Das Schloß [QUENCHED #2]

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cairnswk
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Re: Das Schloß [GR.GP.X.BETA] XML Questions

Post by cairnswk »

ronc8649 wrote:the map is a bad map...

it needs help. you cant eliminate opponents. it makes for a really boring, and dull game. prolly the worst game play on cc. make it to where you can eliminate opponents. maybe start with 3's on the board everywhere that neutrals are for the players....i dont know. i will never play it again if it is the same as it is now.


ronc8649...save your comments :roll:
you were in an illegal game anyway on the old version
The new version has been modifed but is yet unreleased so that game conditions are different.
Last edited by cairnswk on Tue Feb 23, 2010 3:34 pm, edited 1 time in total.
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Re: Das Schloß [GR.GP.X.BETA] V40

Post by ronsizzle »

cairnswk wrote:
ronc8649 wrote:the map is a bad map...

it needs help. you cant eliminate opponents. it makes for a really boring, and dull game. prolly the worst game play on cc. make it to where you can eliminate opponents. maybe start with 3's on the board everywhere that neutrals are for the players....i dont know. i will never play it again if it is the same as it is now.


ronc8649...save your comments :roll:
you were in an illegal game anyway on the old version
The new version has been modifed but is yet unreleased so that game conditions are different.



oh, sorry cairnswk. i made a thread apologizing for that. and wanted to give my thoughts. i didnt realize you changed it up. my fault. scratch what i said buddy.
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Re: Das Schloß [GR.GP.X.BETA] V40

Post by MrBenn »

I've heard a rumour that this map is about to resurface from the Prison Fortress where it's been held in captivity for so long :-$
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Re: Das Schloß [GR.GP.X.BETA] V40

Post by cairnswk »

MrBenn wrote:I've heard a rumour that this map is about to resurface from the Prison Fortress where it's been held in captivity for so long :-$

So did I. Let's hope this one works better :) [-o<
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Re: Das Schloß [GR.GP.X.BETA] V40

Post by the.killing.44 »

MrBenn wrote:I've heard a rumour that this map is about to resurface from the Prison Fortress where it's been held in captivity for so long :-$

Maybe in March (read: 2011), says lack.
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Re: Das Schloß [GR.GP.X.BETA] V40

Post by skeletonboy »

And its live :D
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Re: Das Schloß [GR.GP.X.BETA] V40

Post by ask me2 »

Yay!
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Re: Das Schloß [GR.GP.X.BETA] V40

Post by Commander9 »

Well, congratulations. I haven't played it yet, but so far it looks as the only map in CC that I can't quite figure it out...
But... It was so artistically done.
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Re: Das Schloß [GR.GP.X.BETA] V40

Post by cairnswk »

Game 6511502
Is this written correctly?
I hold all three terts, yet BOB is only showing that i should have 3 armies due?

Code: Select all

<!-- Start Casey -->

<territory>
<name>Casey</name>
   <borders>
   <border>C1</border>
   </borders>
      <coordinates>
         <smallx>10</smallx>
         <smally>364</smally>
         <largex>12</largex>
         <largey>453</largey>
      </coordinates>
   <bonus>2</bonus>
</territory>

<territory>
<name>C1</name>
   <borders>
   <border>C2</border>
   </borders>
      <coordinates>
         <smallx>104</smallx>
         <smally>362</smally>
         <largex>132</largex>
         <largey>453</largey>
      </coordinates>
   <neutral>1</neutral>
   <bonus>1</bonus>
</territory>

<territory>
<name>C2</name>
   <borders>
   <border>Access Point</border>
   </borders>
      <coordinates>
         <smallx>222</smallx>
         <smally>399</smally>
         <largex>283</largex>
         <largey>500</largey>
      </coordinates>
   <neutral>1</neutral>
   <bonus>1</bonus>
</territory>

<!-- End Casey -->
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Re: Das Schloß [GR.GP.X.BETA] XML Questions

Post by Tiller »

Whatever happened here, I like the old version of the map better. The starting territories (Jones/J1/J2 etc) don't help you at all on the rest of the map, because they're now not only +2/+1/+1 instead of +2/+2/+2, but they're also autodeployed, and likely trapped behind the neutral at Access Point nearly every turn after people have gone through that. That's why BOB is showing 3 armies instead of 7, you'll get 3 to deploy wherever, and 4 more scattered near your starting location. You'll be near base (3) income for a very long time until you can get over 12 territories, the 60-odd resetting defenders on the big guns are completely out of anybody's league in a no-cards game before turn 50 or so (and heaven help you if you fail your rolls bombing the start locations), and bonuses are very hard to come by even in a mature game. I see the way this is set up now as being far more likely to cause stalemates and frustration than before, unless someone manages to take the whole castle or something, players are always going to have piddly income plus a bunch of autodeployed paratroopers who now highly resist being destroyed from the single AA bombard that can't be restocked nearly as well as the 3 from before. A 2-player game might work okay this way, or an escalating card game, but most game variations I've tried to think through seem to be severely nerfed by the changeover, I can see games going 200 turns easily, mostly at 3-5 armies per turn outside the southwest, before someone can get either all the objectives or bombing the start locations.

