Re: Salem's Switch [Quenched]
Posted: Mon Oct 22, 2012 4:03 pm
Another solution to fix the problem is don't play nukes on this map. Not all special game plays are ideal for every map and vice versa.
Conquer Club, a free online multiplayer variation of a popular world domination board game.
https://www.conquerclub.com/forum/
https://www.conquerclub.com/forum/viewtopic.php?f=358&t=102092
Foreverman wrote:Sure, conquering a buggy stop should result in a spoils card. But is there a way to make sure none of the cards represent a buggy stop, that they only contain non-buggy-stop cards?
Foreverman wrote:Sure, conquering a buggy stop should result in a spoils card. But is there a way to make sure none of the cards represent a buggy stop, that they only contain non-buggy-stop cards?
Leehar wrote:Is it possible to make the Buggy Stops being killer neutrals (revert to 1) a bit more visible rather than in the bottom left corner?
I know it's something me and a coupla others ended up learning the hard way (our poor 4 stack )
cairnswk wrote:i can't make it more plain-as-daylight than it already is unless i put it on a big neon sign with flashing lights.
Gilligan wrote:cairnswk wrote:i can't make it more plain-as-daylight than it already is unless i put it on a big neon sign with flashing lights.
Can we see how that looks?!
Leehar wrote:I was thinking you could do something similar to what you have in Das Schloss where it's bolded and highlighted in red
Its my first time playing the map so I admit it's probably all of the above slip-ups you mentioned, but the reality is I'm probably not the only one to have fallen into that mistake.
If it could be made more clearer all to the good, if not, I guess people can continue learning it the hard way
Roads are impassable
except at Buggy Stop Junctions which (if held) revert to 1 neutral at the start of your turn.
Leehar wrote:There are landowners, accused, accusers, roads, buggy stops, reverends, judges, and meeting houses; it seems feasible while figuring out all those that you'd miss out the revert to neutral as well. And this info is at all corners of the map...
I got the part about buggy-stops being the route throw the roads, but unfortunately didn't read-through it all the way through as I was quickly scanning the map, and so missed the part about reverting to neutral
(which is why I thought making it a bit bold/in contrasting color, could highlight it a bit more clearly)
I was a bit bored, so I took on your challenge of nobody mentioning the issue in the last 6 months and took a brief scan through the chat of the last half-page of games:
2013-01-19 19:59:15 - dollarsnosense: just left 11 on a reset to neutral
https://www.conquerclub.com/game.php?game=12240643
2013-01-16 14:01:27 - mint-murray: watch buggy stops they revert to nuetral
https://www.conquerclub.com/game.php?game=12225386
lost 4 to the neutral
https://www.conquerclub.com/game.php?game=12218408
2013-01-16 23:59:07 - Mad Martigan: What is this neutral player that just wiped out four of my troops?!
2013-01-17 03:40:22 - Asher413: Neutral got me too... and the dice dragged me back in.
https://www.conquerclub.com/game.php?game=12217041
2013-01-20 18:26:07 - mudfighter [team]: damn, did not see that...
2013-01-20 18:26:15 - mudfighter [team]: about the reset
2013-01-20 18:26:24 - mudfighter [team]: ok, that is the way to learn a map...
2013-01-20 19:12:19 - Leehar [team]: same
https://www.conquerclub.com/game.php?game=12218405
Again, I completely understand that this is already out of beta, so it's not worth the effort to change it if it's only causing a problem for a slight few, but I just thought it was worth mentioning because even through that scan above, there were quite a few other comments that the map was too complicated so maybe this could have been something to make it a bit easier to avoid falling into a pitfall.
ender516 wrote:I think this sort of discussion will subside somewhat when (please, not "if") the site gets the map database out in the open, where users can read about maps and find out how difficult they are, and where the pitfalls are, including features like killer neutrals.
ManBungalow wrote:One really petty issue here from me today:
Map says "Johnathon Putnam"
XML says "Johnathan Putnam"
Gilligan wrote:ManBungalow wrote:One really petty issue here from me today:
Map says "Johnathon Putnam"
XML says "Johnathan Putnam"
Never noticed that. I guess when I read "Johnathan" I read it as how I normally see it spelled! Google keeps telling me John, so I can't tell if it's supposed to be an O or an A...
Gilligan wrote:The XML already says Johnathan. Also I really like that font!
nolefan5311 wrote:Is "Dorca Hoar" supposed to be "Dorcas Hoar"?
The changes really do look sharp.
nolefan5311 wrote:Is "Dorca Hoar" supposed to be "Dorcas Hoar"?
The changes really do look sharp.
Gilligan wrote:nolefan5311 wrote:Is "Dorca Hoar" supposed to be "Dorcas Hoar"?
The changes really do look sharp.
It looks like a bit of the S is hiding behind the border!
chapcrap wrote:Yeah, I don't think we should change the font because of a typo. The map went through the process and the font was already chosen.
Gilligan wrote:Aw, I thought you did it cause it was better