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Re: WWI: Gallipoli [21.9.13] V38 (p21) - XML check ready
Posted: Fri Sep 20, 2013 5:03 pm
by Gilligan
cairnswk wrote:Gilligan wrote:The Bigali/Chunuk Bair border is still there (on the Bigali side)
Fixed.
I still see that BS can bombard those 4 territories i mentioned above (Gaba Tepe, F8, Serafim, Krithia)
Yeh? so as stated above, they should be there...the fire images were accidentally deleted in previous version.
So you think they shouldn't be there and what is your evidence if so?
Ohhhhhhhhh, I did not notice. I thought you meant the XML versions, not that the map accidentally lost the fire symbols.

Re: WWI: Gallipoli [21.9.13] V38 (p21) - XML check ready
Posted: Fri Sep 20, 2013 5:07 pm
by cairnswk
Thanks Gilligan for XML stamp
Images and XML for upload

[bigimg]http://i155.photobucket.com/albums/s282/cairnswk/gallipoli/gallipoli_V38L.png~original[/bigimg]
http://i155.photobucket.com/albums/s282 ... g~originalhttp://i155.photobucket.com/albums/s282 ... g~original
Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Sun Sep 22, 2013 10:32 am
by thenobodies80
Going to do the final check of files....anyone has further comments? If not this one will be in Beta within 2/3 days.
Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Sun Sep 22, 2013 3:41 pm
by cairnswk
thenobodies80 wrote:Going to do the final check of files....anyone has further comments? If not this one will be in Beta within 2/3 days.
Thanks tnb, 88 and 888 added to OP and post above.
Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Wed Sep 25, 2013 3:58 pm
by Oneyed
ou, this goes to beta? congrat cairnswk
I am looking forward to play this...
Oneyed
Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Sat Oct 05, 2013 6:45 pm
by thenobodies80
I will send the files tomorrow, sorry for the delay.

Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Sat Oct 05, 2013 6:53 pm
by cairnswk
thenobodies80 wrote:I will send the files tomorrow, sorry for the delay.

Yeha! Do we need a celebration.
3 maps in BETA at one go.
If you give me 2 ticks i.e. a couple of days, i can make it 4 with Rail SA.
Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Sun Oct 06, 2013 3:53 pm
by isaiah40
Files sent!

Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Tue Oct 22, 2013 9:47 pm
by isaiah40
---The
development period has concluded for the
WWI: Gallipoli Map. All objections have had their time. The Foundry
and I hereby brand this map with the
Foundry Beta Brand. Let it be known that this map is now ready for
BETA Play. After an extended period of time in
BETA and once all quirks and issues have been resolved, the map will be put into
Full Play (barring any Admins or Foundry Foreman vetoes).
Conquer Club, enjoy! While the map is in BETA Play, there are a couple of administrative tasks that are required of the mapmaker(s) in addition to the initial gameplay testing: 1. Please ensure that the first post of the thread contains all the necessary information to help future visitors to the development thread; it's particularly important to ensure the most recent images are there, along with any helpful guides (such as gameplay quirks/nuances or the location/size of any starting neutrals etc.)
2. It is the responsibility of the mapmaker(s) to ensure that they respond to further feedback in a timely and constructive manner.
3. Write a "creative" map description and send it to the Foundry Foreman via PM. You're encouraged to post it into the first post of the thread as well; the description will be used to populate the maps database.
isaiah40
Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Tue Oct 22, 2013 10:10 pm
by cairnswk
Champion isaiah40, thank-you

and thank-you BigWham
Game set up - foggy this one.
Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Wed Oct 23, 2013 1:05 am
by perchorin
Looks like another quality cairnswk product, I'm looking forward to getting my first games on this map underway. At first blush the only thing I might like to see changed is the forts are quite hard to distinguish for my poor old eyes, do you think there could be a way to make them more easily identifiable?
Also there seems not to be an actual map in the little box on the games menu at the moment. It's just a white box that says "BETA".
Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Wed Oct 23, 2013 3:20 am
by i_Cypher
Pre-dreadnought battleship Vengeance is spelled incorrectly. (c.f.
http://en.wikipedia.org/wiki/List_of_Al ... _Gallipoli)
Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Thu Oct 24, 2013 4:39 pm
by cairnswk

Will change that next upload
Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Thu Oct 24, 2013 4:42 pm
by cairnswk
perchorin wrote:Looks like another quality cairnswk product, I'm looking forward to getting my first games on this map underway. At first blush the only thing I might like to see changed is the forts are quite hard to distinguish for my poor old eyes, do you think there could be a way to make them more easily identifiable?
Also there seems not to be an actual map in the little box on the games menu at the moment. It's just a white box that says "BETA".
Mmm. don't know what the issue is with the thumbnail map not being done.
As to forts...perchorin...i'm sorry i have to go down this road...but...this map was in development for 1734 days.
unless somebody else has a major issue, then...

Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Sat Oct 26, 2013 4:42 pm
by cairnswk
Intersting little map this is turning out to be.

Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Sat Oct 26, 2013 6:30 pm
by butleroftokyo
Love this map already - encapsulates the savagery of the real battle
Just one point - if using trenches, the armies on the ships in the dardanelles become worthless, as the can only advance onto the mines and nowhere else. As i discovered....
Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Sat Oct 26, 2013 7:11 pm
by kizkiz
butleroftokyo wrote:Love this map already - encapsulates the savagery of the real battle
Just one point - if using trenches, the armies on the ships in the dardanelles become worthless, as the can only advance onto the mines and nowhere else. As i discovered....
You can advance through killer neutrals in trench. Did you try or is it a bug in coding?
Very early impression is how unbalanced the drop can be.
Game 13500686 - blue only dropped 2 land territs and i could bombard both first turn.
Would make a lot more sense to make each player drop at least one non-bombard land territ. The amount of troops you can get to land turn 1 makes it only initial deploy that is a problem
Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Sat Oct 26, 2013 7:27 pm
by cairnswk
kizkiz wrote:butleroftokyo wrote:Love this map already - encapsulates the savagery of the real battle
Just one point - if using trenches, the armies on the ships in the dardanelles become worthless, as the can only advance onto the mines and nowhere else. As i discovered....
You can advance through killer neutrals in trench. Did you try or is it a bug in coding?
Very early impression is how unbalanced the drop can be.
Game 13500686 - blue only dropped 2 land territs and i could bombard both first turn.
Would make a lot more sense to make each player drop at least one non-bombard land territ. The amount of troops you can get to land turn 1 makes it only initial deploy that is a problem
Mmm, interesting freedback.
with the drop...as harsh as it might sound...this is possibly how Gallipoli was.
Some got to land and then were forced back by the Turks..others didn't even make it that far. Some Turks were pummeled from the battleships.
Johnny Turkey [b0060] in your game happened to drop in an area that was bombardable from the battleships...you made the decision to bombard him before he could get a go.
Nothing wrong in that, but not the issue with game design rather than player decision.
Relective of the battle....i'd say very.

From my experience everyone is never going to be totally satisfide with the drop whether by design or by the nature of lady luck.
Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Sat Oct 26, 2013 7:43 pm
by cairnswk
butleroftokyo wrote:Love this map already - encapsulates the savagery of the real battle
Just one point - if using trenches, the armies on the ships in the dardanelles become worthless, as the can only advance onto the mines and nowhere else. As i discovered....
Mmm. the concept of trench from what i understand allows you to assault killers neutrals and then onto another territory, but no further.
To me this indeed makes sense, otherwise killer neutrals which are available in many maps, would make these maps unplayable for "trench"
With trench warfare you can only assault from regions held continuously since the start of your turn. If you conquer a region (or re-conquer a region) you cannot assault further from that region during the same turn. The one exception being 'killer neutrals' (explained on the Gameplay Notes page) from which you may continue assaulting. The game no longer involves steamrolling across the board. Instead you gradually advance your front!
Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Sat Oct 26, 2013 7:53 pm
by cairnswk
butleroftokyo wrote:Love this map already - encapsulates the savagery of the real battle
Just one point - if using trenches, the armies on the ships in the dardanelles become worthless, as the can only advance onto the mines and nowhere else. As i discovered....
Can you advise which game this occured in please butleroftokyo...i had a look at the only trench game you've had and could not (whether i missed it or not) see in the log where this had occured

Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Sat Oct 26, 2013 9:51 pm
by Gilligan
2013-10-26 18:41:39 - agentcom: I don't get why I'm getting a bonus troop for "Any land territ" I don't see that anywhere on the key. (Yes, I see the 1 auto, I'm talking about the 1 deploy)
Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Sat Oct 26, 2013 10:00 pm
by sempaispellcheck
cairnswk wrote:kizkiz wrote:butleroftokyo wrote:Love this map already - encapsulates the savagery of the real battle
Just one point - if using trenches, the armies on the ships in the dardanelles become worthless, as the can only advance onto the mines and nowhere else. As i discovered....
You can advance through killer neutrals in trench. Did you try or is it a bug in coding?
Very early impression is how unbalanced the drop can be.
Game 13500686 - blue only dropped 2 land territs and i could bombard both first turn.
Would make a lot more sense to make each player drop at least one non-bombard land territ. The amount of troops you can get to land turn 1 makes it only initial deploy that is a problem
Mmm, interesting freedback.
with the drop...as harsh as it might sound...this is possibly how Gallipoli was.
Some got to land and then were forced back by the Turks..others didn't even make it that far. Some Turks were pummeled from the battleships.
Johnny Turkey [b0060] in your game happened to drop in an area that was bombardable from the battleships...you made the decision to bombard him before he could get a go.
Nothing wrong in that, but not the issue with game design rather than player decision.
Relective of the battle....i'd say very.

