Classic Cities :Pot Mosbi [Quenched]

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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby Victor Sullivan on Sat Jan 14, 2012 7:59 pm

Looks okay to me! Graphically speaking, I'm not digging the texture :|

-Sully
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby cairnswk on Sat Jan 14, 2012 11:42 pm

Victor Sullivan wrote:Looks okay to me! Graphically speaking, I'm not digging the texture :|

-Sully

You changed your mind too??
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby Victor Sullivan on Sat Jan 14, 2012 11:45 pm

cairnswk wrote:
Victor Sullivan wrote:Looks okay to me! Graphically speaking, I'm not digging the texture :|

-Sully

You changed your mind too??

I never changed it :?

-Sully
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby cairnswk on Sat Jan 14, 2012 11:50 pm

Victor Sullivan wrote:
cairnswk wrote:
Victor Sullivan wrote:Looks okay to me! Graphically speaking, I'm not digging the texture :|

-Sully

You changed your mind too??

I never changed it :?

-Sully

I thought some time back you were pretty happy with everything or at least that's the impression i got.
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby Victor Sullivan on Sun Jan 15, 2012 1:09 am

cairnswk wrote:
Victor Sullivan wrote:
cairnswk wrote:
Victor Sullivan wrote:Looks okay to me! Graphically speaking, I'm not digging the texture :|

-Sully

You changed your mind too??

I never changed it :?

-Sully

I thought some time back you were pretty happy with everything or at least that's the impression i got.

Oh, yes. I merely decided it wasn't worth quibbling over at the time when we had gameplay stuff to discuss.

-Sully
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby cairnswk on Sun Jan 15, 2012 3:31 am

Victor Sullivan wrote:
cairnswk wrote:
Victor Sullivan wrote:
cairnswk wrote:
Victor Sullivan wrote:Looks okay to me! Graphically speaking, I'm not digging the texture :|

-Sully

You changed your mind too??

I never changed it :?

-Sully

I thought some time back you were pretty happy with everything or at least that's the impression i got.

Oh, yes. I merely decided it wasn't worth quibbling over at the time when we had gameplay stuff to discuss.

-Sully

Oh, OK
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby cairnswk on Mon Jan 16, 2012 3:57 pm

Sully, i'll look at the texture later today after returning from town.
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby Victor Sullivan on Mon Jan 16, 2012 4:51 pm

cairnswk wrote:Sully, i'll look at the texture later today after returning from town.

Sounds groovy!

-Sully
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby cairnswk on Tue Jan 17, 2012 12:51 pm

Are there other gameplay issues that need addressing on this map before i go onto changing graphics?
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby Nola_Lifer on Mon Jan 23, 2012 9:36 pm

This has to be the prettiest map on CC. =P~
Image
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby isaiah40 on Mon Jan 23, 2012 9:45 pm

I've went ahead and stickied this for now. I really don't have any other GP concerns right now, but I'll get Ian to take another look at it.
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Re: Classic Cities :Pot Mosbi [23 Nov] V8 Probabilities

Postby cairnswk on Tue Jan 24, 2012 3:09 am

Just bumping to next page.
Click image to enlarge.
image
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby J_Indr on Tue Jan 24, 2012 7:42 am

It might be too late, it might have been discussed...

Have you seriously considered an advantage of some tribes who can get a small early game bonus due to having small +2/+3 continents next to their starting position vs tribes like Jiwiki or Motu who would take ages to get their first bonus on a larger region?
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby cairnswk on Tue Jan 24, 2012 3:57 pm

J_Indr wrote:It might be too late, it might have been discussed...

Have you seriously considered an advantage of some tribes who can get a small early game bonus due to having small +2/+3 continents next to their starting position vs tribes like Jiwiki or Motu who would take ages to get their first bonus on a larger region?


