Italy [Quenched]
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- porkenbeans
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- DiM
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Re: Italy [Quenched]
is there any chance of making the cities start as neutral?
i've just started a game on this map and frankly it seems i'm going to lose before i even get to play my first turn.
first of all in a 1v1 game each player starts with 12 terits. so the first guy gets minimum 4 troops and the second guy will only get 3 (if he loses a terit).
in my game not only am i second but my opponent already has 3 cities (that i can see). chances are he might also have the other 2 cities as the game is fog and i can only see 10 out of his 12 terits.
so basically right from the start my opponent has at least 6 reinforcements and unless his dice are really really crappy he should be able to get at least 1 terit from me and even secure another bonus.
i've just started a game on this map and frankly it seems i'm going to lose before i even get to play my first turn.
first of all in a 1v1 game each player starts with 12 terits. so the first guy gets minimum 4 troops and the second guy will only get 3 (if he loses a terit).
in my game not only am i second but my opponent already has 3 cities (that i can see). chances are he might also have the other 2 cities as the game is fog and i can only see 10 out of his 12 terits.
so basically right from the start my opponent has at least 6 reinforcements and unless his dice are really really crappy he should be able to get at least 1 terit from me and even secure another bonus.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
Re: Italy [Quenched]
DiM wrote:is there any chance of making the cities start as neutral?
Sorry DiM - I'm not up for editing this map. I guess if Lack and the staff want to edit the xml, it's up to them.

- natty dread
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Re: Italy [Quenched]
It's an easy change, you just need to add a couple of lines to the XML. The map graphics don't need to be edited.

- DiM
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Re: Italy [Quenched]
naty is right. it's only a xml change and it's really easy to do. in fact i bet we could find sometbody to do it in a few minutes and all it takes is rj's permission.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
- DiM
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Re: Italy [Quenched]
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
- Victor Sullivan
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Re: Italy [Quenched]
2011-07-15 18:27:28 - Game has been initialized
2011-07-16 11:09:28 - greenoaks received 4 troops for holding Citta Bonus for All
2011-07-16 11:09:28 - greenoaks received 4 troops for 12 regions
...lol. The fact that each player gets 12 regions at the start should be fixed as well.
-Sully
2011-07-16 11:09:28 - greenoaks received 4 troops for holding Citta Bonus for All
2011-07-16 11:09:28 - greenoaks received 4 troops for 12 regions
...lol. The fact that each player gets 12 regions at the start should be fixed as well.
-Sully
[player]Beckytheblondie[/player]: "Don't give us the dispatch, give us a mustache ride."
Scaling back on my CC involvement...
Scaling back on my CC involvement...
- gimil
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Re: Italy [Quenched]
Victor Sullivan wrote:2011-07-15 18:27:28 - Game has been initialized
2011-07-16 11:09:28 - greenoaks received 4 troops for holding Citta Bonus for All
2011-07-16 11:09:28 - greenoaks received 4 troops for 12 regions
...lol. The fact that each player gets 12 regions at the start should be fixed as well.
-Sully
Making the cities neutral would nullify this problem also. Since you are taking 5 territories off the starting map anyway.
What do you know about map making, bitch?
Top Score:2403
natty_dread wrote:I was wrong
Top Score:2403
- Victor Sullivan
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Re: Italy [Quenched]
Ah, yes! Jolly good.
-Sully
-Sully
[player]Beckytheblondie[/player]: "Don't give us the dispatch, give us a mustache ride."
Scaling back on my CC involvement...
Scaling back on my CC involvement...
- DiM
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Re: Italy [Quenched]
so basically rjbeals agrees to making all cities start as neutral. if somebody could tweak the xml and give it to lack it would be perfect. 
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
Re: Italy [Quenched]
Why not then set them all as starts (max=1), so they'll at least get handed out equally, and there won't be so many neutrals?

PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
- natty dread
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Re: Italy [Quenched]
MrBenn wrote:Why not then set them all as starts (max=1), so they'll at least get handed out equally, and there won't be so many neutrals?
If there's only 5 of them, it wouldn't help 6-8 player games...
I recommend coding them as neutral 2:s. This way they wouldn't be too unattractive for team/1v1 games.

- DiM
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Re: Italy [Quenched]
natty_dread wrote:MrBenn wrote:I recommend coding them as neutral 2:s. This way they wouldn't be too unattractive for team/1v1 games.
i concur
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
Re: Italy [Quenched]
natty_dread wrote:MrBenn wrote:Why not then set them all as starts (max=1), so they'll at least get handed out equally, and there won't be so many neutrals?
If there's only 5 of them, it wouldn't help 6-8 player games...
I recommend coding them as neutral 2:s. This way they wouldn't be too unattractive for team/1v1 games.
Do both - that's what I was suggesting. Code them as neutral, and stick them as starting positions (max=1).

PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
- natty dread
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Re: Italy [Quenched]
MrBenn wrote:natty_dread wrote:MrBenn wrote:Why not then set them all as starts (max=1), so they'll at least get handed out equally, and there won't be so many neutrals?
If there's only 5 of them, it wouldn't help 6-8 player games...
I recommend coding them as neutral 2:s. This way they wouldn't be too unattractive for team/1v1 games.
Do both - that's what I was suggesting. Code them as neutral, and stick them as starting positions (max=1).
But then, I'm not sure if that fixes the 12 starting territs problem. How many territories does the map have?

Re: Italy [Quenched]
What happens when there are 5 starting positions in a 6 player game? Are they simply ignored then or what? Hmm... wouldn' it, then, be amusing to see a conquest map with less than 8 starting positions. 
- DiM
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Re: Italy [Quenched]
Obrens wrote: Hmm... wouldn' it, then, be amusing to see a conquest map with less than 8 starting positions.
check out the AoR series. the first has just 6 starting positions and the other 2 have 7.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
- natty dread
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- Dvd Avins
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Re: Italy [Quenched]
I hope someone gets around to fixing the XML to neutrals or something else that would prevent massively unfair starts. In my case, I'm the beneficiary and it's a five player game so maybe folks will combine to contain me. But I'm first player with four cities and all those extra armies to keep them at the same time as starting to expand in one corner. If I win, it will not have the same satisfaction as winning from a fair start would. (OTOH, with the spoils and dice luck I've had lately, I shouldn't complain about some good luck.)
