Italy [Quenched]

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Re: Italy [Quenched]

Postby porkenbeans on Wed Nov 18, 2009 2:05 pm

Maybe if the colors were changed to represent the colors of the Italian map ?
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Re: Italy [Quenched]

Postby DiM on Fri Jul 15, 2011 8:07 pm

is there any chance of making the cities start as neutral?
i've just started a game on this map and frankly it seems i'm going to lose before i even get to play my first turn.
first of all in a 1v1 game each player starts with 12 terits. so the first guy gets minimum 4 troops and the second guy will only get 3 (if he loses a terit).
in my game not only am i second but my opponent already has 3 cities (that i can see). chances are he might also have the other 2 cities as the game is fog and i can only see 10 out of his 12 terits.
so basically right from the start my opponent has at least 6 reinforcements and unless his dice are really really crappy he should be able to get at least 1 terit from me and even secure another bonus.
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Re: Italy [Quenched]

Postby RjBeals on Fri Jul 15, 2011 9:57 pm

DiM wrote:is there any chance of making the cities start as neutral?


Sorry DiM - I'm not up for editing this map. I guess if Lack and the staff want to edit the xml, it's up to them.
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Re: Italy [Quenched]

Postby natty dread on Fri Jul 15, 2011 11:50 pm

It's an easy change, you just need to add a couple of lines to the XML. The map graphics don't need to be edited.
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Re: Italy [Quenched]

Postby DiM on Sat Jul 16, 2011 9:17 am

naty is right. it's only a xml change and it's really easy to do. in fact i bet we could find sometbody to do it in a few minutes and all it takes is rj's permission.
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Re: Italy [Quenched]

Postby RjBeals on Sat Jul 16, 2011 9:56 am

i don't care. sounds fair to me.
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Re: Italy [Quenched]

Postby DiM on Sat Jul 16, 2011 11:53 am

as it turns out he didn't get just 3 cities. he got all 5 right from the start. :lol: :lol: :lol:
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Re: Italy [Quenched]

Postby Victor Sullivan on Wed Jul 20, 2011 2:18 am

2011-07-15 18:27:28 - Game has been initialized
2011-07-16 11:09:28 - greenoaks received 4 troops for holding Citta Bonus for All
2011-07-16 11:09:28 - greenoaks received 4 troops for 12 regions

...lol. The fact that each player gets 12 regions at the start should be fixed as well.

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Re: Italy [Quenched]

Postby gimil on Wed Jul 20, 2011 5:27 am

Victor Sullivan wrote:2011-07-15 18:27:28 - Game has been initialized
2011-07-16 11:09:28 - greenoaks received 4 troops for holding Citta Bonus for All
2011-07-16 11:09:28 - greenoaks received 4 troops for 12 regions

...lol. The fact that each player gets 12 regions at the start should be fixed as well.

-Sully


Making the cities neutral would nullify this problem also. Since you are taking 5 territories off the starting map anyway.
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Re: Italy [Quenched]

Postby Victor Sullivan on Wed Jul 20, 2011 5:28 am

Ah, yes! Jolly good.

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Re: Italy [Quenched]

Postby DiM on Wed Jul 20, 2011 9:00 am

so basically rjbeals agrees to making all cities start as neutral. if somebody could tweak the xml and give it to lack it would be perfect. :)
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Re: Italy [Quenched]

Postby MrBenn on Thu Jul 21, 2011 6:45 am

Why not then set them all as starts (max=1), so they'll at least get handed out equally, and there won't be so many neutrals?
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Re: Italy [Quenched]

Postby natty dread on Thu Jul 21, 2011 6:48 am

MrBenn wrote:Why not then set them all as starts (max=1), so they'll at least get handed out equally, and there won't be so many neutrals?


If there's only 5 of them, it wouldn't help 6-8 player games...

I recommend coding them as neutral 2:s. This way they wouldn't be too unattractive for team/1v1 games.
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Re: Italy [Quenched]

Postby DiM on Thu Jul 21, 2011 8:39 am

natty_dread wrote:
MrBenn wrote:I recommend coding them as neutral 2:s. This way they wouldn't be too unattractive for team/1v1 games.


i concur
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Re: Italy [Quenched]

Postby MrBenn on Sat Jul 23, 2011 2:08 pm

natty_dread wrote:
MrBenn wrote:Why not then set them all as starts (max=1), so they'll at least get handed out equally, and there won't be so many neutrals?


If there's only 5 of them, it wouldn't help 6-8 player games...

I recommend coding them as neutral 2:s. This way they wouldn't be too unattractive for team/1v1 games.

Do both - that's what I was suggesting. Code them as neutral, and stick them as starting positions (max=1).
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Re: Italy [Quenched]

Postby natty dread on Sat Jul 23, 2011 2:41 pm

MrBenn wrote:
natty_dread wrote:
MrBenn wrote:Why not then set them all as starts (max=1), so they'll at least get handed out equally, and there won't be so many neutrals?


If there's only 5 of them, it wouldn't help 6-8 player games...

I recommend coding them as neutral 2:s. This way they wouldn't be too unattractive for team/1v1 games.

Do both - that's what I was suggesting. Code them as neutral, and stick them as starting positions (max=1).


But then, I'm not sure if that fixes the 12 starting territs problem. How many territories does the map have?
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Re: Italy [Quenched]

Postby Obrens on Sun Jul 24, 2011 6:17 pm

What happens when there are 5 starting positions in a 6 player game? Are they simply ignored then or what? Hmm... wouldn' it, then, be amusing to see a conquest map with less than 8 starting positions. :D
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Re: Italy [Quenched]

Postby DiM on Sun Jul 24, 2011 6:23 pm

Obrens wrote: Hmm... wouldn' it, then, be amusing to see a conquest map with less than 8 starting positions. :D


check out the AoR series. the first has just 6 starting positions and the other 2 have 7. :mrgreen:
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Re: Italy [Quenched]

Postby natty dread on Mon Jul 25, 2011 1:27 am

If there's not enough starting positions for everyone they are ignored.
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