No i don't beleived it has been discussed, but i think there is only two tribe that has a +4.
Hulli Tribe - Saraga +2 - saraga next to a utility which can be assaulted from another utility.
Iwan Tribe - Inland Saut +3 - 2 terrs away from a utility.
Motu Tribe - Lapun Bitaun + 4 - can be easily assaulted from several surrounding positions
Jiwiki Tribe - Napa Napa Rot +4 - adjacent to Chimbu Tribe front line at Atlas Steel
Chimbu Tribe - Baruni +3 - adjacent ot Napa Napap Rot Wan
Enga Tribe - Gerehu +3 - next to a utility Uni PNG
Highland Tribe - Waigani +2 - no proximity
Asaro Tribe - Outer Mails +2 - no proximity

3 x +2
3 x +3
2 x +4

What can be done...any suggestions?
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby J_Indr on Tue Jan 24, 2012 6:22 pm

OK, the real issue here is with the amount of regions a player must conquer in order to get his first bonus.

You have:
Huli - 2
Iwan - 3
Motu - 4
Jiwiki - 4
Chimbu - 4
Enga - 3
Highland - 3
Asaro - 3
--> Huli would very probably get their +2 bonus in a second turn and then could damage other players, gaining a massive advantage, while in speedier games Chimbu would probably never achieve their own bonus.

Optimally, these number should all be the same, probably 3 (therefore 4 regions for the whole bonus zone);
so, for example,
Huli - either make a new territory between Saraga and Jacksons OR Saraga and Faiv Mail
Motu - merge Paga and Lapun Biktaun
Jiwiki - merge Napa Napa Rot Fo and Napa Napa Rot Tre
Chimbu - merge Gogodala Viles and Baruni Westim Ples
-> the bonuses then should be changed accordingly.

((Alternatively, I am thinking about more complicated gameplay tweaks - such as giving only a maximum of +1 bonus per a minimum of 2 regions in the bonus area close to the tribe IF the player holds the tribe.
That would also reduce any possible early game advantages/disadvantages for getting a strong bonus zone & being lucky in your first turn. I am fairly confident that XML would allow this, but I think it is rather complicated, so I'd rather try to balance it out by redrawing as I suggested above.))
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby Victor Sullivan on Tue Jan 24, 2012 7:11 pm

I really don't think it's an issue. I think it'll even out ;) Plus, it's good to have diversity with starting positions.

-Sully
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby J_Indr on Tue Jan 24, 2012 7:31 pm

I think the diversity is already given by the surrounding terrain or even by the layout of the tribe-adjacent bonus zone.

But it is not OK if some players, due to their starting position have a 76% chance of getting +2 bonus, while others have 14.5% chance of getting +4 bonus. If you have 7+3 troops starting region from which you can attack a lot of stuff around, I don't think that this is a diversity that enhances gameplay. Especially in 1v1 games, it throws the game.

(This, by the way, reminds me of the nature of similar complaints on Rorke's Drift map)
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby J_Indr on Tue Jan 24, 2012 7:32 pm

But you may be right - I wonder what others think?
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby Gillipig on Wed Jan 25, 2012 11:48 am

cairnswk wrote:GP finished?

Gillipig wrote:Yes :D!
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby AndyDufresne on Wed Jan 25, 2012 2:42 pm

J_Indr wrote:But you may be right - I wonder what others think?

I think the current set up is probably fine. If you take into account other variables, like expansion possibilities for instance, Motu can expand into Biktaun while keeping their overall border count down.


--Andy
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby cairnswk on Thu Jan 26, 2012 12:12 am

J_Indr wrote:OK, the real issue here is with the amount of regions a player must conquer in order to get his first bonus.

You have:
Huli - 2
Iwan - 3
Motu - 4
Jiwiki - 4
Chimbu - 4
Enga - 3
Highland - 3
Asaro - 3
--> Huli would very probably get their +2 bonus in a second turn and then could damage other players, gaining a massive advantage, while in speedier games Chimbu would probably never achieve their own bonus.

