Re: WWI: Gallipoli [9.9.15] V39 (p22) [Quenched]

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cairnswk
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Post by cairnswk »

last xml upload adjusting CH and Monahs Gully borders are done.
Thanks BigWham :)
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by Dukasaur »

PereiroSaus wrote:
Seamus76 wrote:
Dukasaur wrote:I have got to say that this is an
absolutely fucking tremendous map!

... and I don't use superlatives lightly!
So when can we expect the "Dukasaur Plays Gallipoli" tournaments. :D


That would be great, beacuse Duka almost ended my relationship with Baltic due to his persistence... =D>

:lol:

I have seriously considered this.... but I still have lots of Baltic fans to keep happy...:)
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by Gilligan »

Gilligan wrote:Obviously have not played it a whole lot, but I imagine that Game 13494901 will be kind of hard to finish.


is my thought valid now?
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by cairnswk »

Gilligan wrote:
Gilligan wrote:Obviously have not played it a whole lot, but I imagine that Game 13494901 will be kind of hard to finish.


is my thought valid now?


I could make some suggestions if i could see where everyone was, but you guys do decide to play fog :roll: :roll:
and of course taking the mapmaker out of the equation in the furst 2 rounds didn't help either cos now i is totally blind....that Thames mist sure rose a big lot this year.
Last edited by cairnswk on Tue Nov 19, 2013 9:43 pm, edited 1 time in total.
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by Gilligan »

cairnswk wrote:
Gilligan wrote:
Gilligan wrote:Obviously have not played it a whole lot, but I imagine that Game 13494901 will be kind of hard to finish.


is my thought valid now?


I could make some suggestions if i could see where everyone was, but you guys do decide to play fog :roll: :roll:


!!!

you started the game ;)
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by cairnswk »

Gilligan wrote:
cairnswk wrote:
Gilligan wrote:
Gilligan wrote:Obviously have not played it a whole lot, but I imagine that Game 13494901 will be kind of hard to finish.


is my thought valid now?


I could make some suggestions if i could see where everyone was, but you guys do decide to play fog :roll: :roll:


!!!

you started the game ;)

oH SHIT i did too...sorry. but why'd you kick me out when we were in beta
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by Gilligan »

cairnswk wrote:
Gilligan wrote:
cairnswk wrote:
Gilligan wrote:
Gilligan wrote:Obviously have not played it a whole lot, but I imagine that Game 13494901 will be kind of hard to finish.


is my thought valid now?


I could make some suggestions if i could see where everyone was, but you guys do decide to play fog :roll: :roll:


!!!

you started the game ;)

oH SHIT i did too...sorry. but why'd you kick me out when we were in beta


hehe, we all have our moments. ;)

ask agent!
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by cairnswk »

Gilligan wrote:...
hehe, we all have our moments. ;)
ask agent!

Yeh, wise :mrgreen:
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Post by sempaispellcheck »

Very minor territory naming issue:
The territory labeled Nibruseni Point on the map itself is called Nubresi Point in the XML.

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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Post by cairnswk »

sempaispellcheck wrote:Very minor territory naming issue:
The territory labeled Nibruseni Point on the map itself is called Nubresi Point in the XML.

sempai

Thanks sempai...new file attached and will be forwarded. :)
Attachments
07Gallipoli.xml
(42.69 KiB) Downloaded 718 times
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Post by Frito Bandito »

Great map!
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Post by Oneyed »

I play it now the first time. will see how great it is...

I think if text: "each landingship held (L1-L13)..." can not be changed to: ...(L01-L13).

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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Post by HardAttack »

players with no land territories left will be eleminated ...
how is this going to work in terminator games ?

2ndly, yes amazing map mate, congrats. =D>
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Post by cairnswk »

HardAttack wrote:players with no land territories left will be eleminated ...
how is this going to work in terminator games ?

