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Re: Trench Warfare

Postby Victor Sullivan on Tue Apr 10, 2012 11:41 am

Leehar wrote:It's not even that you can advance and tap from that new region, but not take?

You cannot attack further, period. So 'tapping' is not allowed.

-Sully
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Re: Trench Warfare

Postby Ace Rimmer on Tue Apr 10, 2012 12:33 pm

Leehar wrote:It's not even that you can advance and tap from that new region, but not take?


Tapping was never allowed in AA. Tapping is still an attack.
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Re: Trench Warfare

Postby AndyDufresne on Tue Apr 10, 2012 12:48 pm

Think of it like your troops are exhausted after conquering a region and advancing, and cannot move or attack any further.


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Re: Trench Warfare

Postby Pirlo on Tue Apr 10, 2012 12:59 pm

AndyDufresne wrote:Think of it like your troops are exhausted after conquering a region and advancing, and cannot move or attack any further.


--Andy


nicely put sir!
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Re: Trench Warfare

Postby lackattack on Tue Apr 10, 2012 1:10 pm

Culs De Sac wrote:yeah i put 2+2 afterwards.. got it.. so i have to own from the initial attack.. okie dokie.. thanks


Exactly. Otherwise your troops could get stuck in a culs de sac!
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Re: Trench Warfare

Postby ComposerNate on Tue Apr 10, 2012 1:23 pm

Beckytheblondie wrote:With this update, can we have a map selection setting that is called "Random minus Hive".


There are probably some other giant maps people wouldn't want to do trench with either, though Hive may be the worst. What about setting up groups of maps by size within the random map function, so you could select "random small" or "random medium" etc.?
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Re: Trench Warfare

Postby Victor Sullivan on Tue Apr 10, 2012 1:26 pm

lackattack wrote:
Culs De Sac wrote:yeah i put 2+2 afterwards.. got it.. so i have to own from the initial attack.. okie dokie.. thanks


Exactly. Otherwise your troops could get stuck in a culs de sac!

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Re: Trench Warfare

Postby Victor Sullivan on Tue Apr 10, 2012 1:29 pm

I was just thinking... Is there going to be an update to the tournament database to allow for there to be a "Trench" type?

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Re: Trench Warfare

Postby Leehar on Tue Apr 10, 2012 1:52 pm

ComposerNate wrote:
Beckytheblondie wrote:With this update, can we have a map selection setting that is called "Random minus Hive".


There are probably some other giant maps people wouldn't want to do trench with either, though Hive may be the worst. What about setting up groups of maps by size within the random map function, so you could select "random small" or "random medium" etc.?

Hive isn't actually as bad as people think, because there are more regions to actually attack with.
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Re: Trench Warfare

Postby danryan on Tue Apr 10, 2012 1:54 pm

Leehar wrote:
ComposerNate wrote:
Beckytheblondie wrote:With this update, can we have a map selection setting that is called "Random minus Hive".


There are probably some other giant maps people wouldn't want to do trench with either, though Hive may be the worst. What about setting up groups of maps by size within the random map function, so you could select "random small" or "random medium" etc.?

Hive isn't actually as bad as people think, because there are more regions to actually attack with.


Agreed - it's maps like feudal epic with corridors that are going to be hell.

Edit: The dungeon one is another.
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Re: Trench Warfare

Postby EagleofGreenErth on Tue Apr 10, 2012 1:56 pm

3rd to get bronze :)

I have to say... this is a pain in the ass... but its definitely something new!
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Re: Trench Warfare

Postby OliverFA on Tue Apr 10, 2012 2:19 pm

Fuzzy316 wrote:
Victor Sullivan wrote:*Gasp!* He's unconscious! I need a doctor over here, stat! Oliver, CAN YOU HEAR ME? This is bad, guys, he's not waking up.

-Sully



I think he's right!. Someone quick... call an ambulance. I dont think hes breathing now


I just pinched myself one thousand times to ensure that I am awake. I still don't believe it!

I have to say, with all honesty, that at this point I was completely convinced that this option would never become a reality. 100% convinced. And I am so happy to be wrong!

This new option will reinvigorate CC for sure. A completely new gameplay mode. I envision good times ahead :D
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

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Re: Trench Warfare

Postby OliverFA on Tue Apr 10, 2012 2:25 pm

chapcrap wrote:This is gonna be awesome!!


And legendary!
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

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Re: Trench Warfare

Postby OliverFA on Tue Apr 10, 2012 2:27 pm

denominator wrote:YES! Thanks Lack - been hoping for this for 3 years!

