The Conquer 500

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Donelladan
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Re: The Conquer 500 - [New XML/Images Ready 9/1]

Post by Donelladan »

I checked.
First, you have a impressive win % in 1vs1 on this map. =D>
But you're wrong. You may be misguided by the fact that first you kick your opponent off the track, then you receive the +40 bonus, take winner's circle, and bombard everthing else. That is your usual strategy.
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dolomite13
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Re: The Conquer 500 - [New XML/Images Ready 9/1]

Post by dolomite13 »

iAmCaffeine wrote:
Donelladan wrote:You didnt look correctly as the link I post, or you really meant everything?

I'm puzzled because in my games Winner's Circle has always been able to bombard everything, including the track. Check my history of 1v1s, it's how I finish the game off.


Winners Circle has indeed never been able to bombard every territory. It has always been there to bombard the pits and "end the race" however we have found that in trench games it is possible to get to a state where there are 2 players going in a circle and the game may never end. I have recommended before that people playing trench games put a 100 turn limit on their game to help with this however that is not always practical. So the "Final Lap" was created, it has a very high neutral value (100) and is killer. This should allow players in trench games where they have built up sizable forces to jump around the track and break their opponent. It may be useful in all escalating games late in the game but only testing will determine how useful it really is.

=D13=
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iAmCaffeine
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Re: The Conquer 500 - [New XML/Images Ready 9/1]

Post by iAmCaffeine »

Donelladan wrote:I checked.
First, you have a impressive win % in 1vs1 on this map. =D>
But you're wrong. You may be misguided by the fact that first you kick your opponent off the track, then you receive the +40 bonus, take winner's circle, and bombard everthing else. That is your usual strategy.


Thanks. :D

Yeah, you're both correct. My head's obviously a mess - I can't even remember how I win on that map haha. Thanks guys.

By the way, whatever's happened, I can now not see any troops on this map.. I'd give you an example but my games are foggy. However, I'm assuming the new images and XML have been updated, because I'm looking at a blank map with no troops whatsoever.
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Donelladan
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Re: The Conquer 500 - [New XML/Images Ready 9/1]

Post by Donelladan »

I have same pb , can't see troops anymore.

Plus. using bob I can see there is the final lap area. But on the map it is not. So I guess xml codes has been updated but not the image :D
And final lap, still according to bob, can attack any regions on the track except E3.
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dolomite13
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Re: The Conquer 500 - [New XML/Images Ready 9/1]

Post by dolomite13 »

Donelladan wrote:I have same pb , can't see troops anymore.

Plus. using bob I can see there is the final lap area. But on the map it is not. So I guess xml codes has been updated but not the image :D
And final lap, still according to bob, can attack any regions on the track except E3.


Something seems to have gone horribly wrong.

Hopefully we can chalk it up to being in the middle of the update process and everything will return to normal when all uploads have been completed.


I did manage to get some numbers to appear in a game by flipping back and for the between the two map sizes and see a null value on engine 3 and I believe on this map that the green player should not have troops on "Final Lap". I'm guessing that the addition of a territory has thrown off the game. Maybe it caches something somewhere that isn't currently updated? If they use a CDN it could take up to 24 hours.

I have notified the proper people via PM so hopefully we will get this resolved before it affects too many people.

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=D13=
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Gilligan
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Re: The Conquer 500 - [New XML/Images Ready 9/1]

Post by Gilligan »

I closed the map before it gets too far. :)
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betiko
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Re: The Conquer 500 - [New XML/Images Ready 9/1]

Post by betiko »

Hi man! We were on the final turn to finish off our opponents. Seems like there is an anull thing on the engince c as well.
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Gilligan
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Re: The Conquer 500 - [New XML/Images Ready 9/1]

Post by Gilligan »

betiko wrote:Hi man! We were on the final turn to finish off our opponents. Seems like there is an anull thing on the engince c as well.


I don't think that it is a coincidence that Pit Engine C is the last territory listed in the XML. As dolomite said, it was probably the addition of a territory and since Pit Engine C is last, it may have just dropped it.
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betiko
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Re: The Conquer 500 - [New XML/Images Ready 9/1]

Post by betiko »

Gilligan wrote:
betiko wrote:Hi man! We were on the final turn to finish off our opponents. Seems like there is an anull thing on the engince c as well.


I don't think that it is a coincidence that Pit Engine C is the last territory listed in the XML. As dolomite said, it was probably the addition of a territory and since Pit Engine C is last, it may have just dropped it.


Definitely! In our game, no one had touched that territory, it was still a neutral 2.
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dolomite13
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Re: The Conquer 500 - [New XML/Images Ready 9/1]

Post by dolomite13 »

Looks like someone rolled back the XML as it doesn't have the "Final Lap" in it anymore.

=D13=
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GeeksAreMyPeeps
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Re: The Conquer 500 - [New XML/Images Ready 9/1]

Post by GeeksAreMyPeeps »

I'm getting a small map without the final lap, a blank white space in the place where the large map should be, and no troops on the map.
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dolomite13
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Re: The Conquer 500 - [New XML/Images Ready 9/1]

Post by dolomite13 »

GeeksAreMyPeeps wrote:I'm getting a small map without the final lap, a blank white space in the place where the large map should be, and no troops on the map.


