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Posted: Mon Feb 11, 2008 4:16 am
by yeti_c
How are you planning on resetting the neutrals on the warhead?
You *could* use the new "killer neutrals" tag...
At the start of (the player who holds its) turn this would reset the armies there to X. (x is set in the XML - assuming 1)
Or you could go for the decay route - leaving a 1 for that person (and therefore allowing them to deploy on the warhead and start bombarding again?)
C.
Posted: Mon Feb 11, 2008 5:25 am
by edbeard
I believe they are going for the decay route (that's why it says 'armies reset to 1 at start of turn). And, they'd put the decay up to 9999 or something.
Posted: Mon Feb 11, 2008 5:50 am
by yeti_c
edbeard wrote:I believe they are going for the decay route (that's why it says 'armies reset to 1 at start of turn). And, they'd put the decay up to 9999 or something.
Indeed - but this map was made before "killer neutrals" were made available...
So the option could be switched!?
C.
Posted: Mon Feb 11, 2008 6:05 am
by edbeard
that might be interesting to have a 'delay' in the action.
One might assume once you've conquered the missile and gain the bonus, you've probably won. But, in the cases where you don't, having to re-conquer the missile launch could be interesting. That extra turn in between 'launches' might let someone back into the game.
QUESTION: can the missile launch bombard the opposing missile? I suppose it has to, otherwise it'd be possible for a never-ending game. But, is this intended?
Posted: Mon Feb 11, 2008 6:15 am
by MrBenn
Does the killer neutral take effect before or after bonusses are calculated?
If it is before, then it would be impossible to get the bonus for the entire missile...

Posted: Mon Feb 11, 2008 6:19 am
by yeti_c
No - it's the "missile launch" territory that resets - so you still hold the missile...
C.
Posted: Mon Feb 11, 2008 6:20 am
by yeti_c
On another note - 2 player FOW games on this will be awesome... a short battle to chose a side... then who can get the vital territories quick enough to get the missile - without being able to see what the other player is doing - until KABOOOOOOMMMMMMM!!!!
C.
Posted: Mon Feb 11, 2008 6:45 am
by WidowMakers
yeti_c wrote:edbeard wrote:I believe they are going for the decay route (that's why it says 'armies reset to 1 at start of turn). And, they'd put the decay up to 9999 or something.
Indeed - but this map was made before "killer neutrals" were made available...
So the option could be switched!?
C.
Good idea yeti. I had not thought about that. But it makes sense. That way a player must at least attack and kill several neutrals on the "missile launch" territory every turn.
The legend will now read.
-resets to 1 neutral at start of turn
instead of
-armies reset to 1 at start of turn
edbeard wrote:QUESTION: can the missile launch bombard the opposing missile? I suppose it has to, otherwise it'd be possible for a never-ending game. But, is this intended?
Good point. I can't believe I missed that. I guess it has to be able to.
There are two options:
Code: Select all
Currently-Players missile launch territory can bombard ANY territory of the opposing nation (USSR-missile >>>> ANY USA tert or USA missile section) and vice versa
OR
Code: Select all
Need new XML to allow winning condition of owning all of one country (USA or USSR) and the other country is all neutrals (from bombarding)
So I guess that it will be the first option. That is the way the legend is worded and I don't have space for new text anyway.
WM
Posted: Mon Feb 11, 2008 6:49 am
by WidowMakers
yeti_c wrote:On another note - 2 player FOW games on this will be awesome... a short battle to chose a side... then who can get the vital territories quick enough to get the missile - without being able to see what the other player is doing - until KABOOOOOOMMMMMMM!!!!
C.
Actually since the missile launch can bombard any foreign territory, once a player occupies it, they will see the rest of the map. FOW become pointless once that territory is held. Spies work against FOW as well bu tin a much more limited way.
WM
Posted: Mon Feb 11, 2008 6:55 am
by yeti_c
WidowMakers wrote:yeti_c wrote:On another note - 2 player FOW games on this will be awesome... a short battle to chose a side... then who can get the vital territories quick enough to get the missile - without being able to see what the other player is doing - until KABOOOOOOMMMMMMM!!!!
C.
Actually since the missile launch can bombard any foreign territory, once a player occupies it, they will see the rest of the map. FOW become pointless once that territory is held. Spies work against FOW as well bu tin a much more limited way.
WM
Only the player with the missile will be able to see the rest of the map though... so you won't see your impending doom!!!!
C.
