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Nuclear Spoils (and more!)

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Re: Nuclear Spoils (and more!)

Postby sherkaner on Sun Dec 27, 2009 5:09 pm

Squirly wrote:how do I make the stats always be on the side???

It is very annoying to have to click "side stats" every time I enter a game.

I think that part of the change really sucks

Game settings now has an option for that.
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Re: Nuclear Spoils (and more!)

Postby Dwayne on Sun Dec 27, 2009 5:13 pm

I had one more thing to say. I know everybody has their opinion on the new layout. Personally, I don't think its horrible, but I really prefer the old way. Why can't we have an option for layouts when selecting the game?

e.g.
1. Old School Layout
2. Layout 1
3. Layout 2.
(etc. etc).

I could be a scroll item if you guys want to add more layouts.
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Re: Nuclear Spoils (and more!)

Postby impassive on Sun Dec 27, 2009 5:35 pm

Not sure if this is the best place to post this - here is a quick, fragile hack for moving the game info and spoils info back below. I'm not currently able to be in the business of fully maintaining scripts (thank goodness for sherkaner and others).

Being a hack, it works for me, but I can't make any promises on what might break it. Also, it is a snippet and not a script so you'd need to incorporate it into a GM script to use it.

EDIT: made it a little less fragile
Code: Select all
function moveRow(rowSource, idxFrom, idxTo) {  //MOVE TABLE ROW
   var rowRemoved = rowSource.removeChild(rowSource.rows[idxFrom]);
   rowSource.insertBefore(rowRemoved, rowSource.rows[idxTo]);
}
var elmTS = document.getElementById('dashboard').childNodes[1];
var elmTsRowLength = elmTS.rows.length;
if(/Game Type:/.test(elmTS.rows[1].innerHTML)) moveRow(elmTS, 1, elmTsRowLength);
if(/My Spoils/.test(elmTS.rows[1].innerHTML)) moveRow(elmTS, 1, elmTsRowLength);
Last edited by impassive on Mon Dec 28, 2009 3:29 pm, edited 1 time in total.
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Re: Nuclear Spoils (and more!)

Postby PL on Sun Dec 27, 2009 5:48 pm

Dwayne wrote:I like the idea of "nuclear". But I noticed that it is exclusive to the other options (escalating and flat rate). Why? Why can't I have a nuclear/escalating game. Now that's what I'd like to see.


Exactly what I think.
Keep up the improvements, err changes!
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Re: Nuclear Spoils (and more!)

Postby Windparson on Sun Dec 27, 2009 6:13 pm

Please change layout back or provide a way to be able to choose between the old style and the new and supposedly "improved" version.

Appreciate the work though, I truly do.
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Re: Nuclear Spoils (and more!)

Postby Grifter on Sun Dec 27, 2009 7:11 pm

I am flexible with the game layout. I like what was done. Having an option on the Game Settings to put the stats on the side is a nice feature. I switched mine to "Yes".

The list of spoils is above the map :D but the spoils payout/guide is below the map :o I suggest to move this above the map just below the list of spoils. Since they are related they should be together.

I still use the BOB plug-in since it provides extra stats. Some maps - such as New World or Feudal War - have a static deployment onto specific territories. BOB will show this while the CC stats does not. This info is important since it shows how many troops the player can reinforce with. Maybe add a column to the CC stats to show "Static Troops". (need a better description). Not sure if this will confuse players for maps that do not have this.
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Re: Nuclear Spoils (and more!)

Postby YoursFalsey on Mon Dec 28, 2009 12:58 am

darth emperor wrote:im wondering what happens if it nuclear spoils in an assassin game you kill 2 people at the same time... :roll:


Wouldn't that still count as a win for you? Just as if you win by objective in an assassin game- you've simulataneously killed everyone in the game, but the other victims are just 'collateral damage'...
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Re: Nuclear Spoils (and more!)

Postby Donald Fung on Mon Dec 28, 2009 10:51 am

Nuclear Spoils sounds fun! Keep the updates coming :D
I like the old layout better though.
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Re: Nuclear Spoils (and more!)

