Moderator: Cartographers
I agree. The new xml should be uploaded and the map unlocked as the major changes were already rolled out. All we can do is wait for someone to see this discussion and agree.Donelladan wrote:I thought it has already been agreed that it doesnt matter that all games are finished or not since the extra territory has already been added.
Plus, some games are still waiting to be full and will be started soon... making it even longer. If you really want to wait all games are finished, then delete the waiting games on that map.
Also, it is possible to create game on the conquer 500 using the rematch option - I have been invited to one game on Conquer 500 like that recently.

I haven't used it...and forgot to post here about it apparently. I think 100 is too high. Since the territory is added mainly for trench games, it doesn't seem like players will have that much of an army count difference to be able to justify using it. Especially in multiplayer games without escalating cards.dolomite13 wrote:So the new territory "Final Lap" has been on the map for a while now and I was hoping we could get some feedback.
* Have you used it?
* Has an opponent used it against you?
* Did it help break a stalemate?
* If you have not used it... why?
* Do you feel the number is too big?
Any feedback about it is appreciated.
=D13=
p.s. I have not used it nor have I been in a game where it was used.

I agree... I was thinking it still needs to be high enough to discourage early use as it is called "Final Lap"Gilligan wrote:I haven't used it...and forgot to post here about it apparently. I think 100 is too high. Since the territory is added mainly for trench games, it doesn't seem like players will have that much of an army count difference to be able to justify using it. Especially in multiplayer games without escalating cards.



Problem is I held only the following at that time:2013-10-31 16:36:31 - Incrementing game to round 5
2013-10-31 16:36:46 - Faro got bonus of 2 troops added to Crew 2
2013-10-31 16:36:46 - Faro got bonus of 2 troops added to Crew 5
2013-10-31 16:36:46 - Faro received 3 troops for holding A Pit Fuel and A Pit Tires and A Pit Engine
You don't need to hold Fuel A, Tire A and Engine A to get the bonus. It can be a mix of letters, just as long as you hold one of each. You could hold Fuel A, Tire B and Engine C to get the bonus as well. Therefore it appears to be working correctly as you had one of each, just not the same letter of each.Faro wrote:Could you please check the log on Game 13531607.
On round 5 I had the following bonusProblem is I held only the following at that time:2013-10-31 16:36:31 - Incrementing game to round 5
2013-10-31 16:36:46 - Faro got bonus of 2 troops added to Crew 2
2013-10-31 16:36:46 - Faro got bonus of 2 troops added to Crew 5
2013-10-31 16:36:46 - Faro received 3 troops for holding A Pit Fuel and A Pit Tires and A Pit Engine
- Fuel B
- Tire C
- Engine C
So not A engine, tire of fuel. If I understand the legend correctly it's probably just a problem of phrasing for this bonus.
Edit: hmm by reading it again, I guess it's because the name of each territory start with the A capital. If it's the case, sorry for the not really helpful post.
Thank you

Yep I saw that on live I know the xml isn't updated there. On the beta server it did come up as n40 but I wasn't sure if it was the latest xml as the n40 is off to the left a pixel or two and I wanted to tweak it of that is in fact the latest version.Donelladan wrote:The final lap has 100 neutrals currently so I guess the XML has not been updated.
Check this game : Game 13640876
This is available for testingdolomite13 wrote:Here is the xml update changing A Pit to 1 Pit everywhere and slightly tweaking the Final lap unit location now that it is 40 instead of 100.
Conquer500z40a.xml map 1.1.8 Online Diff Tool Report
http://www.diffnow.com/?report=7dkcg
=D13=
Not sure that I consider this a problem, but I did discover one permutation of game settings that makes for a potentially unbalanced advantage; I recently finished a Nuclear Assassin game, and the Final Lap location was opened up not by an attack, but by a nuke, which of course allowed the person holding that spoil to time using it for a significant advantage. The same held true later in the game for both Pit Row and Winner's Circle, but the player who nuked the Winner's Circle couldn't finish the job, giving me a slightly easier victory. (Although it was a Fog game, it looked to me like I was going to win anyway.)dolomite13 wrote:So the new territory "Final Lap" has been on the map for a while now and I was hoping we could get some feedback.
* Have you used it?
* Has an opponent used it against you?
* Did it help break a stalemate?
* If you have not used it... why?
* Do you feel the number is too big?
Any feedback about it is appreciated.
=D13=
p.s. I have not used it nor have I been in a game where it was used.
That is extremely fascinating. I won't be changing it for this map but that is a great idea to remember for anyone designing games with territories like these in the future.GeeksAreMyPeeps wrote:Not sure that I consider this a problem, but I did discover one permutation of game settings that makes for a potentially unbalanced advantage; I recently finished a Nuclear Assassin game, and the Final Lap location was opened up not by an attack, but by a nuke, which of course allowed the person holding that spoil to time using it for a significant advantage. The same held true later in the game for both Pit Row and Winner's Circle, but the player who nuked the Winner's Circle couldn't finish the job, giving me a slightly easier victory. (Although it was a Fog game, it looked to me like I was going to win anyway.)dolomite13 wrote:So the new territory "Final Lap" has been on the map for a while now and I was hoping we could get some feedback.
* Have you used it?
* Has an opponent used it against you?
* Did it help break a stalemate?
* If you have not used it... why?
* Do you feel the number is too big?
Any feedback about it is appreciated.
=D13=
p.s. I have not used it nor have I been in a game where it was used.
I wonder if a series of 2 steps for each of these locations, with half the number of troops (so the nuker still has to conquer half the troops) might be a possibility to explore. I'm fine with it as is, but thought I'd point this out in case others are of the opinion that it adversely affects game play.