(Granted, my games were some of the few that switched over from the old map and there are major problems and confusion from that switch - though it makes for some entertaining logs, and some things seem more streamlined now. But I've looked into several new games that people have started up now too and the income thing doesn't look very easy to overcome. I still love the idea for the map, but I'd say it needs more tweaking).
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Re: Das Schloß [GR.GP.X.BETA] XML Questions

Post by MrBenn »

Tiller wrote:Whatever happened here, I like the old version of the map better.

The old version had some critical flaws in the gameplay - this map is the reason we now have the Beta designation for new maps!
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Re: Das Schloß [GR.GP.X.BETA] V40

Post by MrBenn »

cairnswk wrote:Game 6511502
Is this written correctly?
I hold all three terts, yet BOB is only showing that i should have 3 armies due?

Code: Select all

g:cairnswk   1 Bonus Cards1    0 (0)   14 ( 3% )   8 ( 6% )-   15.67   3   (3 + 0 + 4) = 7   0   0   Casey [2] C1 [1] C2 [1] 

BOB's telling me that you're due 7 armies... I think the autodeploys get counted as region bonuses?
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Re: Das Schloß [GR.GP.X.BETA] XML Questions

Post by cairnswk »

Tiller wrote:Whatever happened here, I like the old version of the map better. The starting territories (Jones/J1/J2 etc) don't help you at all on the rest of the map, because they're now not only +2/+1/+1 instead of +2/+2/+2, but they're also autodeployed, and likely trapped behind the neutral at Access Point nearly every turn after people have gone through that. That's why BOB is showing 3 armies instead of 7, you'll get 3 to deploy wherever, and 4 more scattered near your starting location. You'll be near base (3) income for a very long time until you can get over 12 territories, the 60-odd resetting defenders on the big guns are completely out of anybody's league in a no-cards game before turn 50 or so (and heaven help you if you fail your rolls bombing the start locations), and bonuses are very hard to come by even in a mature game. I see the way this is set up now as being far more likely to cause stalemates and frustration than before, unless someone manages to take the whole castle or something, players are always going to have piddly income plus a bunch of autodeployed paratroopers who now highly resist being destroyed from the single AA bombard that can't be restocked nearly as well as the 3 from before. A 2-player game might work okay this way, or an escalating card game, but most game variations I've tried to think through seem to be severely nerfed by the changeover, I can see games going 200 turns easily, mostly at 3-5 armies per turn outside the southwest, before someone can get either all the objectives or bombing the start locations.
....


Yes, i agree. the autodeplay is all wrong for this and i think the +1 needs increasing back to +2. That will at least give players some incentive to tackle terts early in the game.

MrBenn wrote:
cairnswk wrote:Game 6511502
Is this written correctly?
I hold all three terts, yet BOB is only showing that i should have 3 armies due?

Code: Select all

g:cairnswk   1 Bonus Cards1    0 (0)   14 ( 3% )   8 ( 6% )-   15.67   3   (3 + 0 + 4) = 7   0   0   Casey [2] C1 [1] C2 [1] 

BOB's telling me that you're due 7 armies... I think the autodeploys get counted as region bonuses?


What about leaving the autodeploy as is but C1-Y2 get +1 bonus ontop of the autodeploy to add to the standard +3.
That gives players +5 to allocate from the drop, and an autodeploy still occuring that side of the checkpoint.

What do you think about that?
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Re: Das Schloß [GR.GP.X.BETA] XML Questions

Post by phantomzero »

I'm in a 6 player Game 6517461 that we just started. One player started with 2 chutes? That gives him 4 extra troops per round the first few rounds of the game until we get to AA. Shouldn't it only be possible to start with 1 chute in 5+ player games and 2 chutes in 1-4 player games?

Just wondering!

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Re: Das Schloß [GR.GP.X.BETA] XML Questions

Post by cairnswk »

phantomzero wrote:I'm in a 6 player Game 6517461 that we just started. One player started with 2 chutes? That gives him 4 extra troops per round the first few rounds of the game until we get to AA. Shouldn't it only be possible to start with 1 chute in 5+ player games and 2 chutes in 1-4 player games?