Same

That new territory "Final Lap" was added near the top of the territory list. Did it need to be added at the end of the list? Is that throwing off the engine somehow?

=D13=
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iAmCaffeine
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Re: The Conquer 500 - [New XML/Images Ready 9/1]

Post by iAmCaffeine »

I'm not getting a map at all.
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dolomite13
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Re: The Conquer 500 - [New XML/Images Ready 9/1]

Post by dolomite13 »

Both images are coming up fine now. But the forces don't show till i click between small and large map and even then we still have that null problem on engine 3.

I have greasemonky turned off btw.

=D13=
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dolomite13
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Apostrophe's are Nucking Futs!

Post by dolomite13 »

I think I figured it out!!!

I'll bet it's the apostrophe in "Winner's Circle" ... things like that constantly throw off javascript. I also noticed that Track E3 doesn't assault the Final Lap.

Here is a new XML with those changes.

Conquer500y.xml
Fixed link from Track E3 to Final Lap and removed the apostrophe from Winner's Circle
(58.52 KiB) Downloaded 1018 times


=D13=
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Gilligan
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Re: Apostrophe's are Nucking Futs!

Post by Gilligan »

dolomite13 wrote:I think I figured it out!!!

I'll bet it's the apostrophe in "Winner's Circle" ... things like that constantly throw off javascript. I also noticed that Track E3 doesn't assault the Final Lap.

Here is a new XML with those changes.

Conquer500y.xml


=D13=


Other maps have apostrophes, so I'm not sure why this would happen?
I know when Das Schlob was changed, there were territories added/or removed. It had to be closed and all active games had to finish before reopening.
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dolomite13
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Re: Apostrophe's are Nucking Futs!

Post by dolomite13 »

Gilligan wrote:
dolomite13 wrote:I think I figured it out!!!

I'll bet it's the apostrophe in "Winner's Circle" ... things like that constantly throw off javascript. I also noticed that Track E3 doesn't assault the Final Lap.

Here is a new XML with those changes.

Conquer500y.xml


=D13=


Other maps have apostrophes, so I'm not sure why this would happen?
I know when Das Schlob was changed, there were territories added/or removed. It had to be closed and all active games had to finish before reopening.


Ah well Track E3 is still bugged and WInner's Circle being called Winners Circle in the troop counts/display won't really make any difference so we should still have an update done to the xml. I didn't want to add that apostrophe anyway ;)

The main problem we are having is that you can't even play the map so no one can finish any games. Should I post a no "Final Lap" XML and link to the past images so we can wait for games to finish?

=D13=
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
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GeeksAreMyPeeps
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Re: The Conquer 500 - [Emergency XML Fix Ready 9/11]

Post by GeeksAreMyPeeps »

I don't know if this is significant but I can't get the stats to appear on the side for this map either. No problem on thers
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dolomite13
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Re: The Conquer 500 - [Emergency XML Fix Ready 9/11]

Post by dolomite13 »

I'm going to be in transit for about an hour I will check in then and see what we need to do to get this running for the existing games.

=D13=
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dolomite13
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Re: The Conquer 500 - [Emergency XML Fix Ready 9/11]

Post by dolomite13 »

I'm just guessing here but did all games get reset?

=D13=
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Gilligan
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Re: The Conquer 500 - [Emergency XML Fix Ready 9/11]

Post by Gilligan »

dolomite13 wrote:I'm just guessing here but did all games get reset?

=D13=


viewtopic.php?f=506&t=195778#p4283741
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dolomite13
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Re: The Conquer 500 - [Emergency XML Fix Ready 9/11]

Post by dolomite13 »

Gilligan wrote:
dolomite13 wrote:I'm just guessing here but did all games get reset?

=D13=


http://www.conquerclub.com/forum/viewto ... 8#p4283741


Ah yes I see. I was unaware that adding a territory would so badly bug the map and thought everyone was aware it was being added. Sorry for all of the problems this has caused.

I would like to fix territory "Track E3" to allow it to assault the Final Lap and possibly tweak Final Lap to the left a little on the small map.

Is this ok?

=D13=
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Donelladan
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Re: The Conquer 500 - [Emergency XML Fix Ready 9/11]

Post by Donelladan »

Also, I see that the 100 neutral isn't really in the center of the final lap circle.
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Donelladan
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Re: The Conquer 500 - [Emergency XML Fix Ready 9/11]

Post by Donelladan »

Do you think you could modifiy the map to make it for 12 players? Seems to me you only have to add 4 crew and 4 cars and the map is ok for 12 :)
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dolomite13
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Re: The Conquer 500 - [Emergency XML Fix Ready 9/11]

Post by dolomite13 »

Donelladan wrote:Do you think you could modifiy the map to make it for 12 players? Seems to me you only have to add 4 crew and 4 cars and the map is ok for 12 :)


If I make another racing themed map similar to this one (maybe nascar or off road) I will do it for 12 players but this one will remain 8 players.

=D13=
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
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