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Re: CC City Mogul [Quenched]

PostPosted: Thu Nov 06, 2008 10:38 pm
by Tanagon
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.

Re: CC City Mogul [Quenched]

PostPosted: Fri Nov 07, 2008 12:28 pm
by BENJIKAT IS DEAD
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.

Re: CC City Mogul [Quenched]

PostPosted: Thu Dec 18, 2008 3:11 am
by yeti_c
8 player Assassin on this map is over as quick as doodle earth.

C.

Re: CC City Mogul [Quenched]

PostPosted: Thu Dec 18, 2008 1:16 pm
by Natewolfman
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:

Re: CC City Mogul [Quenched]

PostPosted: Wed Jun 17, 2009 2:53 pm
by Blitzaholic
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

Re: CC City Mogul [Quenched]

PostPosted: Wed Jul 15, 2009 4:05 pm
by Rakio
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 :)

Re: CC City Mogul [Quenched]

PostPosted: Sun Sep 06, 2009 10:49 am
by danfrank
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...

Re: CC City Mogul [Quenched]

PostPosted: Wed Dec 16, 2009 1:49 pm
by Forza AZ
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?

Re: CC City Mogul [Quenched]

PostPosted: Wed Dec 16, 2009 2:14 pm
by the.killing.44
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.

Re: CC City Mogul [Quenched]

PostPosted: Wed Dec 16, 2009 5:38 pm
by Gilligan
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! ;)

Re: CC City Mogul [Quenched]

PostPosted: Wed Mar 31, 2010 11:26 pm
by Jeil
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.


Problem with this is that it kinda limits what you can do with a map. After all, it might be the intent of the map maker to have a victory condition be just taking over some territory. First person to do so wins.

Sorry, didn't know what quenched meant. If it meant no more postings then my bad...

Re: CC City Mogul [Quenched]

PostPosted: Fri Mar 04, 2011 5:25 pm
by Tviorr
I think it means the game maker(s) go to have a well deserved drink on a finished map.- You can actually see on the map where they spilled som Irish Coffee ;-)

(a few issues turned up later, but has been cleared up in as far as the game engine allows it. - I believe there is still one thing that were intended differently with the starting deployment, but it should work as intended for 8 player games.)


Edit: Wait that says 2010 above... Please ignore me :roll:

Re: CC City Mogul [Quenched]

PostPosted: Sun May 22, 2011 9:08 am
by SirSebstar
Game 9107525 shows that some shops give +20 autodeploy (namely those were players can start) and some give + 20 reinforcements (this you cannot start on).
Is there any way to make this better in the legend and or visuals?

Suggestions is making another image for the +20 reinforcements shops vs +20 autodeploys shops.
or making the +20 autodeploy shops all into houses so you at least know they are autodeploy area's.

first has preferance.
second has the problem of the arsenist. Nobody uses it much, but it cannot hit houses.. suggestion would then be to split up the area's that can be hit from the arsonist, OR allow it to bomb houses too...

Re: CC City Mogul [Quenched]

PostPosted: Sun May 22, 2011 9:45 am
by Mr_Adams
SirSebstar wrote:Game 9107525 shows that some shops give +20 autodeploy (namely those were players can start) and some give + 20 reinforcements (this you cannot start on).
Is there any way to make this better in the legend and or visuals?


If the shop matches the block it is on, it is auto-deploy. If it is a different color, it gives reinforcements. good map.

Re: CC City Mogul [Quenched]

PostPosted: Mon May 23, 2011 4:13 am
by SirSebstar
Mr_Adams wrote:
SirSebstar wrote:Game 9107525 shows that some shops give +20 autodeploy (namely those were players can start) and some give + 20 reinforcements (this you cannot start on).
Is there any way to make this better in the legend and or visuals?


If the shop matches the block it is on, it is auto-deploy. If it is a different color, it gives reinforcements. good map.


and this is mentioned in the legend where?

