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Re: Oasis [Quenched]

PostPosted: Mon Dec 01, 2008 5:00 pm
by OliverFA
Hello!

Don't know if somebody already reported this, but I think that some of those territories are wrong: Desert 49 [-1] Desert 63 [-1] Desert 64 [-1] Desert 81 [-1]

I say this because in game http://www.conquerclub.com/game.php?gam ... full_log=Y BOB is saying that blue will get 2 armies next turn, including -1 from Region Bonus.

Re: Oasis [Quenched]

PostPosted: Tue Dec 02, 2008 4:18 pm
by OliverFA
And the same mistake happens with desert 09

Re: Oasis [Quenched]

PostPosted: Sat Dec 06, 2008 12:04 am
by oaktown
OliverFA wrote:Hello!

Don't know if somebody already reported this, but I think that some of those territories are wrong: Desert 49 [-1] Desert 63 [-1] Desert 64 [-1] Desert 81 [-1]

I say this because in game http://www.conquerclub.com/game.php?gam ... full_log=Y BOB is saying that blue will get 2 armies next turn, including -1 from Region Bonus.

I'm not following you Oliver... perhaps the confusion stems from the fact that BOB doesn't distinguish between a desert territory with two armies that will take a loss, and one with one army that won't take a loss.

Re: Oasis [Quenched]

PostPosted: Sat Dec 06, 2008 5:44 am
by OliverFA
Oh! Maybe that's the case and is a BOB thing. I will check more carefully and post here the final result (and if it's a BOB error, post also the error report inthe BOB thread).

Re: Oasis [Quenched]

PostPosted: Sun Dec 07, 2008 2:15 pm
by wcaclimbing
OliverFA wrote:Oh! Maybe that's the case and is a BOB thing. I will check more carefully and post here the final result (and if it's a BOB error, post also the error report inthe BOB thread).

it probably is a BOB error.
everything on the map works like it is supposed to, so I don't think its a map problem.

Re: Oasis [Quenched]

PostPosted: Mon Dec 08, 2008 3:56 am
by yeti_c
OliverFA wrote:Hello!

Don't know if somebody already reported this, but I think that some of those territories are wrong: Desert 49 [-1] Desert 63 [-1] Desert 64 [-1] Desert 81 [-1]

I say this because in game http://www.conquerclub.com/game.php?gam ... full_log=Y BOB is saying that blue will get 2 armies next turn, including -1 from Region Bonus.


I think you'll find that it is 100% correct - but you are reading it wrong.

At the moment - BOB says - he is getting 3 for the next turn - yet has 2 territories with -1 - because he only has 1 army on these territories - then it knows that he doesn't lose any of them.

The Continents Display still lists them so that you know which territories will lose you armies...

You'll notice that when you get to the Grand Oasis - which has more than -1 - it even calculates the difference between the negative bonus to -1 and still gives the correct answer.

C.

Re: Oasis [Quenched]

PostPosted: Mon Dec 08, 2008 6:28 am
by Songsting
Just wanted to say that I've played a few games on your Oasis map, and I absolutely love it. The gameplay and map style is quite different to most other maps, and is a pleasure to play because of the change in tactics required. Well done on a fantastic effort, wcaclimbing!

Re: Oasis [Quenched]

PostPosted: Mon Dec 08, 2008 6:20 pm
by OliverFA
yeti_c wrote:At the moment - BOB says - he is getting 3 for the next turn - yet has 2 territories with -1 - because he only has 1 army on these territories - then it knows that he doesn't lose any of them.

The Continents Display still lists them so that you know which territories will lose you armies...

You'll notice that when you get to the Grand Oasis - which has more than -1 - it even calculates the difference between the negative bonus to -1 and still gives the correct answer.

C.


I am afraid that either there is a mistake in BOB, a strange case not contemplated yet, or I am very ofuscated with that subject. Look at these images:

Image

Image

As you can see, BOB is saying that I will get 8 armies (9-1) but I will get 9 armies. So it is counting 1 army wrong.

Of course, I have absolutely no interest in saying that BOB is not working. On the contrary, it is a really good script that I always use (in fact I use Internet Explorer for normal Internet browsing and Firefox for CC so I can use BOB) I am just trying to point a possible bug that can be solved to make BOB even better.

If I find a pattern in that strange behaviour (or I discover that I am getting crazy and seeing bugs where they aren't) I will inform you.

Re: Oasis [Quenched]

PostPosted: Tue Dec 09, 2008 3:56 am
by yeti_c
You're about to lose an armie on Desert 9.

Hence 9-1 = 8.

C.

Re: Oasis [Quenched]

PostPosted: Tue Dec 09, 2008 2:39 pm
by ZeakCytho
yeti_c wrote:You're about to lose an armie on Desert 9.

Hence 9-1 = 8.

C.


But he has 2 oasis, so +6, and 10 territories, so +3, for a total of 9 to deploy.