2ndly, yes amazing map mate, congrats. =D>

Thank-you HardAttack.
Take a look here...Game 13497703
it doesn't seem to have been a problem...and remember that essentially it is almost a terminator map
What do others think?
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Post by thenobodies80 »

cairnswk wrote:
sempaispellcheck wrote:Very minor territory naming issue:
The territory labeled Nibruseni Point on the map itself is called Nubresi Point in the XML.

sempai

Thanks sempai...new file attached and will be forwarded. :)


This is available for testing
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Post by cairnswk »

thenobodies80 wrote:...
This is available for testing

Huh :?:
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Post by thenobodies80 »

I've updated the file 07gallipoli.xml on the test site. According to bigWham, all files must go on the beta site before to go live, even if it's a minor change, like a name change.
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Post by Armandolas »

Ive only been playing doubles lately and my quads is still going on.Im enjoying the map and definitly that change making L06 connect to KK beach makes the game play more interesting in the south
I just wish one of the 7 boats in the north could be more close to BS majestic. If played wisely its hard for the team holding bs majestic to beat the other team.
There is also something that still concerns me but i have not started a quads recently. Do we still have the issue of 1 player get killed in the 1st round?
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Post by cairnswk »

Armandolas...L06 has always linked to KK Beach since the map first went into BETA, so not sure what you're talking about there...
No we don't have the issue of 1 player getting killed in first round...at least no-one has reported it since the xml was changed.
as for BS Majestic, why, what is it you're on about there.

Now i know there is doubt as to whether BS Majestic landed troops at Y Beach, but for the sake of creativity and gameplay not making this an overly huge epic...
For your ref. http://archive.iwm.org.uk/upload/package/2/gallipoli/pdf_files/YBeach.pdf
The purpose of the landing on Y Beach was to assist the main operations at Helles by putting
a small force ashore at an unexpected spot where it could threaten Turkish communications
with the toe of the Peninsula and guard the left flank of the British line as it advanced north.
The spot chosen for the landing may initially appear an unusual one due to the 150-foot high
cliffs, but two breaks in the cliff face offered a comparatively easy access to the summit, while
the lack of rocks near the shore allowed vessels to approach to within a few yards of the
narrow beach. An additional benefit was that the Turks were not expecting a landing at this
location and had therefore failed to provide any defensive measures. The nearest Turkish
troops were two platoons of infantry more than a mile away to the south, near the mouth of
Gully Ravine.
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Post by Armandolas »

Ok, not sure why i had that strange idea about L06

About majestic, i didnt suggest u move it, i just wished one of the other boats could be closer to it, or at least a bit more separated from the other 6
I understand u want to be loyal to historical fact.Im just giving my gameplay experience input.

Acording to your starting positions map in the OP, the player who holds Sufren stil holds 2 spots that can be bombarded by main ships. Maybe that map is outdated?

1 more thing, did u haver considered to lower 1 of the northern Crossing points? Something like u did in Tekke(3) and In tepe (6). Sugg: Chanak(3) Madios(6)

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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Post by cairnswk »

Armandolas wrote:Ok, not sure why i had that strange idea about L06
:?

Acording to your starting positions map in the OP, the player who holds Sufren stil holds 2 spots that can be bombarded by main ships. Maybe that map is outdated?

Yes, that map is possibly outdated...i'll fix in the morning.

1 more thing, did u haver considered to lower 1 of the northern Crossing points? Something like u did in Tekke(3) and In tepe (6). Sugg: Chanak(3) Madios(6)

That possibly was discussed at one point, but ian and I did the balancing on this...no-one else bothered to participate in that process that i recall...
so in the end what ian came up with was how it is quite today.
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Post by HardAttack »

cairnswk wrote:
HardAttack wrote:players with no land territories left will be eleminated ...
how is this going to work in terminator games ?

2ndly, yes amazing map mate, congrats. =D>

Thank-you HardAttack.
Take a look here...Game 13497703
it doesn't seem to have been a problem...and remember that essentially it is almost a terminator map
What do others think?


ahha, i see now;
unlike middle ages/pot mosbi maps,
if a player holds no more any land territory then elemination is immediate, means not one round after. !!!
EXCELLENT O:)

impatient to start playing,
thanks.
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Re: Re: WWI: Gallipoli [26.11.13] V38 (p22) - BETA

Post by cairnswk »

OP starts map is updated
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Re: Re: WWI: Gallipoli [26.11.13] V38 (p22) - BETA

Post by Armandolas »

cairnswk wrote:OP starts map is updated

Thanks ;)
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

Post by Mishalex »

Just a question guys. First of all, this map looks great and the gameplay is really cool !

But i'm wondering how we could put an end to a game when a team is stucked is the south part of the map (KK beach to FS) and only there, and the other team is up in the north... There is no connection beween the two parts or am I missing something ?

Thanks for your answer :)
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