Re: Research & Conquer [24 Oct 2013] V37 pg 103
Posted: Sun Feb 02, 2014 11:34 am
that almost looks drab to me. good thing it only goes up to cyan 
Conquer Club, a free online multiplayer variation of a popular world domination board game.
http://www.tools.conquerclub.com/forum/
http://www.tools.conquerclub.com/forum/viewtopic.php?t=62527
Thanks for pointing the mistake Tanarri. In order not to abuse Thenobodies' kindness, I wonder if we should also discuss techs costs adjustments before fixing this error and then update everything at once.-=- Tanarri -=- wrote:Mines are only giving a +1 per mine bonus.
Yes but there us. No drab, so no problemGilligan wrote:that almost looks drab to me. good thing it only goes up to cyan
Yes, that's a real pitty.isaiah40 wrote:I wish I could test it, but IcePack still hasn't added me back to the test site. I asked him to add me back on Jan 20th, so I'm wondering what gives????
I would just go ahead and do the update as this is going to be the new standard. Every time the xml needs to change he will have to upload it. Let's wait and see about the tech costs later, once I have access to the test site and I can give some input on it.OliverFA wrote:Thanks for pointing the mistake Tanarri. In order not to abuse Thenobodies' kindness, I wonder if we should also discuss techs costs adjustments before fixing this error and then update everything at once.-=- Tanarri -=- wrote:Mines are only giving a +1 per mine bonus.
Ok then! Updating. Shouldn't take more than 5-10 mins.isaiah40 wrote:I would just go ahead and do the update as this is going to be the new standard. Every time the xml needs to change he will have to upload it. Let's wait and see about the tech costs later, once I have access to the test site and I can give some input on it.OliverFA wrote:Thanks for pointing the mistake Tanarri. In order not to abuse Thenobodies' kindness, I wonder if we should also discuss techs costs adjustments before fixing this error and then update everything at once.-=- Tanarri -=- wrote:Mines are only giving a +1 per mine bonus.
See you in the battlefield!isaiah40 wrote:And I'm on the test site ready to test the heck outta this map!!
Thanks Nobodies. That's very kind of you.thenobodies80 wrote:Oliver, feel free to distrub me or gilligan for update files when you want/need...it's part of our job so it's not a problem at all!
I've updated both xml and images, next time please send me also a PM, it's easier for me to keep track of files in that way.
Nobodies
It's easier when you have 79 clones to use at your wish!Gilligan wrote:tnb got it before me, you da man
not just yet, there are still some aspects i need to check. i wanted it uploaded on the beta site earlier because it would make that job easier.isaiah40 wrote:Should this have the XML stamp now????![]()
These are good points. Maybe we should restrict nukes and zombies. Anyone else have thoughts on this?? We wouldn't want someone knocked out in the 3rd round if someone sees they have a card for your capital.Gilligan wrote:have you considered restricting nukes and zombies? losing your laboratory is essentially a losing condition.
if you decide to keep nukes and zombies, you may as well make it a losing condition in the XML because there's no chance to win without your laboratory. it gets to be too luck-favored at that point.
I was thinking more about losing the labs, since you can't hit doomsday or any techs without it. There are a few maps we have that will eliminate you on a single nuke (pot mosbi, labyrinth) but that's not the issue for me. The issue for me is hanging out in one of these games with no lab and no chance to win, wasting my time.isaiah40 wrote:These are good points. Maybe we should restrict nukes and zombies. Anyone else have thoughts on this?? We wouldn't want someone knocked out in the 3rd round if someone sees they have a card for your capital.Gilligan wrote:have you considered restricting nukes and zombies? losing your laboratory is essentially a losing condition.
if you decide to keep nukes and zombies, you may as well make it a losing condition in the XML because there's no chance to win without your laboratory. it gets to be too luck-favored at that point.
I gather you are holding your entire homeland for the +9.dolomite13 wrote:I have played several; games against the computer (on the beta site) and you basically get 3 troops per turn for about 5 to 7 turns then if you are lucky you all of a sudden jump to +9 ... So far I am not liking the early game at all. Right now I am thinking that both labs and capitals need an autodeploy of 3 for labs and 1 for capitals to make it feel like you are making early game progress.
Also propaganda and national pride make you defeat 20 neutral and one grants +6 and the other +2 (per capital) i think the +2 should be at least +4 but this needs more testing.
I also feel like sabotage is too high and could be dropped to 20 or 30 neutral.
I will let you know what I think as I play more games.
=D13=
I believe this is why we had the basic techs being able to attack the labs. I think we should keep it as is for now and see about playing a pile of games with nukes to see how much it affects the gameplay. Nukes will warp the game substantially, but that's part of the fun of nukes. Zombies won't make too much of a difference for research, I think, since I most people will burn their troops on researches as they drop them (and if they're not doing so during a zombie game, they deserve to have a 40 sitting on their labGilligan wrote:I was thinking more about losing the labs, since you can't hit doomsday or any techs without it. There are a few maps we have that will eliminate you on a single nuke (pot mosbi, labyrinth) but that's not the issue for me. The issue for me is hanging out in one of these games with no lab and no chance to win, wasting my time.isaiah40 wrote:These are good points. Maybe we should restrict nukes and zombies. Anyone else have thoughts on this?? We wouldn't want someone knocked out in the 3rd round if someone sees they have a card for your capital.Gilligan wrote:have you considered restricting nukes and zombies? losing your laboratory is essentially a losing condition.
if you decide to keep nukes and zombies, you may as well make it a losing condition in the XML because there's no chance to win without your laboratory. it gets to be too luck-favored at that point.
You also must consider that since the doomsday have such a high neutral value, a single nuke could win you the game, or give it to someone else.
I also think something has to be done for the early game. It has a pretty painfully slow start to it. Once you get your homeland, it starts to pick up to a reasonable pace. An autodeploy would help, but I believe the initial intention was to force the player to allocate all of their troops to give them better control over whether they want to put them into research or troops.dolomite13 wrote:I have played several; games against the computer (on the beta site) and you basically get 3 troops per turn for about 5 to 7 turns then if you are lucky you all of a sudden jump to +9 ... So far I am not liking the early game at all. Right now I am thinking that both labs and capitals need an autodeploy of 3 for labs and 1 for capitals to make it feel like you are making early game progress.
Also propaganda and national pride make you defeat 20 neutral and one grants +6 and the other +2 (per capital) i think the +2 should be at least +4 but this needs more testing.
I also feel like sabotage is too high and could be dropped to 20 or 30 neutral.
I will let you know what I think as I play more games.
=D13=