Re: CC City Mogul [Quenched]

PostPosted: Mon Jun 06, 2011 6:43 am
by dagdam0r
in my first game on this map I noticed that all the S territories start with 30 neutral besides Y1 which starts with 20 neutral, is this a wanted thing or just a mistake?

Re: CC City Mogul [Quenched]

PostPosted: Mon Jun 06, 2011 6:50 am
by SirSebstar
dagdam0r wrote:in my first game on this map I noticed that all the S territories start with 30 neutral besides Y1 which starts with 20 neutral, is this a wanted thing or just a mistake?

it is wanted, but I too consider it a mistake

Re: CC City Mogul [Quenched]

PostPosted: Thu Jun 27, 2013 10:29 pm
by Gilligan
I just realized that with the new collection bonus, we can actually have the map give 0 deploy.

Re: CC City Mogul [Quenched]

PostPosted: Mon Jul 08, 2013 6:36 pm
by ManBungalow
Gilligan wrote:I just realized that with the new collection bonus, we can actually have the map give 0 deploy.

As in 0 troops for _ regions?

Re: CC City Mogul [Quenched]

PostPosted: Mon Jul 08, 2013 6:37 pm
by Gilligan
ManBungalow wrote:
Gilligan wrote:I just realized that with the new collection bonus, we can actually have the map give 0 deploy.

As in 0 troops for _ regions?


Yep

Re: CC City Mogul [Quenched]

PostPosted: Mon Apr 21, 2014 10:07 pm
by ztodd
It's not too clear in the original post whether we get bonuses for other houses besides our "own house". I didn't think the xml file allowed you to specify different things depending on where your starting territories are. Does it?

edit: The xml file seems to not be available for me to look at...

Re: CC City Mogul [Quenched]

PostPosted: Tue Apr 22, 2014 3:50 am
by Donelladan
Every house receive a +20 auto deploy. Yours only means once you have it :)

Re: CC City Mogul [Quenched]

PostPosted: Tue Jul 29, 2014 7:47 pm
by musicalmaven
i am having a problem with game # 14625505. i have managed to deploy my men on O 9 and i have gotten O 9 to appear as my attacking territory, but the computer refuses to recognize my desire to attack from O 9 and only shows the territory next to O 3 as the territory i can attack.
i am having the same problem on a brazil map and i have reported the problem on that map site.
in both cases i was having a problem with a communications connection and it took a number of tries before i could even get into the games and there was a third game with the same communication problem, but i was not able to get into that game due to the communication connection problem

Re: CC City Mogul [Quenched]

PostPosted: Tue Jul 29, 2014 8:00 pm
by ManBungalow
musicalmaven wrote:i am having a problem with game # 14625505. i have managed to deploy my men on O 9 and i have gotten O 9 to appear as my attacking territory, but the computer refuses to recognize my desire to attack from O 9 and only shows the territory next to O 3 as the territory i can attack.
i am having the same problem on a brazil map and i have reported the problem on that map site.
in both cases i was having a problem with a communications connection and it took a number of tries before i could even get into the games and there was a third game with the same communication problem, but i was not able to get into that game due to the communication connection problem

Are you using the greasemonkey clickable maps script/add-on? Any other relevant add-ons?

Does the region in question appear in the drop-down menu, or are you just highlighting it using clickable maps?

Are you using panel interface?

Is there a massive number of troops involved?

etc.

Re: CC City Mogul [Quenched]

PostPosted: Tue Jul 29, 2014 8:10 pm
by musicalmaven
i do have clickable maps. i have tried to both clicking on the territory in question (goias) and using the drop-down menu. the clickable map would not register. the change of attacking territory was managed from the drop-down menu, but the corresponding territories for possible attack did not change.
i am not sure about the panel interface. i try to keep it simple. i do not think i have a panel interface.
and no, there are not a massive number of troops involved. i deployed only 17.