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Re: WWI: Gallipoli [9.9.15] V39 (p22) [Quenched]

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Re: WWI: Gallipoli [21.9.13] V38 (p21) - XML check ready

Postby Gilligan on Fri Sep 20, 2013 5:03 pm

cairnswk wrote:
Gilligan wrote:The Bigali/Chunuk Bair border is still there (on the Bigali side)

Fixed.

I still see that BS can bombard those 4 territories i mentioned above (Gaba Tepe, F8, Serafim, Krithia)

Yeh? so as stated above, they should be there...the fire images were accidentally deleted in previous version.
So you think they shouldn't be there and what is your evidence if so?


Ohhhhhhhhh, I did not notice. I thought you meant the XML versions, not that the map accidentally lost the fire symbols.

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Re: WWI: Gallipoli [21.9.13] V38 (p21) - XML check ready

Postby cairnswk on Fri Sep 20, 2013 5:07 pm

Thanks Gilligan for XML stamp :)

Images and XML for upload

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Click image to enlarge.
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http://i155.photobucket.com/albums/s282 ... g~original

http://i155.photobucket.com/albums/s282 ... g~original
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02Gallipoli.xml
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby thenobodies80 on Sun Sep 22, 2013 10:32 am

Going to do the final check of files....anyone has further comments? If not this one will be in Beta within 2/3 days.
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby cairnswk on Sun Sep 22, 2013 3:41 pm

thenobodies80 wrote:Going to do the final check of files....anyone has further comments? If not this one will be in Beta within 2/3 days.

Thanks tnb, 88 and 888 added to OP and post above.
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby Oneyed on Wed Sep 25, 2013 3:58 pm

ou, this goes to beta? congrat cairnswk :)
I am looking forward to play this...

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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby thenobodies80 on Sat Oct 05, 2013 6:45 pm

I will send the files tomorrow, sorry for the delay. :oops:
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby cairnswk on Sat Oct 05, 2013 6:53 pm

thenobodies80 wrote:I will send the files tomorrow, sorry for the delay. :oops:

Yeha! Do we need a celebration.
3 maps in BETA at one go.
If you give me 2 ticks i.e. a couple of days, i can make it 4 with Rail SA.
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby isaiah40 on Sun Oct 06, 2013 3:53 pm

Files sent! :D
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby isaiah40 on Tue Oct 22, 2013 9:47 pm

          Beta - Quenching

---The development period has concluded for the WWI: Gallipoli Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Beta Brand. Let it be known that this map is now ready for BETA Play. After an extended period of time in BETA and once all quirks and issues have been resolved, the map will be put into Full Play (barring any Admins or Foundry Foreman vetoes).

Conquer Club, enjoy!

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While the map is in BETA Play, there are a couple of administrative tasks that are required of the mapmaker(s) in addition to the initial gameplay testing:
    1. Please ensure that the first post of the thread contains all the necessary information to help future visitors to the development thread; it's particularly important to ensure the most recent images are there, along with any helpful guides (such as gameplay quirks/nuances or the location/size of any starting neutrals etc.)
    2. It is the responsibility of the mapmaker(s) to ensure that they respond to further feedback in a timely and constructive manner.
    3. Write a "creative" map description and send it to the Foundry Foreman via PM. You're encouraged to post it into the first post of the thread as well; the description will be used to populate the maps database.


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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby cairnswk on Tue Oct 22, 2013 10:10 pm

Champion isaiah40, thank-you :) and thank-you BigWham
Game set up - foggy this one.
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby perchorin on Wed Oct 23, 2013 1:05 am

Looks like another quality cairnswk product, I'm looking forward to getting my first games on this map underway. At first blush the only thing I might like to see changed is the forts are quite hard to distinguish for my poor old eyes, do you think there could be a way to make them more easily identifiable?

Also there seems not to be an actual map in the little box on the games menu at the moment. It's just a white box that says "BETA".
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby i_Cypher on Wed Oct 23, 2013 3:20 am

Pre-dreadnought battleship Vengeance is spelled incorrectly. (c.f. http://en.wikipedia.org/wiki/List_of_Al ... _Gallipoli)
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby cairnswk on Thu Oct 24, 2013 4:39 pm

i_Cypher wrote:Pre-dreadnought battleship Vengeance is spelled incorrectly. (c.f. http://en.wikipedia.org/wiki/List_of_Al ... _Gallipoli)

:oops: Will change that next upload
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby cairnswk on Thu Oct 24, 2013 4:42 pm

perchorin wrote:Looks like another quality cairnswk product, I'm looking forward to getting my first games on this map underway. At first blush the only thing I might like to see changed is the forts are quite hard to distinguish for my poor old eyes, do you think there could be a way to make them more easily identifiable?

