Italy [Quenched]

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porkenbeans
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Re: Italy [Quenched]

Post by porkenbeans »

Maybe if the colors were changed to represent the colors of the Italian map ?
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DiM
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Re: Italy [Quenched]

Post by DiM »

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.
“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
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RjBeals
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Re: Italy [Quenched]

Post by RjBeals »

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.
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natty dread
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Re: Italy [Quenched]

Post by natty dread »

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.
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DiM
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Re: Italy [Quenched]

Post by DiM »

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
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RjBeals
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Re: Italy [Quenched]

Post by RjBeals »

i don't care. sounds fair to me.
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DiM
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Re: Italy [Quenched]

Post by DiM »

as it turns out he didn't get just 3 cities. he got all 5 right from the start. :lol: :lol: :lol:
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“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
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Victor Sullivan
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Re: Italy [Quenched]

Post by Victor Sullivan »

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
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gimil
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Re: Italy [Quenched]

Post by gimil »

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.
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Victor Sullivan
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Re: Italy [Quenched]

Post by Victor Sullivan »

Ah, yes! Jolly good.

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DiM
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Re: Italy [Quenched]

Post by DiM »

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. :)
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MrBenn
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Re: Italy [Quenched]

Post by MrBenn »

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?
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natty dread
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Re: Italy [Quenched]

Post by natty dread »

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.
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DiM
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Re: Italy [Quenched]

Post by DiM »

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
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MrBenn
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Re: Italy [Quenched]

Post by MrBenn »

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).
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natty dread
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Re: Italy [Quenched]

Post by natty dread »

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?
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Obrens
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Re: Italy [Quenched]

Post by Obrens »

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. :D
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DiM
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Re: Italy [Quenched]

Post by DiM »

Obrens wrote: Hmm... wouldn' it, then, be amusing to see a conquest map with less than 8 starting positions. :D


check out the AoR series. the first has just 6 starting positions and the other 2 have 7. :mrgreen:
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natty dread
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Re: Italy [Quenched]

Post by natty dread »

If there's not enough starting positions for everyone they are ignored.
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Dvd Avins
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Re: Italy [Quenched]

Post by Dvd Avins »

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.)
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