Posted: Mon Feb 11, 2008 8:18 am
by MrBenn
WidowMakers wrote:yeti_c wrote:edbeard wrote:I believe they are going for the decay route (that's why it says 'armies reset to 1 at start of turn). And, they'd put the decay up to 9999 or something.
Indeed - but this map was made before "killer neutrals" were made available...
So the option could be switched!?
C.
Good idea yeti. I had not thought about that. But it makes sense. That way a player must at least attack and kill several neutrals on the "missile launch" territory every turn.
The legend will now read.
-resets to 1 neutral at start of turn
instead of
-armies reset to 1 at start of turn
I thought the whole point of the armies being reset was to avoid stockpiling armies onto the missiles. With the launch territory being reset to neutral, I can build up a notable stack on the Warhead terr instead of the Launch.
Posted: Mon Feb 11, 2008 10:11 am
by yeti_c
MrBenn wrote:WidowMakers wrote:yeti_c wrote:edbeard wrote:I believe they are going for the decay route (that's why it says 'armies reset to 1 at start of turn). And, they'd put the decay up to 9999 or something.
Indeed - but this map was made before "killer neutrals" were made available...
So the option could be switched!?
C.
Good idea yeti. I had not thought about that. But it makes sense. That way a player must at least attack and kill several neutrals on the "missile launch" territory every turn.
The legend will now read.
-resets to 1 neutral at start of turn
instead of
-armies reset to 1 at start of turn
I thought the whole point of the armies being reset was to avoid stockpiling armies onto the missiles. With the launch territory being reset to neutral, I can build up a notable stack on the Warhead terr instead of the Launch.
You could've done that before... but it's a one way border - so once they're on the launch - it's use em or lose em!!
C.
Posted: Mon Feb 11, 2008 10:25 am
by MrBenn
yeti_c wrote:MrBenn wrote:WidowMakers wrote:yeti_c wrote:edbeard wrote:I believe they are going for the decay route (that's why it says 'armies reset to 1 at start of turn). And, they'd put the decay up to 9999 or something.
Indeed - but this map was made before "killer neutrals" were made available...
So the option could be switched!?
C.
Good idea yeti. I had not thought about that. But it makes sense. That way a player must at least attack and kill several neutrals on the "missile launch" territory every turn.
The legend will now read.
-resets to 1 neutral at start of turn
instead of
-armies reset to 1 at start of turn
I thought the whole point of the armies being reset was to avoid stockpiling armies onto the missiles. With the launch territory being reset to neutral, I can build up a notable stack on the Warhead terr instead of the Launch.
You could've done that before... but it's a one way border - so once they're on the launch - it's use em or lose em!!
C.
You could have stockpiled on the warhead when the launch had a -9999 decay, but you wouldn't have been able to do anything with them (ie they would have been trapped by your '1' on the launch territory)...
Posted: Mon Feb 11, 2008 12:08 pm
by yeti_c
MrBenn wrote:yeti_c wrote:MrBenn wrote:WidowMakers wrote:yeti_c wrote:edbeard wrote:I believe they are going for the decay route (that's why it says 'armies reset to 1 at start of turn). And, they'd put the decay up to 9999 or something.
Indeed - but this map was made before "killer neutrals" were made available...
So the option could be switched!?
C.
Good idea yeti. I had not thought about that. But it makes sense. That way a player must at least attack and kill several neutrals on the "missile launch" territory every turn.
The legend will now read.
-resets to 1 neutral at start of turn
instead of
-armies reset to 1 at start of turn
I thought the whole point of the armies being reset was to avoid stockpiling armies onto the missiles. With the launch territory being reset to neutral, I can build up a notable stack on the Warhead terr instead of the Launch.
You could've done that before... but it's a one way border - so once they're on the launch - it's use em or lose em!!
C.
You could have stockpiled on the warhead when the launch had a -9999 decay, but you wouldn't have been able to do anything with them (ie they would have been trapped by your '1' on the launch territory)...
Ah yes - you make a very good point...
Doh!
C.
Posted: Mon Feb 11, 2008 12:35 pm
by MrBenn
How about having a neutral killer on the launch (some sort of jettison), AS WELL AS 'radioactive decay' on the warhead itself?
This way you'd still have to battle some neutrals before bombarding, and you wouldn't be able to stockpile.
For the record, the decay should be 235, to represent the isotope of Uranium-235, which is commonly used in Nuclear weapons... You could call it Uranium Decay or something...