Also there seems not to be an actual map in the little box on the games menu at the moment. It's just a white box that says "BETA".


Mmm. don't know what the issue is with the thumbnail map not being done.

As to forts...perchorin...i'm sorry i have to go down this road...but...this map was in development for 1734 days.
unless somebody else has a major issue, then... :|
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby cairnswk on Sat Oct 26, 2013 4:42 pm

Intersting little map this is turning out to be. :)
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby butleroftokyo on Sat Oct 26, 2013 6:30 pm

Love this map already - encapsulates the savagery of the real battle

Just one point - if using trenches, the armies on the ships in the dardanelles become worthless, as the can only advance onto the mines and nowhere else. As i discovered....
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby kizkiz on Sat Oct 26, 2013 7:11 pm

butleroftokyo wrote:Love this map already - encapsulates the savagery of the real battle

Just one point - if using trenches, the armies on the ships in the dardanelles become worthless, as the can only advance onto the mines and nowhere else. As i discovered....


You can advance through killer neutrals in trench. Did you try or is it a bug in coding?

Very early impression is how unbalanced the drop can be.
Game 13500686 - blue only dropped 2 land territs and i could bombard both first turn.
Would make a lot more sense to make each player drop at least one non-bombard land territ. The amount of troops you can get to land turn 1 makes it only initial deploy that is a problem
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby cairnswk on Sat Oct 26, 2013 7:27 pm

kizkiz wrote:
butleroftokyo wrote:Love this map already - encapsulates the savagery of the real battle

Just one point - if using trenches, the armies on the ships in the dardanelles become worthless, as the can only advance onto the mines and nowhere else. As i discovered....


You can advance through killer neutrals in trench. Did you try or is it a bug in coding?

Very early impression is how unbalanced the drop can be.
Game 13500686 - blue only dropped 2 land territs and i could bombard both first turn.
Would make a lot more sense to make each player drop at least one non-bombard land territ. The amount of troops you can get to land turn 1 makes it only initial deploy that is a problem

Mmm, interesting freedback.
with the drop...as harsh as it might sound...this is possibly how Gallipoli was.
Some got to land and then were forced back by the Turks..others didn't even make it that far. Some Turks were pummeled from the battleships.
Johnny Turkey [b0060] in your game happened to drop in an area that was bombardable from the battleships...you made the decision to bombard him before he could get a go.
Nothing wrong in that, but not the issue with game design rather than player decision.
Relective of the battle....i'd say very. :)
From my experience everyone is never going to be totally satisfide with the drop whether by design or by the nature of lady luck.
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby cairnswk on Sat Oct 26, 2013 7:43 pm

butleroftokyo wrote:Love this map already - encapsulates the savagery of the real battle

Just one point - if using trenches, the armies on the ships in the dardanelles become worthless, as the can only advance onto the mines and nowhere else. As i discovered....


Mmm. the concept of trench from what i understand allows you to assault killers neutrals and then onto another territory, but no further.
To me this indeed makes sense, otherwise killer neutrals which are available in many maps, would make these maps unplayable for "trench"

With trench warfare you can only assault from regions held continuously since the start of your turn. If you conquer a region (or re-conquer a region) you cannot assault further from that region during the same turn. The one exception being 'killer neutrals' (explained on the Gameplay Notes page) from which you may continue assaulting. The game no longer involves steamrolling across the board. Instead you gradually advance your front!
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby cairnswk on Sat Oct 26, 2013 7:53 pm

butleroftokyo wrote:Love this map already - encapsulates the savagery of the real battle

Just one point - if using trenches, the armies on the ships in the dardanelles become worthless, as the can only advance onto the mines and nowhere else. As i discovered....


Can you advise which game this occured in please butleroftokyo...i had a look at the only trench game you've had and could not (whether i missed it or not) see in the log where this had occured :)
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby Gilligan on Sat Oct 26, 2013 9:51 pm

2013-10-26 18:41:39 - agentcom: I don't get why I'm getting a bonus troop for "Any land territ" I don't see that anywhere on the key. (Yes, I see the 1 auto, I'm talking about the 1 deploy)
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby sempaispellcheck on Sat Oct 26, 2013 10:00 pm

cairnswk wrote:
kizkiz wrote:
butleroftokyo wrote:Love this map already - encapsulates the savagery of the real battle

Just one point - if using trenches, the armies on the ships in the dardanelles become worthless, as the can only advance onto the mines and nowhere else. As i discovered....


You can advance through killer neutrals in trench. Did you try or is it a bug in coding?