From my experience everyone is never going to be totally satisfide with the drop whether by design or by the nature of lady luck.
Still, to be eliminated from a game before you even get a chance to go is not exactly fair.
Yes, I know "all's fair in love and war" but CC is not actual war - and I'm willing to bet that not many people will be willing to play this map once they find out that could happen.
sempai
Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Sat Oct 26, 2013 10:12 pm
by cairnswk
Gilligan wrote:2013-10-26 18:41:39 - agentcom: I don't get why I'm getting a bonus troop for "Any land territ" I don't see that anywhere on the key. (Yes, I see the 1 auto, I'm talking about the 1 deploy)
What are you saying here Gilligan?
Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Sat Oct 26, 2013 10:12 pm
by Gilligan
cairnswk wrote:Gilligan wrote:2013-10-26 18:41:39 - agentcom: I don't get why I'm getting a bonus troop for "Any land territ" I don't see that anywhere on the key. (Yes, I see the 1 auto, I'm talking about the 1 deploy)
What are you saying here Gilligan?
what does this bonus represent?
Code: Select all
<continent>
<name>Any Land Territory</name>
<bonus>1</bonus>
<components>
<territory>KK Beach</territory>
<territory>Kum Kale</territory>
<territory>In Tepe</territory>
<territory>Halil-eli</territory>
<territory>F5</territory>
<territory>Dumbrek</territory>
<territory>Erenkui</territory>
<territory>Kizil-chilali</territory>
<territory>F6</territory>
<territory>Dardanos</territory>
<territory>Cephez Pt.</territory>
<territory>F7</territory>
<territory>Sari Saglar Beach</territory>
<territory>Saraijik</territory>
<territory>Chanak Kale</territory>
<territory>F8</territory>
<territory>Beach W</territory>
<territory>Beach V</territory>
<territory>Beach X</territory>
<territory>Sedd el Bahr</territory>
<territory>Beach S</territory>
<territory>Gully Beach</territory>
<territory>Tekke Burnu Trenches</territory>
<territory>Beach Y</territory>
<territory>Krithia</territory>
<territory>F4</territory>
<territory>Kum Tepe</territory>
<territory>Achi Baba</territory>
<territory>Fistkush</territory>
<territory>Seri Tepe</territory>
<territory>F3</territory>
<territory>Gaba Tepe</territory>
<territory>Kilid Baar Plateau</territory>
<territory>Feshkesh</territory>
<territory>F2</territory>
<territory>F1</territory>
<territory>Madios</territory>
<territory>Serafim</territory>
<territory>3rd Ridge</territory>
<territory>Lone Pine Ridge</territory>
<territory>Anzac Cove</territory>
<territory>Quinn's Post</territory>
<territory>Kehlia Beach</territory>
<territory>Kojadere</territory>
<territory>Bigali</territory>
<territory>Chunuk Bair</territory>
<territory>Monash Gully</territory>
<territory>H60 - Hill60</territory>
<territory>Beach C</territory>
<territory>Beach B</territory>
<territory>CH - Chocolate Hill</territory>
<territory>Scimitar Hill</territory>
<territory>Anafarta Sagir</territory>
<territory>Biylak Anaka</territory>
<territory>Gelibolu III Corp</territory>
<territory>Tepe</territory>
<territory>Turchten Keui</territory>
<territory>Kavak Tepe</territory>
<territory>Ejelmar Beach</territory>
<territory>Gendarmerie</territory>
<territory>Lower Suvla Plain</territory>
<territory>Nubresi Point</territory>
<territory>Beach A</territory>
<territory>Suvla Point</territory>
<territory>Seri Tepe Ridge</territory>
<territory>Kiretch Tepe</territory>
</components>
<required>1</required>
</continent>
Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready
Posted: Sat Oct 26, 2013 10:14 pm
by cairnswk
sempaispellcheck wrote:...
Still, to be eliminated from a game before you even get a chance to go is not exactly fair.
Yes, I know "all's fair in love and war" but CC is not actual war - and I'm willing to bet that not many people will be willing to play this map once they find out that could happen.
sempai
On the other hand, it might give incentive for them to try the map again to see if they get a better drop