Postby chav055 on Mon Dec 28, 2009 12:08 pm

The new lay out is awesome. Thanks for your time and effort.
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Re: Nuclear Spoils (and more!)

Postby tyler197802198 on Mon Dec 28, 2009 1:39 pm

I love the refresh update.
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Re: Nuclear Spoils (and more!)

Postby stavros.maginty on Mon Dec 28, 2009 5:07 pm

shoop76 wrote:Really like the idea about the nuclear spoils, adds another element to the game for those who are interested.

However, moving the game data to the top I really don't like at this point. I guess I'm just so used to having it at the bottom that its hard to get used to. It does take extra scrolling.

Don't know why it gets changed, guess some people thought it would be better, but shouldn't these things either be able to be changed by the individual or if not at least voted on. Some people may make this suggestion but that does not mean that the majority are in favor of it. Just seems like something has been changed that has worked out fine.

Is there a way to create something in the game settings so each person can decide to put it on the top or bottom? This should stop all the complaints.


What he said.

It's a great update, love having the statistics and a new game element, but I can't figure out why the game data was moved to the top - before it was there for me to see, now I have to scroll every time. Sorry, but at least give us the option to have it on the bottom? Thanks for listening!
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Re: Nuclear Spoils (and more!)

Postby lackattack on Mon Dec 28, 2009 6:49 pm

Thanks everyone for the feedback. I intended to address previous concerns about the game layout, but it seems like the extra tweaks I threw in didn't go over well. In 3 weeks I will start another feedback topic with mockups to vote on (and I will stick to the mockups when making the next update :-) )

video_otto wrote:also why am i not getting reinforcements for owning an entire teritory?

I don't know... I don't think there is a bug, but you can post the details in the Question & Answers forum and someone will help you make sense of it.
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Re: Nuclear Spoils (and more!)

Postby Pedronicus on Mon Dec 28, 2009 7:03 pm

Hsur wrote:Will there be a new medal to get for the most nuclear kills?

No, the site gives you a one way plane ticket to Iran, where you get to tell mr Ahmydinnerdad how evil you were in the west with nukes.
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Re: Nuclear Spoils (and more!)

Postby notyou2 on Mon Dec 28, 2009 7:18 pm

Cool.....this gives new meaning to nuclear winter.
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Re: Nuclear Spoils (and more!)

Postby drwho1979 on Mon Dec 28, 2009 7:18 pm

There should be a medal now for the Nuclear Spoils. :D
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Re: Nuclear Spoils (and more!)

Postby sully800 on Mon Dec 28, 2009 8:29 pm

drwho1979 wrote:There should be a medal now for the Nuclear Spoils. :D


Well there aren't medals for any of the other card types so I wouldn't anticipate that too much.
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Re: Nuclear Spoils (and more!)

Postby mojo700 on Tue Dec 29, 2009 4:28 pm

Looking forward to trying the nuke spoils.

The game info and spoils at the top is TERRIBLE. The only thing worse would be a link to another page to get the info. Please change it back.
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Re: Nuclear Spoils (and more!)

Postby franny911 on Wed Dec 30, 2009 3:24 pm

Now I have a new way of blowing S**T up!! Even if it is myself.... LOL

Wait...


NO NUKES! NO NUKES!

that was my attempt at being a tree hugger. :lol:

Ok I am done! :D
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Re: Nuclear Spoils (and more!)

Postby potiusmori on Wed Dec 30, 2009 11:51 pm

Would I be the only player who might like the nuke text to be a little more useful?