Very early impression is how unbalanced the drop can be.
Game 13500686 - blue only dropped 2 land territs and i could bombard both first turn.
Would make a lot more sense to make each player drop at least one non-bombard land territ. The amount of troops you can get to land turn 1 makes it only initial deploy that is a problem

Mmm, interesting freedback.
with the drop...as harsh as it might sound...this is possibly how Gallipoli was.
Some got to land and then were forced back by the Turks..others didn't even make it that far. Some Turks were pummeled from the battleships.
Johnny Turkey [b0060] in your game happened to drop in an area that was bombardable from the battleships...you made the decision to bombard him before he could get a go.
Nothing wrong in that, but not the issue with game design rather than player decision.
Relective of the battle....i'd say very. :)
From my experience everyone is never going to be totally satisfide with the drop whether by design or by the nature of lady luck.

Still, to be eliminated from a game before you even get a chance to go is not exactly fair.
Yes, I know "all's fair in love and war" but CC is not actual war - and I'm willing to bet that not many people will be willing to play this map once they find out that could happen.

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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby cairnswk on Sat Oct 26, 2013 10:12 pm

Gilligan wrote:
2013-10-26 18:41:39 - agentcom: I don't get why I'm getting a bonus troop for "Any land territ" I don't see that anywhere on the key. (Yes, I see the 1 auto, I'm talking about the 1 deploy)

What are you saying here Gilligan?
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby Gilligan on Sat Oct 26, 2013 10:12 pm

cairnswk wrote:
Gilligan wrote:
2013-10-26 18:41:39 - agentcom: I don't get why I'm getting a bonus troop for "Any land territ" I don't see that anywhere on the key. (Yes, I see the 1 auto, I'm talking about the 1 deploy)

What are you saying here Gilligan?


what does this bonus represent?

Code: Select all
<continent>
<name>Any Land Territory</name>
<bonus>1</bonus>
<components>
<territory>KK Beach</territory>
<territory>Kum Kale</territory>
<territory>In Tepe</territory>
<territory>Halil-eli</territory>
<territory>F5</territory>
<territory>Dumbrek</territory>
<territory>Erenkui</territory>
<territory>Kizil-chilali</territory>
<territory>F6</territory>
<territory>Dardanos</territory>
<territory>Cephez Pt.</territory>
<territory>F7</territory>
<territory>Sari Saglar Beach</territory>
<territory>Saraijik</territory>
<territory>Chanak Kale</territory>
<territory>F8</territory>
<territory>Beach W</territory>
<territory>Beach V</territory>
<territory>Beach X</territory>
<territory>Sedd el Bahr</territory>
<territory>Beach S</territory>
<territory>Gully Beach</territory>
<territory>Tekke Burnu Trenches</territory>
<territory>Beach Y</territory>
<territory>Krithia</territory>
<territory>F4</territory>
<territory>Kum Tepe</territory>
<territory>Achi Baba</territory>
<territory>Fistkush</territory>
<territory>Seri Tepe</territory>
<territory>F3</territory>
<territory>Gaba Tepe</territory>
<territory>Kilid Baar Plateau</territory>
<territory>Feshkesh</territory>
<territory>F2</territory>
<territory>F1</territory>
<territory>Madios</territory>
<territory>Serafim</territory>
<territory>3rd Ridge</territory>
<territory>Lone Pine Ridge</territory>
<territory>Anzac Cove</territory>
<territory>Quinn's Post</territory>
<territory>Kehlia Beach</territory>
<territory>Kojadere</territory>
<territory>Bigali</territory>
<territory>Chunuk Bair</territory>
<territory>Monash Gully</territory>
<territory>H60 - Hill60</territory>
<territory>Beach C</territory>
<territory>Beach B</territory>
<territory>CH - Chocolate Hill</territory>
<territory>Scimitar Hill</territory>
<territory>Anafarta Sagir</territory>
<territory>Biylak Anaka</territory>
<territory>Gelibolu III Corp</territory>
<territory>Tepe</territory>
<territory>Turchten Keui</territory>
<territory>Kavak Tepe</territory>
<territory>Ejelmar Beach</territory>
<territory>Gendarmerie</territory>
<territory>Lower Suvla Plain</territory>
<territory>Nubresi Point</territory>
<territory>Beach A</territory>
<territory>Suvla Point</territory>
<territory>Seri Tepe Ridge</territory>
<territory>Kiretch Tepe</territory>
</components>
<required>1</required>
</continent>
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Postby cairnswk on Sat Oct 26, 2013 10:14 pm

sempaispellcheck wrote:...
Still, to be eliminated from a game before you even get a chance to go is not exactly fair.
Yes, I know "all's fair in love and war" but CC is not actual war - and I'm willing to bet that not many people will be willing to play this map once they find out that could happen.
sempai

On the other hand, it might give incentive for them to try the map again to see if they get a better drop :idea: :idea:
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