Re: Oasis [Quenched]

PostPosted: Tue Dec 09, 2008 3:21 pm
by yeti_c
ZeakCytho wrote:
yeti_c wrote:You're about to lose an armie on Desert 9.

Hence 9-1 = 8.

C.


But he has 2 oasis, so +6, and 10 territories, so +3, for a total of 9 to deploy.


It isn't the amount of Troops that you are about to deploy... It is the amount of Troops due that turn.

C.

Re: Oasis [Quenched]

PostPosted: Tue Dec 09, 2008 4:05 pm
by ZeakCytho
yeti_c wrote:
ZeakCytho wrote:
yeti_c wrote:You're about to lose an armie on Desert 9.

Hence 9-1 = 8.

C.


But he has 2 oasis, so +6, and 10 territories, so +3, for a total of 9 to deploy.


It isn't the amount of Troops that you are about to deploy... It is the amount of Troops due that turn.

C.


Oh. Then the number is correct. But wouldn't the number of troops you get to deploy be a more useful number?

Re: Oasis [Quenched]

PostPosted: Tue Dec 09, 2008 7:25 pm
by MrBenn
Looks like conversation is wandering into BOB territory here... I'd suggest continuing BOB chat in yeti's thread, and leaving this one for the Oasis map ;-)

Oasis game ending too soon.

PostPosted: Sun Dec 14, 2008 9:38 am
by campkev
Concise description:
  • Oasis game ending too soon. We were playing the Oasis game and it ended after a player held the Center Three Oasises (Oassii?) for only one turn.

Specifics:
  • Game Id: 3741889
  • First captured in Turn 9
  • Captured by someone else in Turn 10.
  • Game ended as soon as turn 12 started.

Re: Oasis game ending too soon.

PostPosted: Sun Dec 14, 2008 10:52 am
by The Neon Peon
That is how the Oasis map works. You either eliminate your opponents, or hold the three grand oasii (same question on spelling).

Re: Oasis game ending too soon.

PostPosted: Sun Dec 14, 2008 1:31 pm
by wcaclimbing
yep.
If you are holding all three parts of the Grand Oasis when you start your next turn, you win.
Thats exactly how its supposed to work, no bugs there.

Re: Oasis game ending too soon.

PostPosted: Sun Dec 14, 2008 2:10 pm
by pepperonibread
Wikipedia says it's oases.

Re: Oasis game ending too soon.

PostPosted: Sun Dec 14, 2008 2:13 pm
by campkev
It looks like I need to submit a bug report on my reading skills. I could have sworn it said that you had to hold it for three turns. But I looked at the rules again and I completely misread it. D@#%it. I could have won that game if I had read it right

Re: Oasis game ending too soon.

PostPosted: Mon Dec 15, 2008 1:37 am
by Marshes
Fwiw, even though you were originally confused about how to end the game. I do agree the game ends to quick, specially in freestyle.
The neutral armies should be beefed up in the middle imho or you should have to be able to hold them for 1 full round not 10seconds of one round.

Great map though.

Re: Oasis game ending too soon.

PostPosted: Mon Dec 15, 2008 4:49 am
by Thezzaruz
Marshes wrote: I do agree the game ends to quick, specially in freestyle.


Victory conditions and the freestyle setting (especially in speed games) ain't a good match of formats. It's just something one needs to know.

Re: Oasis game ending too soon.

PostPosted: Mon Dec 15, 2008 7:40 am
by gimil
Map issues/suggestions should be discussed in the map development thread which can be found in the final forge sub forum in the map foundry.

Here is a link to the thread for OASIS which is where I encourage discussion to continue :)

Oasis Development Thread

I will flag this up and see if cicerio or a global mod will move it over to the foundry.

cheers,
gimil

Re: Oasis game ending too soon.

PostPosted: Tue Dec 16, 2008 1:42 pm
by cicero
gimil wrote:I will flag this up and see if cicerio or a global mod will move it over to the foundry

This thread, started in Suggestions & Bug Reports moved to Foundry Discussion forum for merging with the quenched Oasis thread in Map Foundry - Final Forge subforum.

Cicero


PS - Who's this 'cicerio' chap ?

Re: Oasis [Quenched]

PostPosted: Wed Dec 17, 2008 11:19 am
by gimil
Just merged a thread (Oasis game ending too soon.) in here that was started in suggestions and bug reports. About 9 posts long.


[merged]

Re: Oasis [Quenched]

PostPosted: Thu Dec 18, 2008 3:30 am
by wcaclimbing
:roll: so much work for the mods.

Re: Oasis [Quenched]

PostPosted: Wed Dec 24, 2008 1:19 am
by paulk
I have not read the whole thread so I have no idea if this has been suggested before.

But I wish that desert territories occupied by your armies, if they only had 1 on them would become neutral 1's instead.
That way you could not leave anyone left in the desert, because they would simply die. And the -1 for this and that territory would actually mean something, even when you only have 1 left.
Maybe just maybe, the desert territories starting with 2, 3 or 4 also could build back to that?

Thats my 2 cents.

Good map otherwise.