Posted: Mon Feb 11, 2008 7:10 pm
by WidowMakers
MrBenn wrote:How about having a neutral killer on the launch (some sort of jettison), AS WELL AS 'radioactive decay' on the warhead itself?
This way you'd still have to battle some neutrals before bombarding, and you wouldn't be able to stockpile.
For the record, the decay should be 235, to represent the isotope of Uranium-235, which is commonly used in Nuclear weapons... You could call it Uranium Decay or something...
That will not work because you need to hold the entire missile , president and launch code to get the +25. If there are neutral killers on the missile, the bonus will never be awarded.
I like the idea of keeping the MISSILE LAUNCH terriroty a decay to 1 army (-9999 decay). That way armies stuck on the warhead will be pointless the next turn.
WM
Posted: Mon Feb 11, 2008 7:39 pm
by MrBenn
WidowMakers wrote:yeti_c wrote:edbeard wrote:I believe they are going for the decay route (that's why it says 'armies reset to 1 at start of turn). And, they'd put the decay up to 9999 or something.
Indeed - but this map was made before "killer neutrals" were made available...
So the option could be switched!?
C.
Good idea yeti. I had not thought about that. But it makes sense. That way a player must at least attack and kill several neutrals on the "missile launch" territory every turn.
The legend will now read.
-resets to 1 neutral at start of turn
instead of
-armies reset to 1 at start of turn
My head is spinning now - has this debate gone full circle?
I still like the idea of 235 decay... but not bothered if you choose to stick with 9999.
Posted: Mon Feb 11, 2008 9:04 pm
by fireedud
WidowMakers wrote:edbeard wrote:QUESTION: can the missile launch bombard the opposing missile? I suppose it has to, otherwise it'd be possible for a never-ending game. But, is this intended?
Good point. I can't believe I missed that. I guess it has to be able to.
WM
WHAT!!?! I mentioned that a few months ago
Posted: Mon Feb 11, 2008 10:04 pm
by WidowMakers
fireedud wrote:WidowMakers wrote:edbeard wrote:QUESTION: can the missile launch bombard the opposing missile? I suppose it has to, otherwise it'd be possible for a never-ending game. But, is this intended?
Good point. I can't believe I missed that. I guess it has to be able to.
WM
WHAT!!?! I mentioned that a few months ago
Sorry I forgot. I lot of time has passed since then.
So basically the map is done as is. I just need to fix the spelling error miissile
Posted: Mon Feb 11, 2008 11:08 pm
by Incandenza
If Missile Launch is going to be able to bombard the opposing missile, you might want to specifically denote that in the legend.
Posted: Tue Feb 12, 2008 6:30 am
by WidowMakers
Incandenza wrote:If Missile Launch is going to be able to bombard the opposing missile, you might want to specifically denote that in the legend.
There you go.
Version 10
Fixed:
- The +25 bonus text now reads Entire Missile instead of only warhead
- Spelled Miisile properly in legend, new reads missile
- Added "opposing missile" to the bombardments for the missile launch territory.
The missile launch territory will continue to have player army decay. As suggested by MrBenn, it will be called Uranium 235 Decay and will keep a player from stockpiling on the warhead and then attacking.
The only issue I can see with using uranium decay at the name is that it uranium has a half life of millions of years. People might complain that the decay we have in this game is 24 hours minimum.
WM

Posted: Tue Feb 12, 2008 7:27 am
by yeti_c
Was The Russian Leader "President"? or was he something else?
Perhaps change to "Head of State"
C.
Posted: Tue Feb 12, 2008 7:29 am
by yeti_c
WidowMakers wrote:The missile launch territory will continue to have player army decay. As suggested by MrBenn, it will be called Uranium 235 Decay and will keep a player from stockpiling on the warhead and then attacking.
The only issue I can see with using uranium decay at the name is that it uranium has a half life of millions of years. People might complain that the decay we have in this game is 24 hours minimum.

I like this - also it means that in a Build or stalemated game this might provide a good limit that can be reached to win the game.
C.
Posted: Tue Feb 12, 2008 7:30 am
by yeti_c
PS - "Launch" territory will also need to be bombarded for the victory too...
C.
Posted: Tue Feb 12, 2008 7:45 am
by pepperonibread
yeti_c wrote:Was The Russian Leader "President"? or was he something else?
Perhaps change to "Head of State"
C.
It was a Soviet "Premier" I think.