Coleman wrote:Use this to get BOB to work:
http://members.cox.net/gyrigo/CC/conquerclubbob.user.js
Moderator: Cartographers
Coleman wrote:Use this to get BOB to work:
http://members.cox.net/gyrigo/CC/conquerclubbob.user.js
hulmey wrote:wow , much better colour...3 cheers for Mibi
Hip hip horrary
Coleman wrote:You can really shock people with the flyovers too. Some people can't conceive choosing to have -1 for a strategic advantage.
jennifermarie wrote:Hey guys, great map, but I just noticed one small issue today. I have the colorblind setting on, and on 916 German Grenadiers 2, whenever i have more than 9 armies on there, i can't see the second number...for example, earlier i had 11 armies there, and it appeared as though there was only 1.
If you could please fix this, i'd be greatly appreciative.
Dave415
Joined: 19 Jan 2007
Posts: 1
Location: Cincinnati, OH. USA
Posted: 18 Oct 2007 23:00 Post subject: Who screwed up the ships?
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Guys-
The USS Thomas Jefferson was a Landing Ship at Omaha. The USS Texas was a BB that shelled the beaches and the Arkansas also was on shell patrol. Did no one care to open a history book before making this map?
Dave
Dave415 wrote:Guys-
The USS Thomas Jefferson was a Landing Ship at Omaha. The USS Texas was a BB that shelled the beaches and the Arkansas also was on shell patrol. Did no one care to open a history book before making this map?
Dave
timthetuneman wrote:Repeating the obvious...
1- Reduce total number of territories by 2... This will lessen the 1st players advantage...
2- Eliminate negative armies... and instead... give a bonus army for holding plane and parachute...
3- Do not allow the first player on ANY MAP to collect a bonus on his very first turn...
Think about it... you join a game and go second... the other guy already has a bonus... he gets TEN ARMIES on his first turn and takes say 4 territories from you... you only get SIX ARMIES on your first turn... plus... you have a NEGATIVE ARMY... so you really only get FIVE ARMIES... GAME OVER...!!!!!!
PLEASE FIX THESE OBVIOUS PROBLEMS THAT HAVE SUCH SIMPLE SOLUTIONS...!!!!
gdeangel wrote:If you want to add a "realism" factor, rather than turn after turn negative bonus, if you were to start them neutral, then it would be cool to also make the parachutes revert back to like a +3 neutral at the start of the players turn, like in some of the newer maps. That would do away with the "negative combo bonus, but keep the same idea about deterring the parachets attack to the rear. It also fits the map theme, cause you can't hang around in mid air in the parachute without getting picked off. Parachute has to land, right?
gdeangel wrote:Being able to bomb the parachutes gets you to the same place as starting them neutral, with a little more variability to the game.
If you want to add a "realism" factor, rather than turn after turn negative bonus, if you were to start them neutral, then it would be cool to also make the parachutes revert back to like a +3 neutral at the start of the players turn, like in some of the newer maps. That would do away with the "negative combo bonus, but keep the same idea about deterring the parachets attack to the rear. It also fits the map theme, cause you can't hang around in mid air in the parachute without getting picked off. Parachute has to land, right?
mibi wrote:gdeangel wrote:Being able to bomb the parachutes gets you to the same place as starting them neutral, with a little more variability to the game.
If you want to add a "realism" factor, rather than turn after turn negative bonus, if you were to start them neutral, then it would be cool to also make the parachutes revert back to like a +3 neutral at the start of the players turn, like in some of the newer maps. That would do away with the "negative combo bonus, but keep the same idea about deterring the parachets attack to the rear. It also fits the map theme, cause you can't hang around in mid air in the parachute without getting picked off. Parachute has to land, right?
i'm fine with this, will require a minor legend change. I will put in on my list.
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