Poker Club [Quenched]

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Which version is easier to see the army numbers on?

Poll ended at Thu Oct 02, 2008 6:09 am

Version 12
2
22%
Version 13
7
78%
 
Total votes: 9

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pinkflaminko
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Re: Poker Club [Quenched]

Post by pinkflaminko »

nobody voted why did it have to end I would have voted
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InkL0sed
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Re: Poker Club [Quenched]

Post by InkL0sed »

pinkflaminko wrote:nobody voted why did it have to end I would have voted


Because the map is quenched and in play...
kaobang
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Wrong number of renfort on poker club

Post by kaobang »

Concise description:
    [game: 3827076 I recieve 8 armies for a flush +1 at turn 5 but I did not meet the requirements]

Specifics:
  • xxxxxxx

This will improve the following aspects of the site:
  • xxxxxxx (you can obviously delete this for bug reports)
  • xxxxxxx
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yeti_c
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Re: Wrong number of renfort on poker club

Post by yeti_c »

I can't quite tell...

But I'm pretty sure you had five of these cards....

Jack of Clubs King of Clubs 2 of Clubs Queen of Clubs 5 of Clubs 7 of clubs

At the time.

C.
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lancehoch
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Re: Wrong number of renfort on poker club

Post by lancehoch »

yeti_c wrote:I can't quite tell...

But I'm pretty sure you had five of these cards....

Jack of Clubs King of Clubs 2 of Clubs Queen of Clubs 5 of Clubs 7 of clubs

At the time.

C.

He did not have the queen at that time, but yes, he started with the jack, five, and seven of clubs then took the king of clubs in round two and the two of clubs in rounds three and four, but did not hold all five cards until round five.
ManBungalow
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Re: Wrong number of renfort on poker club

Post by ManBungalow »

cicero wrote:He did not have the queen at that time, but yes, he started with the jack, five, and seven of clubs then took the king of clubs in round two and the two of clubs in rounds three and four, but did not hold all five cards until round five.


So...is this fixed ?
Last edited by ManBungalow on Fri Dec 12, 2008 12:11 pm, edited 1 time in total.
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cicero
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Re: Wrong number of renfort on poker club

Post by cicero »

Originally posted in Suggestions & Bug Reports. Moved to Foundry Discussion for Foundry moderators to merge with the quenched Poker Club thread in the Map Foundry - Final Forge subforum.

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kaobang
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Re: Wrong number of renfort on poker club

Post by kaobang »

I rechecked and I understand now eheh I got 4 clubs and at round 4 I invaded and hold the 3 of club so yes at the begining of turn 5 I got a flush.

thanks guys
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yeti_c
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Re: Wrong number of renfort on poker club

Post by yeti_c »

kaobang wrote:I rechecked and I understand now eheh I got 4 clubs and at round 4 I invaded and hold the 3 of club so yes at the begining of turn 5 I got a flush.

thanks guys


No problems.

C.
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MrBenn
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Re: Poker Club [Quenched]

Post by MrBenn »

There's some interesting discussion about this map going on over here: viewtopic.php?f=57&t=73959
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Odysseus1984
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Re: Poker Club [Quenched]

Post by Odysseus1984 »

The map 'Poker Club' is unbalanced in my opinion, because the royal flushes are not spread evenly. The one starting in the top left corner has a big chance of getting the royal flush of clubs, where the other royal flush (for example spades) are spread over the whole map. I have to cross the whole map (startin in the bottem right corner) to get the queen of spades for a royal flush. The same holds for diamonds and hearts.
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tattooedude
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poker club spoils

Post by tattooedude »

wondering what is with the poker club map spoils. i get 1 less than what is listed, if a flush =8 why do i only get 7? am i missing something?
lancehoch
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Re: poker club spoils

Post by lancehoch »

tattooedude wrote:wondering what is with the poker club map spoils. i get 1 less than what is listed, if a flush =8 why do i only get 7? am i missing something?

Yes, you get one for territories.
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Woodruff
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Re: poker club spoils

Post by Woodruff »

lancehoch wrote:
tattooedude wrote:wondering what is with the poker club map spoils. i get 1 less than what is listed, if a flush =8 why do i only get 7? am i missing something?

Yes, you get one for territories.


As someone who loves that particular map, it really should be clarified. There are a lot of folks confused by it.
lancehoch
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Re: poker club spoils

Post by lancehoch »

Woodruff wrote:As someone who loves that particular map, it really should be clarified. There are a lot of folks confused by it.

I believe that the XML cannot be coded to give 0 troops for a territory count bonus, so the bonus must be broken down into two sections as it is now.
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Joodoo
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Re: poker club spoils

Post by Joodoo »

see it this way:the bonus indicated on that map is the total amount of armies you'll get for holding your territories (for that round)
TheSaxlad wrote:The Dice suck a lot of the time.

And if they dont suck then they blow.

:D
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cicero
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Re: poker club spoils

Post by cicero »

Moved from Suggestions & Bug Reports to Map Foundry.
Foundry Mods please merge with quenched thread.

Cicero
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tattooedude
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Re: Poker Club [Quenched]

Post by tattooedude »

ok, thx all
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Blobby
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Poker map

Post by Blobby »

Any chance making the poker cards a pastel shade, so you can see easier where you border, what you have etc?
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blakebowling
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Re: Poker map

Post by blakebowling »

Moved to the Map Foundry, someone there should be able to merge this with the poker map thread. Although as it is already quenched, I highly doubt that it will be changed.
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gimil
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Re: Poker Club [Quenched]

Post by gimil »

Last two posts merged.

Unless this is a serious, serious concern, I can't see this map changing. After being quenched for so long it is really the map makers discretion as to whether they wish to change the map or not. Unless it is a serious concern.


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MrBenn
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Re: Poker Club [Quenched]

Post by MrBenn »

gimil wrote:Last two posts merged.

Unless this is a serious, serious concern, I can't see this map changing. After being quenched for so long it is really the map makers discretion as to whether they wish to change the map or not. Unless it is a serious concern.


gimil

This is serious :P
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agentcom
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Re: Poker Club [Quenched]

Post by agentcom »

I agree that that it would be REALLY nice to get some color in those cards. When I mouse over neutral/unknown spoils, I can't see most of them on the map because the white square to indicate where the spoil is is completely on the white card.

However, I came here for a different reason. I looked at the XML and I can't figure out how he coded the starting territs. I see how he did continents and all the stuff about territ locations/borders, but I cannot figure out how he restricted the territs so that they never drop touching each other. Can anyone point me to the lines in the code that make this happen?
ManBungalow
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Re: Poker Club [Quenched]

Post by ManBungalow »

Code: Select all

<territory>
<name>4 of Clubs</name>
<borders>
<border>9 of Hearts</border>
<border>King of Diamonds</border>
</borders>
<coordinates>
<smallx>157</smallx>
<smally>132</smally>
<largex>211</largex>
<largey>169</largey>
</coordinates>
<neutral>3</neutral>
</territory>


The non-starting regions are simply coded to be 3 neutral.
The rest of the regions are distributed randomly between neutral and all the players.

Yeti did a really good job with the XML.
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agentcom
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Re: Poker Club [Quenched]

Post by agentcom »

Yeah, it's some amazing code.

And thanks for the answer.
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