so what i fixed i just put the 88s on the neutrals so we know which is which, and i edited the two names
Re: Conquer National Bank - Updated P25 [D]
Posted: Sat Jan 30, 2010 1:37 am
by Hopscotcher
Lookin good!
When do you get a stamp?
Are you considering renaming the Thugs after Bank Robbers? Or are you going to keep it as is? (just curious, really)
Re: Conquer National Bank - Updated P25 [D]
Posted: Sat Jan 30, 2010 1:52 am
by lzrman
After some simple analysis this is how I see the breakdown of the map:
23 Starting Positions 2 Player = 22 Start Positions, 11 Territories Each, 3 Man First Drop 3 Player = 21 Start Positions, 7 Territories Each, 3 Man First Drop 4 Player = 22 Start Positions, 4 Territories Each, 3 Man First Drop
.... this makes no sense when we get to 5,6,7,8 Players some how we need to open it up ALOT!!!! .... this also makes no sense, because who's to say they won't just kill off people in the top left and not go for the goal.
Thoughts about: 2 Player = Have the above starting scenario, +a random drop on Stash 4/5/6 = 12 Territories = 4 Man First Drop 3 Player = Have the above starting scenario, +a random drop on stash 4/5/6 +random thug = 9 Territories = 5 Man First Drop 4 Player = Have the above starting scenario, +a random drop on stash 1/2/3/4/5/6 +random thug = 5 Territories = 5 Man First Drop
5-8 Players = Random Drop on ALL Dots!
Re: Conquer National Bank - Updated P25 [D]
Posted: Sat Jan 30, 2010 10:23 am
by rishaed
lzrman wrote:After some simple analysis this is how I see the breakdown of the map:
23 Starting Positions 2 Player = 22 Start Positions, 11 Territories Each, 3 Man First Drop 3 Player = 21 Start Positions, 7 Territories Each, 3 Man First Drop 4 Player = 22 Start Positions, 4 Territories Each, 3 Man First Drop
.... this makes no sense when we get to 5,6,7,8 Players some how we need to open it up ALOT!!!! .... this also makes no sense, because who's to say they won't just kill off people in the top left and not go for the goal.
Thoughts about: 2 Player = Have the above starting scenario, +a random drop on Stash 4/5/6 = 12 Territories = 4 Man First Drop 3 Player = Have the above starting scenario, +a random drop on stash 4/5/6 +random thug = 9 Territories = 5 Man First Drop 4 Player = Have the above starting scenario, +a random drop on stash 1/2/3/4/5/6 +random thug = 5 Territories = 5 Man First Drop
5-8 Players = Random Drop on ALL Dots!
it was supposed to be a twenty four area drop
Re: Conquer National Bank - Updated P25 [D]
Posted: Sat Jan 30, 2010 5:40 pm
by a.sub
rishaed wrote:
lzrman wrote:After some simple analysis this is how I see the breakdown of the map:
23 Starting Positions 2 Player = 22 Start Positions, 11 Territories Each, 3 Man First Drop 3 Player = 21 Start Positions, 7 Territories Each, 3 Man First Drop 4 Player = 22 Start Positions, 4 Territories Each, 3 Man First Drop
.... this makes no sense when we get to 5,6,7,8 Players some how we need to open it up ALOT!!!! .... this also makes no sense, because who's to say they won't just kill off people in the top left and not go for the goal.
Thoughts about: 2 Player = Have the above starting scenario, +a random drop on Stash 4/5/6 = 12 Territories = 4 Man First Drop 3 Player = Have the above starting scenario, +a random drop on stash 4/5/6 +random thug = 9 Territories = 5 Man First Drop 4 Player = Have the above starting scenario, +a random drop on stash 1/2/3/4/5/6 +random thug = 5 Territories = 5 Man First Drop
5-8 Players = Random Drop on ALL Dots!
it was supposed to be a twenty four area drop
but the general idea he has its pretty reasonable, keep the 24 civ as startable from 2-4, then make everyone startable from 5-8 can we do that XML wise?
Re: Conquer National Bank - Updated P25 [D]
Posted: Sat Jan 30, 2010 5:50 pm
by lzrman
I counted 23 starting positions that were neither thugs/alarms or neutral start.
I have no idea XML wise if that is remotely possible, would need to ask Lack Attack :O
Re: Conquer National Bank - Updated P25 [D]
Posted: Sat Jan 30, 2010 7:47 pm
by a.sub
lzrman wrote:I counted 23 starting positions that were neither thugs/alarms or neutral start.
I have no idea XML wise if that is remotely possible, would need to ask Lack Attack :O
ah shit i accidentally made randall with 88's ill fix it now
Re: Conquer National Bank - Updated P25 [D]
Posted: Sun Jan 31, 2010 8:44 pm
by rishaed
a.sub wrote:
lzrman wrote:I counted 23 starting positions that were neither thugs/alarms or neutral start.
I have no idea XML wise if that is remotely possible, would need to ask Lack Attack :O
ah shit i accidentally made randall with 88's ill fix it now
Re: Conquer National Bank - Updated P25 [D]
Posted: Sun Jan 31, 2010 9:09 pm
by natty dread
Sorry if this has been mentioned, and it is not a gameplay issue, but Captain Peacock & Robert are not aligned to the tilt of the map while all other "territories" are.
Re: Conquer National Bank - Updated P25 [D]
Posted: Mon Feb 01, 2010 12:58 am
by a.sub
natty_dread wrote:Sorry if this has been mentioned, and it is not a gameplay issue, but Captain Peacock & Robert are not aligned to the tilt of the map while all other "territories" are.
ur quite right, ill make a note to fix them in the next update
Re: Conquer National Bank - Updated P25 [D]
Posted: Mon Feb 01, 2010 5:13 pm
by rishaed
can we get the mod in here to stamp it yet or is the XML coding going to be a gameplay issue?
Re: Conquer National Bank - Updated P25 [D]
Posted: Mon Feb 01, 2010 8:35 pm
by a.sub
rishaed wrote:can we get the mod in here to stamp it yet or is the XML coding going to be a gameplay issue?
i thought XML was in the final forge?
Re: Conquer National Bank - Updated P25 [D]
Posted: Mon Feb 01, 2010 8:49 pm
by natty dread
a.sub wrote:
rishaed wrote:can we get the mod in here to stamp it yet or is the XML coding going to be a gameplay issue?
i thought XML was in the final forge?
It is, don't worry about it yet.
Re: Conquer National Bank - Updated P25 [D]
Posted: Mon Feb 01, 2010 9:06 pm
by a.sub
natty_dread wrote:
a.sub wrote:
rishaed wrote:can we get the mod in here to stamp it yet or is the XML coding going to be a gameplay issue?
i thought XML was in the final forge?
It is, don't worry about it yet.
not that i ahve to lzrman is doing the XML cuz hes about 10x better than me at them, if you round up for me and round down for him lol
Re: Conquer National Bank - Updated P25 [D]
Posted: Mon Feb 01, 2010 9:18 pm
by natty dread
a.sub wrote: not that i ahve to lzrman is doing the XML cuz hes about 10x better than me at them, if you round up for me and round down for him lol
Anyone can do XML these days, with the XML wizard...
Re: Conquer National Bank - Updated P25 [D]
Posted: Mon Feb 01, 2010 9:48 pm
by a.sub
nah, im a graphics man lol cant do gameplay mechanics or XML, and im ok with that lol tho i may start to learn how to use the XML wizard in the near future