Salem's Switch V36 [Quenched]

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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby cairnswk on Fri May 18, 2012 7:24 pm

pamoa wrote:I must admit I didn't like it at the beginning but with trench its great and in the end its a very pleasant map
I've played like 40 1vs1 games on this map and I never saw anybody going for the township
it's like a dead part of the map
I know you have a very subtly balanced starting position scheme which is working fine
but its a pity having such an important part of the map so inaccessible

pamoa. i am sorry i missed this post so long... :oops:
I have to disagree about the township.
Getting to the township involves a decent risk of travelling the roads and conquering points along the way.
But once there. you are almost protected to some degree from other players who might not want to take the risk.
As with the previous post about the potential of landowners, there is also a great deal of potential in the township if someone wants to take that risk. ;)
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby army of nobunaga on Fri May 18, 2012 8:55 pm

WOOWOOO!

good work man
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby isaiah40 on Sat May 19, 2012 9:52 am

I believe that this is really balanced, even with the town in the corner, just don't play trench unless you have round limits as well. This probably be one of the maps I'll play regularly. Great job cairns!!
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby cairnswk on Sat May 19, 2012 11:47 am

isaiah40 wrote:I believe that this is really balanced, even with the town in the corner, just don't play trench unless you have round limits as well. This probably be one of the maps I'll play regularly. Great job cairns!!

Thank you isaiah40, much appreciated. :)
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby sudokU on Fri Jun 01, 2012 11:53 am

Is it a bug?

See game 11038562 and pay special attention on blue at field B12. He missed the turn but still has 14 troops.

If blue misses all three turns, will the troops stay? I think that missing or not, the troops have to be changed to neutral.

The rest of the map is ok, maybe too slow to get new bonuses (but maybe I have to learn more from this map)

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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby cairnswk on Fri Jun 01, 2012 12:31 pm

killer neutral where the 14 troops are not removed until the beginning of the player's turn.
therefore those troops will most likely stay until blue plays again.
if he misses all three turns, I would say they will be removed automatically since he has to be removed from the map.
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby Gilligan on Fri Jun 01, 2012 7:53 pm

cairnswk wrote:killer neutral where the 14 troops are not removed until the beginning of the player's turn.
therefore those troops will most likely stay until blue plays again.
if he misses all three turns, I would say they will be removed automatically since he has to be removed from the map.


They'll be removed if he deadbeats, but the number will stay the same. It won't revert to 1.
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby cairnswk on Fri Jun 01, 2012 8:20 pm

Gilligan wrote:
cairnswk wrote:killer neutral where the 14 troops are not removed until the beginning of the player's turn.
therefore those troops will most likely stay until blue plays again.
if he misses all three turns, I would say they will be removed automatically since he has to be removed from the map.


They'll be removed if he deadbeats, but the number will stay the same. It won't revert to 1.


Oooh!
That's sad/bad and not required.
So, is this a bug in the system where this needs to be addressed?
Thanks for that insight Gilligan
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby Gilligan on Fri Jun 01, 2012 9:00 pm

cairnswk wrote:
Gilligan wrote:
cairnswk wrote:killer neutral where the 14 troops are not removed until the beginning of the player's turn.
therefore those troops will most likely stay until blue plays again.
if he misses all three turns, I would say they will be removed automatically since he has to be removed from the map.


They'll be removed if he deadbeats, but the number will stay the same. It won't revert to 1.


Oooh!
That's sad/bad and not required.
So, is this a bug in the system where this needs to be addressed?
Thanks for that insight Gilligan


I'm pretty sure it's always been like that. I'm sure it could be coded that when a there's a deadbeat, the killer neutral territs can actually kill, but the only way they do, as of now, is by Beginning Turn
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby Foreverman on Sun Jun 10, 2012 5:48 am

The program is not allowing me to attack from Benjamin Porter to any of the surrounding attack points. (It was attacked from B7, so maybe it can attack there next time.)
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby cairnswk on Sun Jun 10, 2012 7:04 am

Foreverman wrote:The program is not allowing me to attack from Benjamin Porter to any of the surrounding attack points. (It was attacked from B7, so maybe it can attack there next time.)

Looks like you're another victim of a trench game...
Please may i ask you advise the game number that you're playing so that anyone answering has an easier time of finding out something for you. :)
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby cairnswk on Fri Aug 17, 2012 1:03 am

As i would be happy for this one also to be quenched :)
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby thenobodies80 on Fri Aug 17, 2012 9:47 am

cairnswk wrote:As i would be happy for this one also to be quenched :)


Yeah, I forgot to post the same thing (see rail asia) also here. O:)

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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby JustCallMeStupid on Mon Sep 17, 2012 8:40 pm

Gilligan wrote:
cairnswk wrote:
Oooh!
That's sad/bad and not required.
So, is this a bug in the system where this needs to be addressed?
Thanks for that insight Gilligan


I'm pretty sure it's always been like that. I'm sure it could be coded that when a there's a deadbeat, the killer neutral territs can actually kill, but the only way they do, as of now, is by Beginning Turn

Yes It has always been this way. If u dead beat it does not revert to a neutral point being because it reverts on the opponents next turn, if he never has a next turn nothing happens. That is how it works.

On a side note. This map seems to be really bad for team games like 2v2 or greater. Too easy to insta eliminate starting locations and in my 2v2 game each player starts with 3 territories giving first player a huge advantage considering a 5 deploy and insta kill of enemy territory and bonus.

Also, how many starting territories are there? Based on my one game Im in it must be between 12 and 15. If this is the case it seems in an 8 player game one could be eliminated before their first turn which will pretty much kill the map in more competitive play. Is it meant to be more of a 1v1 map?
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Re: Salem's Switch [17.3.12] V33-P31 BETA Live!

Postby Gilligan on Mon Sep 17, 2012 9:02 pm

Everyone gets 3 starting territories, but there are 8 possibilities of combinations.
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