Just wondering!

phantomzero


Yes i have the same situation in a game I am in.
The starting positions are coded thus:

Code: Select all

<!-- Start positions -->

<positions>
   <position> <!-- Start player 1-->
      <territory>Philby</territory>
      <territory>K1</territory>
      <territory>Obl. Hans</territory>
      <territory>Soldatenschlafzimmer C</territory>
   </position>
   <position> <!-- Start player 2-->
      <territory>Jones</territory>
      <territory>K2</territory>
      <territory>Hpt. Karl</territory>
      <territory>Soldatenschlafzimmer B</territory>
   </position>
   <position> <!-- Start player 3-->
      <territory>Smith</territory>
      <territory>K3</territory>
      <territory>Sdt. Gus</territory>
      <territory>Soldatenschlafzimmer A</territory>
   </position>
   <position> <!-- Start player 4-->
      <territory>Neal</territory>
      <territory>K4</territory>
      <territory>Hpt. Vim</territory>
      <territory>Das W.C.</territory>
   </position>
   <position> <!-- Start player 5-->
      <territory>Mills</territory>
      <territory>K5</territory>
      <territory>Sdt. Otto</territory>
      <territory>Lagerraum A</territory>
   </position>
   <position> <!-- Start player 6-->
      <territory>Timms</territory>
      <territory>K6</territory>
      <territory>Sdt. Max</territory>
      <territory>Lagerraum B</territory>
   </position>
   <position> <!-- Start player 7-->
      <territory>Yves</territory>
      <territory>K7</territory>
      <territory>Sdt. Dax</territory>
      <territory>Speiseraum</territory>
   </position>
   <position> <!-- Start player 8-->
      <territory>Casey</territory>
      <territory>K8</territory>
      <territory>Sdt. Wes</territory>
      <territory>Lagerraum C</territory>
   </position>
</positions>

<!-- End Start Positions -->


I thought this code would give each player one position in each of the 4 regions, but it does not.
It appears to take the entire list of territories and divy it up randomly. :?: :cry:

I would like to hear what the solution is if someone out there knows.
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Re: Das Schloß [GR.GP.X.BETA] XML Questions

Post by chipv »

Hi cairns. I would like to see the whole XML but my guess is the following:

Some of the starting positions do not start as neutrals.

After allocating starting positions to players (neutrality irrelevant), any non-neutral territories including remaining unassigned starting positions
get divvy'd up. If they were starting neutral then they would remain neutral and not get allocated in the pot.

Can I see your game number also please?

Thanks
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Re: Das Schloß [GR.GP.X.BETA] XML Questions

Post by cairnswk »

chipv wrote:Hi cairns. I would like to see the whole XML but my guess is the following:

Some of the starting positions do not start as neutrals.

After allocating starting positions to players (neutrality irrelevant), any non-neutral territories including remaining unassigned starting positions
get divvy'd up. If they were starting neutral then they would remain neutral and not get allocated in the pot.

Can I see your game number also please?

Thanks


chipv...here is xml link, but i don't know if lack has changed anything...i don't know where to find the link to live xml anymore :cry:
http://h1.ripway.com/cairnswk/das_schloss_270909.xml

also my Game is Game 6511502
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Re: Das Schloß [GR.GP.X.BETA] XML Questions

Post by chipv »

cairnswk wrote:
chipv wrote:Hi cairns. I would like to see the whole XML but my guess is the following:

Some of the starting positions do not start as neutrals.

After allocating starting positions to players (neutrality irrelevant), any non-neutral territories including remaining unassigned starting positions
get divvy'd up. If they were starting neutral then they would remain neutral and not get allocated in the pot.

Can I see your game number also please?

Thanks


chipv...here is xml link, but i don't know if lack has changed anything...i don't know where to find the link to live xml anymore :cry:
http://h1.ripway.com/cairnswk/das_schloss_270909.xml

also my Game is Game 6511502


Ok, as I suspected, none of the starting positions start as neutral. You would get a more determinate drop if you set them to start as neutral.
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Re: Das Schloß [GR.GP.X.BETA] XML Questions

Post by barterer2002 »

Game 6510575 In this game when I go to reinforce I'm being asked by the drop down menu to reinforce from Philby however I don't hold Philby I hold Smith. The log is also referring to it as Philby. 2010-02-27 04:37:15 - barterer2002 reinforced P2 with 6 troops from Philby

Also am wondering on the initial drop, trying to fix the double start drop it seems to me there are two options. 1) cut it down so that each player gets one starting position and that's it (which isn't what I'd like as its kind of killing a fly with a sledghammer) or 2) have the code drop twice. Have the starting postions drop and sort to neutral and then have a secondary drop amongst the other positions. Not sure if this is codable or not.
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Re: Das Schloß [GR.GP.X.BETA] XML Questions

Post by chipv »

The live link is here

http://www.conquerclub.com/maps/Das_Schloss.xml

No starting neutrals here either.
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Re: Das Schloß [GR.GP.X.BETA] XML Questions

Post by natty dread »

barterer2002 wrote: In this game when I go to reinforce I'm being asked by the drop down menu to reinforce from Philby however I don't hold Philby I hold Smith.


