CC City Mogul [Quenched]

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Re: CC City Mogul [Quenched]

Postby yeti_c on Fri Oct 24, 2008 9:58 am

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.
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Re: CC City Mogul [Quenched]

Postby gdeangel on Wed Oct 29, 2008 2:43 pm

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.


Then you need to say this.

The legend should say something like:

Local Shop (same color as neighborhood): +20$ (autodeploy)
Other shops: +20$

The problem with the legend as currently worded is that saying "your shop" makes no sense. It would make sense if you were talking about a shop that was the same color as a neighborhood that YOU hold, but that's not the case at all.

This definitely should be fixed (at least call it a "local" shop instead of "your" shop).
Last edited by gdeangel on Wed Oct 29, 2008 7:18 pm, edited 1 time in total.
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Re: CC City Mogul [Quenched]

Postby yeti_c on Wed Oct 29, 2008 4:15 pm

Yeah - I agree - "Local" shop is definitely better.

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Re: CC City Mogul [Quenched]

Postby Tanagon on Wed Nov 05, 2008 6:05 pm

Do the amount of armies given by spoils increase as well?
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Re: CC City Mogul [Quenched]

Postby Gilligan on Wed Nov 05, 2008 6:06 pm

Tanagon wrote:Do the amount of armies given by spoils increase as well?


Only in escalating.
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Re: CC City Mogul [Quenched]

Postby Tanagon on Thu Nov 06, 2008 10:38 pm

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.
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Re: CC City Mogul [Quenched]

Postby BENJIKAT IS DEAD on Fri Nov 07, 2008 12:28 pm

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.


That would be a game engine issue, as opposed to a map issue.

However, the fact that spoils are largely irrelevant is one of the nicest things about DiM's design on this one.
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Re: CC City Mogul [Quenched]

Postby yeti_c on Thu Dec 18, 2008 3:11 am

8 player Assassin on this map is over as quick as doodle earth.

C.
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Re: CC City Mogul [Quenched]

Postby Natewolfman on Thu Dec 18, 2008 1:16 pm

yeti_c wrote:8 player Assassin on this map is over as quick as doodle earth.

C.

agreed, and yet it is less random then doodle, i play doodle assassin i have a pretty equil 1/8 chance of winning, but in city... well look at my rank :lol: ive won alot of the games on that map lol

City Mogel continues to be my favorite map on CC - 1v1 gameplay, assassin gameplay, team gameplay... I just need to figure out how to play 8-way esc games effectivly now and im set :lol:
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Re: CC City Mogul [Quenched]

Postby Blitzaholic on Wed Jun 17, 2009 2:53 pm

DiM or any other who could revamp needs to fix this map, flaws all over the place.

Whoever goes 1st has monster advantage, especially 1 vs 1

and freestylers who can move faster with tools ABUSE it


now fix it or take it away until fixed :twisted:


this will help stop forms of abuse
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Re: CC City Mogul [Quenched]

Postby Rakio on Wed Jul 15, 2009 4:05 pm

I love this map.
Very interesting game play with the subways and the bonus system.
Pretty much eliminates the luck factor for spoils while it still an be a slight bonus :)
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Re: CC City Mogul [Quenched]

Postby danfrank on Sun Sep 06, 2009 10:49 am

Blitzaholic wrote:DiM or any other who could revamp needs to fix this map, flaws all over the place.

Whoever goes 1st has monster advantage, especially 1 vs 1

and freestylers who can move faster with tools ABUSE it


now fix it or take it away until fixed :twisted:


this will help stop forms of abuse



i agree 100
percent...
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Re: CC City Mogul [Quenched]

Postby Forza AZ on Wed Dec 16, 2009 1:49 pm

I just notice that 1 subway only starts with 20 neutral (Y1), while all others start with 30.
Is that supposed to be that way?
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Re: CC City Mogul [Quenched]

Postby the.killing.44 on Wed Dec 16, 2009 2:14 pm

Forza AZ wrote:I just notice that 1 subway only starts with 20 neutral (Y1), while all others start with 30.
Is that supposed to be that way?

Yes.
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Re: CC City Mogul [Quenched]

Postby Gilligan on Wed Dec 16, 2009 5:38 pm

the.killing.44 wrote:
Forza AZ wrote:I just notice that 1 subway only starts with 20 neutral (Y1), while all others start with 30.
Is that supposed to be that way?

Yes.


How do you know, you weren't here when this map was! ;)
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