When you trade in a cardset (non nuke) and you own the territ it shows up similar to the following:

2009-12-29 11:28:22 - potiusmori cashed in a group of Ireland, Sofia, and Mediterannean Sea worth 45 troops
2009-12-29 11:28:22 - potiusmori got bonus of 2 troops added to Ireland


however, when a Nuke set is turned in all we receive is a one-line statement (as follows):

2009-12-29 00:02:38 - potiusmori received 3 troops for 6 regions
2009-12-29 00:02:43 - potiusmori cashed in a group of I Nox, D IV, and A Luna nuking each region
2009-12-29 00:02:52 - potiusmori deployed 3 troops on L Ostia


I'd like something set up similarly to the "bonus of 2 troops added..." line that states that X territory was nuked and reverted to neutral. Preferably (if sensible wording can be attained) indicating who lost the territory.

i.e.

2009-12-29 00:02:38 - potiusmori received 3 troops for 6 regions
2009-12-29 00:02:43 - potiusmori cashed in a group of I Nox, D IV, and A Luna nuking each region
2009-12-29 00:02:43 - PlayerX lost I Nox to neutral player
2009-12-29 00:02:43 - Neutral Player lost D IV to neutral player
2009-12-29 00:02:43 - potiusmori lost A Luna to neutral player


I find it less informative when reveiwing a game log to only see the single-line statement regarding the nuked territories. it doesn't much tell if a nuke hit the player himself or another player, or simply hit a neutral.
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Re: Nuclear Spoils (and more!)

Postby natty dread on Thu Dec 31, 2009 9:35 am

potiusmori wrote:i.e.

2009-12-29 00:02:38 - potiusmori received 3 troops for 6 regions
2009-12-29 00:02:43 - potiusmori cashed in a group of I Nox, D IV, and A Luna nuking each region
2009-12-29 00:02:43 - PlayerX lost I Nox to neutral player
2009-12-29 00:02:43 - Neutral Player lost D IV to neutral player
2009-12-29 00:02:43 - potiusmori lost A Luna to neutral player




Good idea!
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Re: Nuclear Spoils (and more!)

Postby Dirty Dog on Sat Jan 02, 2010 2:18 pm

I am loving Nukes, there is definitely skill involved.
A question about the mechanics of the spoils cards.

Are they shuffled and all used up as spoils before being reshuffled, ie if South Africa has been Nuked is it safe to leave troupes on South Africa until all the countries have been Nuked.

OR as I suspect

Are spoil cards just chosen at random, so that one territory can be Nuked an infinite amount of times compared to another territory.

If this is so, is it possible that two players have the same spoil territory card simultaneously?

I am not complaining, all of the above systems are good, but I would like to know which is being used so that I can adjust my strategy accordingly.
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Re: Nuclear Spoils (and more!)

Postby AndyDufresne on Sat Jan 02, 2010 2:20 pm

Right now, Conquer Club does not use a traditional "deck of spoils" --- So when one spoil is used, it may come up again in no time.


--Andy
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Re: Nuclear Spoils (and more!)

Postby Mr_Adams on Sat Jan 02, 2010 4:25 pm

I may have missed the response, but I mentioned earlier that the game stats now tell more information than the log in fog/nuc games in the territory colum. you can't tell who lost terrs by a cash in nuc games by the log, but it is taken into account in the statistics.
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Re: Nuclear Spoils (and more!)

Postby Dirty Dog on Sun Jan 03, 2010 1:42 pm

Thank you Andy
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Adding armies to opponents on spoil trade ins.

Postby Luke035 on Thu Jan 07, 2010 9:42 am

Frequent Lurker, infrequent poster. . .

If this has already been suggested, I apologize; I haven't had an opportunity to read through this entire thread or browse the others. With the advent of nukes and the additional strategy choices involved when you may be forced to nuke yourself when you turn in a set of spoils -- I thought it might make for interesting game play on the flip side of the coin if the "flat rate" or "escalating" spoils games had variations where ALL territories of turned in spoils got a two army deployment - even those territories held by other players not turning in the spoils. So in turning in spoils to get your bonus, you may be forced to give your opponents (or a neutral territory) an extra two armies here or there.

It may not be as dramatic as being forced to nuke yourself and it may just be a bad idea in general when it is all said and done by giving TOO MANY game variation options. Just a passing thought I had. :roll:
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