Optimally, these number should all be the same, probably 3 (therefore 4 regions for the whole bonus zone);
so, for example,
Huli - either make a new territory between Saraga and Jacksons OR Saraga and Faiv Mail
Motu - merge Paga and Lapun Biktaun
Jiwiki - merge Napa Napa Rot Fo and Napa Napa Rot Tre
Chimbu - merge Gogodala Viles and Baruni Westim Ples
-> the bonuses then should be changed accordingly.

((Alternatively, I am thinking about more complicated gameplay tweaks - such as giving only a maximum of +1 bonus per a minimum of 2 regions in the bonus area close to the tribe IF the player holds the tribe.
That would also reduce any possible early game advantages/disadvantages for getting a strong bonus zone & being lucky in your first turn. I am fairly confident that XML would allow this, but I think it is rather complicated, so I'd rather try to balance it out by redrawing as I suggested above.))


I'd prefer not to go to re-draw....that would cause me grief ;)
But i don understand what you are saying.

Victor Sullivan wrote:I really don't think it's an issue. I think it'll even out ;) Plus, it's good to have diversity with starting positions.

-Sully


I am incluinde to agree with Sully here. While it is not totally like Pearl Harbour, I think there is possibility that even in 1v1 games you won't get the same starting position, If you do there is something seriously wrong with the game engine.
So in the end, the drop is stil going to be left up to luck. I am sure Sully will see to this with the xml coding.

Gillipig wrote:
cairnswk wrote:GP finished?

Gillipig wrote:Yes :D!


AndyDufresne wrote:
J_Indr wrote:But you may be right - I wonder what others think?

I think the current set up is probably fine. If you take into account other variables, like expansion possibilities for instance, Motu can expand into Biktaun while keeping their overall border count down.


--Andy


Thanks guys for confirmation of this.
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby Victor Sullivan on Sat Jan 28, 2012 11:28 pm

Victor Sullivan wrote:Looks okay to me! Graphically speaking, I'm not digging the texture :|

-Sully

To clarify on my post, I think the texture is a little odd; it doesn't quite fit. More importantly, I think it makes the map look a lot more busy than it needs to be. If you want to use a texture, I suggest something much more subtle. Hopefully this helps :?

-Sully
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby cairnswk on Sat Jan 28, 2012 11:37 pm

Victor Sullivan wrote:
Victor Sullivan wrote:Looks okay to me! Graphically speaking, I'm not digging the texture :|

-Sully

To clarify on my post, I think the texture is a little odd; it doesn't quite fit. More importantly, I think it makes the map look a lot more busy than it needs to be. If you want to use a texture, I suggest something much more subtle. Hopefully this helps :?

-Sully

So you want something that is flatter. without the lumps and bumps?
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby Victor Sullivan on Sat Jan 28, 2012 11:45 pm

cairnswk wrote:
Victor Sullivan wrote:
Victor Sullivan wrote:Looks okay to me! Graphically speaking, I'm not digging the texture :|

-Sully

To clarify on my post, I think the texture is a little odd; it doesn't quite fit. More importantly, I think it makes the map look a lot more busy than it needs to be. If you want to use a texture, I suggest something much more subtle. Hopefully this helps :?

-Sully

So you want something that is flatter. without the lumps and bumps?

I mean, I think it could work, so long as it's more subtle.

-Sully
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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Postby cairnswk on Sat Jan 28, 2012 11:46 pm

Victor Sullivan wrote:
cairnswk wrote:
Victor Sullivan wrote:
Victor Sullivan wrote:Looks okay to me! Graphically speaking, I'm not digging the texture :|

-Sully

To clarify on my post, I think the texture is a little odd; it doesn't quite fit. More importantly, I think it makes the map look a lot more busy than it needs to be. If you want to use a texture, I suggest something much more subtle. Hopefully this helps :?

-Sully

So you want something that is flatter. without the lumps and bumps?

I mean, I think it could work, so long as it's more subtle.

-Sully

And you are only talking about the ground texture - not the mountains?
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