Classic Cities :Pot Mosbi [Quenched]

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Re: Classic Cities :Pot Mosbi [18.11.12] BETA Files

Postby L M S on Tue Dec 04, 2012 10:01 am

In the description in the upper left...

Did you mean 'wary', instead of 'weary'?
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Re: Classic Cities :Pot Mosbi [18.11.12] BETA Files

Postby cairnswk on Tue Dec 04, 2012 10:21 am

L M S wrote:In the description in the upper left...

Did you mean 'wary', instead of 'weary'?

yeah, shame it wasn't picked up while in development. ;)
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Re: Classic Cities :Pot Mosbi [18.11.12] BETA Files

Postby thenobodies80 on Tue Dec 04, 2012 12:40 pm

nolefan5311 wrote:
t4mcr53s2 wrote:Game 12020804 Round 11
opponent had no tribes and just wouldn't die... leaving game open if that helps...
swimmerdude had same problem


We're just waiting on the xml to be uploaded


No it was uploaded....anyway I got where the problem lies. It will be fixed soon.

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Re: Classic Cities :Pot Mosbi [18.11.12] BETA Files

Postby swimmerdude99 on Tue Dec 04, 2012 1:03 pm

nolefan5311 wrote:
t4mcr53s2 wrote:Game 12020804 Round 11
opponent had no tribes and just wouldn't die... leaving game open if that helps...
swimmerdude had same problem


We're just waiting on the xml to be uploaded

Awesome, once that happens, this may easily become one of my favorites, well done creating this map, its been through alot already, I'm so glad, its a sweet map!!! Great Job cairnswk

Also, will a post definitively be made when the kill condition is uploaded? I'm still confused by posts from different people if it has been or not?
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Re: Classic Cities :Pot Mosbi [18.11.12] BETA Files

Postby nolefan5311 on Tue Dec 04, 2012 1:23 pm

thenobodies80 wrote:
nolefan5311 wrote:
t4mcr53s2 wrote:Game 12020804 Round 11
opponent had no tribes and just wouldn't die... leaving game open if that helps...
swimmerdude had same problem


We're just waiting on the xml to be uploaded


No it was uploaded....anyway I got where the problem lies. It will be fixed soon.

Nobodies


I saw it too..the other one wasn't removed!! LOL
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Re: Classic Cities :Pot Mosbi [18.11.12] BETA Files

Postby Iron Maid on Tue Dec 04, 2012 1:41 pm

Game 12012330

First game on the map. My esteemed opponent has no Tribes anymore. But is still alive.

Guess it will be repaired soon, and then the bastard turns in a set and wipes all tribes out? :lol:
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Re: Classic Cities :Pot Mosbi [18.11.12] BETA Files

Postby isaiah40 on Tue Dec 04, 2012 3:15 pm

Iron Maid wrote:Game 12012330

First game on the map. My esteemed opponent has no Tribes anymore. But is still alive.

Guess it will be repaired soon, and then the bastard turns in a set and wipes all tribes out? :lol:

Didn't you know, cairns had the xml fixed so that the mapmaker was exempt form the losing condition! :lol:
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Re: Classic Cities :Pot Mosbi [18.11.12] BETA Files

Postby thenobodies80 on Wed Dec 05, 2012 7:59 am

It should be ok now....

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Re: Classic Cities :Pot Mosbi [18.11.12] BETA Files

Postby cairnswk on Fri Dec 07, 2012 9:14 am

thenobodies80 wrote:It should be ok now....

Yes seems it is OK from the logs i examined.

however, there seems to be another situation where the person who goes first has best advantage in 1V1. how do we overcome that?
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Re: Classic Cities :Pot Mosbi [18.11.12] BETA Files

Postby nolefan5311 on Fri Dec 07, 2012 9:30 am

cairnswk wrote:
thenobodies80 wrote:It should be ok now....

Yes seems it is OK from the logs i examined.

however, there seems to be another situation where the person who goes first has best advantage in 1V1. how do we overcome that?


I should start off saying that first turn in most 1v1 games is going to have the advantage, especially on a map this size, but there are several potential fixes to even things out a bit.