You hold Philby.
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Re: Das Schloß [GR.GP.X.BETA] XML Questions

Post by AAFitz »

Is there any way to add a bigger warning to the access point. its not funny how many park everything there

I myself did it on game one... I suppose they learn after that, but a hell of a lot of games will be ruined before that happens.

other than that, i think its pretty cool for 1v1s

though early to the map, it seems there are many ways to play it, and many options, even between those who know what they are doing
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Re: Das Schloß [GR.GP.X.BETA] XML Questions

Post by cairnswk »

chipv wrote:...
Ok, as I suspected, none of the starting positions start as neutral. You would get a more determinate drop if you set them to start as neutral.

Thanks chipv, and also for the live link.
I've fixed that with this on each starter.

Code: Select all

<territory>
<name>Yves</name>
   <borders>
   <border>Y1</border>
   </borders>
      <coordinates>
         <smallx>71</smallx>
         <smally>537</smally>
         <largex>92</largex>
         <largey>674</largey>
      </coordinates>
   <neutral>1</neutral>
   <bonus>2</bonus>
</territory>

<territory>
<name>Soldatenschlafzimmer C</name>
   <borders>
   <border>Platz D</border>
   </borders>
      <coordinates>
         <smallx>152</smallx>
         <smally>243</smally>
         <largex>192</largex>
         <largey>302</largey>
      </coordinates>
   <neutral>1</neutral>
</territory>

<territory>
<name>K8</name>
   <borders>
   <border>Wache Aus 1</border>
   </borders>
      <coordinates>
         <smallx>466</smallx>
         <smally>199</smally>
         <largex>593</largex>
         <largey>246</largey>
      </coordinates>
   <neutral>1</neutral>
</territory>

<territory>
<name>Hpt. Karl</name>
   <borders>
   <border>Militärlager</border>
   <border>Ds12</border>
   <border>Ds13</border>
   </borders>
      <coordinates>
         <smallx>558</smallx>
         <smally>404</smally>
         <largex>707</largex>
         <largey>507</largey>
      </coordinates>
   <neutral>1</neutral>
</territory>



natty_dread wrote:
barterer2002 wrote: In this game when I go to reinforce I'm being asked by the drop down menu to reinforce from Philby however I don't hold Philby I hold Smith.


You hold Philby.
I agree

AAFitz wrote:Is there any way to add a bigger warning to the access point. its not funny how many park everything there
...

I've made the legend text and name text red so it stands out.

cairnswk wrote:...
What about leaving the autodeploy as is but C1-Y2 get +1 bonus ontop of the autodeploy to add to the standard +3.
That gives players +5 to allocate from the drop, and an autodeploy still occuring that side of the checkpoint.

What do you think about that?


So further to this, this is the code now for example for Yves

Code: Select all

<!-- Start Yves -->

<territory>
<name>Yves</name>
   <borders>
   <border>Y1</border>
   </borders>
      <coordinates>
         <smallx>71</smallx>
         <smally>537</smally>
         <largex>92</largex>
         <largey>674</largey>
      </coordinates>
   <neutral>1</neutral>
   <bonus>2</bonus>
</territory>

<territory>
<name>Y1</name>
   <bonus>1</bonus>
   <borders>
   <border>Y2</border>
   </borders>
      <coordinates>
         <smallx>133</smallx>
         <smally>532</smally>
         <largex>169</largex>
         <largey>669</largey>
      </coordinates>
   <neutral>1</neutral>
   <bonus>1</bonus>
</territory>

<territory>
<name>Y2</name>
   <bonus>1</bonus>
   <borders>
   <border>Access Point</border>
   </borders>
      <coordinates>
         <smallx>243</smallx>
         <smally>541</smally>
         <largex>310</largex>
         <largey>679</largey>
      </coordinates>
   <neutral>1</neutral>
   <bonus>1</bonus>
</territory>

<!-- End Yves -->
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Re: Das Schloß V41

Post by cairnswk »

Version 41.

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[bigimg]http://i155.photobucket.com/albums/s282/cairnswk/das%20schloss/das_schloss_V41L.jpg[/bigimg]

http://h1.ripway.com/cairnswk/das_schloss_280210.xml
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Re: Das Schloß [GR.GP.X.BETA] XML Questions

Post by nippersean »

Hi,

Can anyone help with the dasdorf bit in the legend please. It gives +1 for 5 I only see 4 (DD I presume.)
Also UC / DC / Ss - there's no bonus associated?

Looks interesting for the dubs and trips games i'm in. Not so sure the multiplayer, that's a lot of neutrals for a small bonus and being a sitting duck. Early days though - we shall see.

P.s got both the above - 1 player with 2 starting parachutes in trips, someone just stacked access...oh dear...

thanks
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