue Mar 26, 2013 9:00 am

I will try to take a look soon.
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Re: The Conquer 500 [D GR GP XML Beta]

Postby nolefan5311 on Tue Mar 26, 2013 11:08 am

nolefan5311 wrote:
isaiah40 wrote:Game 12533060 I took Pit Equipment A and it is giving me +3 for that one spot. According to the legend it is +3 if you hold 1 of each Fuel, Tires and Engine. Or am I reading it wrong??


Yeah, that doesn't seem right. Continents overview describes it as "A Pit Tool, a Pit Jack, and a Pit Engine".

I think I see the problem in the code:

Code: Select all
<continent>
<name>A Pit Tool and A Pit Jack and A Pit Engine</name>
<bonus>3</bonus>
<components>
<continent>A Pit Fuel</continent>
<continent>A Pit Tires</continent>
<continent>A Pit Engine</continent>
</components>
<required>1</required>
<overrides>
<override>A Pit Fuel</override>
<override>A Pit Tires</override>
<override>A Pit Engine</override>
</overrides>
</continent>


I think the <required> tag is throwing it all off.


Yeah, the error in the code has been identified here.
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Re: The Conquer 500 [D GR GP XML Beta]

Postby kizkiz on Tue Mar 26, 2013 6:27 pm

b00060 wrote:Neutrals need to be 3 or higher.. Player going first gets almost 20 men after one round and can easily bombard second player to deploy less than 3. Going second equals definite loss.


this
Totally unplayable 1 vs 1 at the moment with the massive bonuses available
Saw someone mention less starting positions for 2 player games, which should help
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Re: The Conquer 500 [D GR GP XML Beta]

Postby betiko on Tue Mar 26, 2013 6:38 pm

i think the cars should all have 2 starting neutrals instead of 1. too much bonus given too quickly unballances the game. and yes; in trech you should be allowed to bombard cars otherwise it's even more completely unballanced in 1vs1.
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Re: The Conquer 500 [D GR GP XML Beta]

Postby ender516 on Tue Mar 26, 2013 8:23 pm

I had a passing thought when it was mentioned that attacking along the track is all forward, like overtaking another car. I wondered if bombarding backward might be useful -- you could think of it as a manoeuvre to prevent someone passing you.
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Re: The Conquer 500 [D GR GP XML Beta]

Postby thehippo8 on Tue Mar 26, 2013 8:36 pm

ender516 wrote:I had a passing thought when it was mentioned that attacking along the track is all forward, like overtaking another car. I wondered if bombarding backward might be useful -- you could think of it as a manoeuvre to prevent someone passing you.

Maybe you can go so far forward it looks like you are going backward ...

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Re: The Conquer 500 [D GR GP XML Beta]

Postby Gilligan on Tue Mar 26, 2013 8:37 pm

thehippo8 wrote:
ender516 wrote:I had a passing thought when it was mentioned that attacking along the track is all forward, like overtaking another car. I wondered if bombarding backward might be useful -- you could think of it as a manoeuvre to prevent someone passing you.

Maybe you can go so far forward it looks like you are going backward ...

Image


that looks fantastically fun.
Image
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Re: The Conquer 500 [D GR GP XML Beta]

Postby dolomite13 on Fri Mar 29, 2013 9:31 am

I think all of the bonuses for the pit area are off.

I am seeing +2 per "jack" when the intent was building sets.

1 jack + 1 tools = +2
not
1 jack = +2

same with fuel, tires, engine

1 fuel + 1 tires + 1 engine = +3
not
1 fuel = +3

=D=
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