We can either significantly lower the amount of starting positions distributed at the drop (which is going to require a ton of positions to be coded), decrease the region bonus (1 army per 4 or 5 regions instead of the standard 3), and in doing this, this would also allow us to lower the amount of troops defending the tribe. In 1v1 right now, people are receiving 10 troops for 32 regions in addition to having 4 stacks of 7 men to attack with. If we do it per 4 regions, we will need to fix it so that only 31 regions are dropped, but first turn a person would only drop 7 armies instead of 10. Increasing it to 5 I think would affect larger games too much.

We could also code a maximum of two tribes per player for 2 and 3 person games, reducing each players army count by 36 and taking out of play two of those four 7 stacks.

Just throwing some ideas at you. What do you think?
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Re: Classic Cities :Pot Mosbi [18.11.12] BETA Files

Postby thenobodies80 on Fri Dec 07, 2012 11:11 am

cairnswk wrote:however, there seems to be another situation where the person who goes first has best advantage in 1V1. how do we overcome that?


Set a limit to positions given out, with underlying neutrals for those not given, and it's done.

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Re: Classic Cities :Pot Mosbi [18.11.12] BETA Files

Postby dexterdexter on Mon Dec 10, 2012 8:02 am

The first turn in 1v1 is advantaged on 95% of the maps(if you're not into trench mode), the rest 5% of maps being fair since by the time you meet your opponent, his 6 extra troops won't matter.
This is an exquisite map. Great work! I recommend freestyle fast games for lots of laughs and amazing dynamic.
I only played it once so far and there are no issues that I've encountered. Foggy trench adiacent manual assasin is epic on most of the maps, but this one is a pinnacle.
See you on the battlefield!
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Re: Classic Cities :Pot Mosbi [18.11.12] BETA Files

Postby greenoaks on Mon Dec 10, 2012 9:22 am

i am in favour of not giving out all the starting territories in 1v1's

we don't in

Age Of Realms 1
Age Of Realms 2
Age Of Realms 3
Feudal War
Feudal Epic
Middle Ages
Kings Court
Kings Court 2


strategy would have more of an impact if we had to learn how to play this map based on our different starting positions and the starting positions of the other player. this would increase the map's playability or longevity.
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Re: Classic Cities :Pot Mosbi [18.11.12] BETA Files

Postby nolefan5311 on Mon Dec 10, 2012 9:45 am

greenoaks wrote:i am in favour of not giving out all the starting territories in 1v1's

we don't in

Age Of Realms 1
Age Of Realms 2
Age Of Realms 3
Feudal War
Feudal Epic
Middle Ages
Kings Court
Kings Court 2


strategy would have more of an impact if we had to learn how to play this map based on our different starting positions and the starting positions of the other player. this would increase the map's playability or longevity.


I would tend to agree. I much prefer not knowing where all my opponents starting positions are (and him now knowing mine).
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Re: Classic Cities :Pot Mosbi [18.11.12] BETA Files

Postby cairnswk on Mon Dec 10, 2012 1:30 pm

nolefan5311 wrote:...
I should start off saying that first turn in most 1v1 games is going to have the advantage, especially on a map this size, but there are several potential fixes to even things out a bit.
We can either significantly lower the amount of starting positions distributed at the drop (which is going to require a ton of positions to be coded),

not really in favour of creating lots of xtra code

decrease the region bonus (1 army per 4 or 5 regions instead of the standard 3), and in doing this, this would also allow us to lower the amount of troops defending the tribe. In 1v1 right now, people are receiving 10 troops for 32 regions in addition to having 4 stacks of 7 men to attack with. If we do it per 4 regions, we will need to fix it so that only 31 regions are dropped, but first turn a person would only drop 7 armies instead of 10. Increasing it to 5 I think would affect larger games too much.

OK, i think i understand that.

We could also code a maximum of two tribes per player for 2 and 3 person games, reducing each players army count by 36 and taking out of play two of those four 7 stacks.

OK, ....

thenobodies80 wrote:...Set a limit to positions given out, with underlying neutrals for those not given, and it's done.

OK.

Can we simply do the minreinforcements...nolefan5311? and in doing so, does this have to be noted on the map anywhere?
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