This is huge for the tournaments and now we can play with fog on!

Beckytheblondie wrote:With this update, can we have a map selection setting that is called "Random minus Hive".


Hey, I've played HIVE like this before and think it actually plays well.


It does. In fact I think it's a great map for this setting.

Bu the way, do you fancy one Hive Trench game? ;)
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

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Research and Conquer - Civilization meets Conquer Club

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Re: Trench Warfare

Postby OliverFA on Tue Apr 10, 2012 2:29 pm

Stephen Wayne wrote:I like it kinda. It looks fun but there is one HUGE problem -----This makes a good drop unbeatable. Drop a bonus or most of one and you have won the game outright.


On the contrary. You have plenty of time to prepare and develop a strategy to counter a bad drop.
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

My Maps:
Research and Conquer - Civilization meets Conquer Club

Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
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Re: Trench Warfare

Postby pmchugh on Tue Apr 10, 2012 3:17 pm

OliverFA wrote:
Stephen Wayne wrote:I like it kinda. It looks fun but there is one HUGE problem -----This makes a good drop unbeatable. Drop a bonus or most of one and you have won the game outright.


On the contrary. You have plenty of time to prepare and develop a strategy to counter a bad drop.


I disagree, before you could surprise someone with a long range attack. If someone drops a bonus, your first chance to break it may not come for 3 rounds are so and by then he has had more dropped than normal. Its kinda fun, though infuriating.
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Re: Trench Warfare

Postby AndyDufresne on Tue Apr 10, 2012 3:21 pm

pmchugh wrote:
OliverFA wrote:
Stephen Wayne wrote:I like it kinda. It looks fun but there is one HUGE problem -----This makes a good drop unbeatable. Drop a bonus or most of one and you have won the game outright.


On the contrary. You have plenty of time to prepare and develop a strategy to counter a bad drop.


I disagree, before you could surprise someone with a long range attack. If someone drops a bonus, your first chance to break it may not come for 3 rounds are so and by then he has had more dropped than normal. Its kinda fun, though infuriating.

An opponent may have an early troop advantage if something like this happens, but if he doesn't have much of a front outside of his narrow area, you might be better off in terms of expansion than he is.


--Andy
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Re: Trench Warfare

Postby OliverFA on Tue Apr 10, 2012 3:22 pm

Let's say that, as an example, red gets Australia in the Classic map. Green can still develop a plan to conquer another continent. Red still has an advantadge, but not a game won for sure.

Also remember that troops can't travel the full map in one turn. This is specially important if you use chained or adjacent reinforcements.
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

My Maps:
Research and Conquer - Civilization meets Conquer Club

Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
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Re: Trench Warfare

Postby Pirlo on Tue Apr 10, 2012 4:08 pm

I believe this will be confusing as hell for newbies.. You better protect them from this feature.
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Re: Trench Warfare

Postby pmchugh on Tue Apr 10, 2012 4:12 pm

I officially hate this setting... i'm 1-10 on it.
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Re: Trench Warfare

Postby danryan on Tue Apr 10, 2012 4:36 pm

pmchugh wrote:I officially hate this setting... i'm 1-10 on it.


Funny. I'm dominant so far, haven't lost a game on it.
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Re: Trench Warfare

Postby General Bax on Tue Apr 10, 2012 5:15 pm

good change, but after playing a few dozens of trench games, ending the game is a bit frustrating for both sides.

how about adding a forfeit option for the losing player who wants to end his suffering sooner?
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Re: Trench Warfare

Postby bragsie on Tue Apr 10, 2012 5:28 pm

OliverFA wrote:
denominator wrote:YES! Thanks Lack - been hoping for this for 3 years!

This is huge for the tournaments and now we can play with fog on!

Beckytheblondie wrote:With this update, can we have a map selection setting that is called "Random minus Hive".


Hey, I've played HIVE like this before and think it actually plays well.


It does. In fact I think it's a great map for this setting.

Bu the way, do you fancy one Hive Trench game? ;)

I will take you up on it, just send me an invite just to see
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Re: Trench Warfare

Postby OliverFA on Tue Apr 10, 2012 5:45 pm

done ;)
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

My Maps:
Research and Conquer - Civilization meets Conquer Club

Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
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Re: Trench Warfare

Postby SimplyObsessed on Tue Apr 10, 2012 7:24 pm

This is going to add an additional challenge to large escalating games, no more board sweeping.
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