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mano wrote:ah ic, should've known
thanks for your reply:)
jiminski wrote:mano wrote:ah ic, should've known
thanks for your reply:)
i know where you were coming from mate, i looked at it when you asked the question and unless you have played Objective based games you would not necessarily guess it.
Would it be possible to add those words DiM: "..and hold for 1 one" ?
Some maps have objectives which you must conquer and hold for one round to win the game.
yeti_c wrote:jiminski wrote:mano wrote:ah ic, should've known
thanks for your reply:)
i know where you were coming from mate, i looked at it when you asked the question and unless you have played Objective based games you would not necessarily guess it.
Would it be possible to add those words DiM: "..and hold for 1 one" ?
This is really a failing with the site - NOT with the maps...
All objectives work like this - and this should be detailed somewhere in the instructions (along with other possible attack variants etc) instead of on the map itself.
EDIT:
This is what is in the instructions...
http://www.conquerclub.com/public.php?m ... tructions2Some maps have objectives which you must conquer and hold for one round to win the game.
Seems a bit light weight to me.
C.
jiminski wrote:this is just my simple mind at work as i do not know what is entailed in the change, is it not quite easy to put those additional words on the map?
badlouie wrote:It only takes one time going for the objective to realize how it works.
Mano went for the objective, didn't get it. Asked a question, got an answer.
Problem solved. It's a problem that will only happen to you ONCE.
No need to mark up a nice map.
badlouie wrote:It only takes one time going for the objective to realize how it works.
Mano went for the objective, didn't get it. Asked a question, got an answer.
Problem solved. It's a problem that will only happen to you ONCE.
No need to mark up a nice map.
elvigilante wrote:Hey one thing that I noticed is that when the bonuses are so high fixed rate cards play more like no cards where even a 10 bonus really doesn't affect anything after a few rounds because you may already be taking in a couple hundred armies per turn. So it sort of ruins that version of card bonuses. I don't know if it can be fixed. I don't think it's a huge deal but I thought I should bring it up. Thanks for your hard work
Your shop = +20 $ (autodeploy)
any other shop = + 20 $
...
Get all shops that match your house color +20 $ extra
yeti_c wrote:Essentially the "local" shops are the ones that are autoodeployed...
i.e. the shops that are the same colour as their neighbourhood.
As for your test (Done without BOB enabled)
In hand you will receive
1 shop S5 = 20
3 blanks C3, S3, S6 = 15
+1 for territories
= 36
Autodeployed you will receive
Homes
C1 = 20
S4 = 20
Shops
C4 = 20
S2 = 20
=80
C.
Tanagon wrote:Do the amount of armies given by spoils increase as well?
Gilligan wrote:Tanagon wrote:Do the amount of armies given by spoils increase as well?
Only in escalating.
Tanagon wrote:Gilligan wrote:Tanagon wrote:Do the amount of armies given by spoils increase as well?
Only in escalating.
No what I mean is, lets say it was escalating, instead of the cards giving 4, 8, 12, 15, 20, 25 etc would it give 20, 30, 40, 50, 75, 100 etc. since a single troop means much less on this map? The four troop cashin is virtually worthless and you mostly invalidate the effectiveness of cards. Fair enough sometimes cards can be luck for example if you get two pair but it is a fantastic system in that as soon as you get to 5 cards you are guaranteed a cash-in and most wait to five cards anyway. So I think, if possible, the number gained from spoil cash ins (sorry I've been alternating between cards and spoils) should increase.
yeti_c wrote:8 player Assassin on this map is over as quick as doodle earth.
C.
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