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Re: MAZE CRAZE - Waiting for XML Update (v.17 pg. 1,19) [I,Gp]
Posted: Tue Oct 28, 2008 6:06 am
by WidowMakers
gimil wrote:WidowMakers wrote:Can I get my "Game Play Pending NEW XML Feature" stamp too oak?
Thanks
Feeling left out?

I just don't want people to think this map is dead. Especially since when the new feature comes out I would like yeti_c to type the XML and QUENCH it.
So are there any suggestions to game play anyone?
WM
Re: MAZE CRAZE - Waiting for XML Update (v.17 pg. 1,19) [I,Gp]
Posted: Tue Oct 28, 2008 4:58 pm
by bbqpenguin
this needs to be a map yesterday
Re: MAZE CRAZE - Waiting for XML Update (v.17 pg. 1,19) [I,Gp]
Posted: Tue Nov 11, 2008 1:17 am
by n00blet
How beast would this be with infected neutrals?
Instant death...the carnage would be insane

Re: MAZE CRAZE - Waiting for XML Update (v.17 pg. 1,19) [I,Gp]
Posted: Tue Nov 11, 2008 5:27 am
by yeti_c
That would become the new Ass doodle - 2 turns then instadeath!
Last man standing wins!!
C.
Re: MAZE CRAZE - Waiting for XML Update (v.17 pg. 1,19) [I,Gp]
Posted: Tue Nov 11, 2008 6:44 am
by WidowMakers
n00blet wrote:How beast would this be with infected neutrals?
Instant death...the carnage would be insane

yes it would. Pick a corner and Hide. lol
Re: MAZE CRAZE - Waiting for XML Update (v.17 pg. 1,19) [I,Gp]
Posted: Fri Nov 28, 2008 2:17 pm
by WidowMakers
Late response to Oaktown's post 4 months ago. I figure we can get all of this done now and be ready for a quick quench when the XML update is here.
oaktown wrote:I'd like to see a horizontal line in the top left legend separating the "Revert to 30 neutrals" line with the rest fo the info in that box, since they aren't related. You've used lines in that way elsewhere in the legend.
DONE
oaktown wrote:So really the high neutral reset is just to make walls, yes? That's cool.
Yes that is the main point. Allow easy movement first to get everyone settled. Then Build your walls to protect your bonus.
oaktown wrote:That said, the key to holding any color bonus is going to be setting up walls around yourself as you advance. The easiest colors to hold - and therefor the colors that should receive the smallest bonuses - will be the ones that can be taken progressively, with walls being easily constructed behind you for defense. Obviously the corner and side colors will be the easiest starts. For example, you can hold yellow by creating 14 walls and holding three points. White can be held with 17 walls and defending six points. To hold red you need to create 21 walls and hold 6 defense points. Gray requires just 12 walls and 5 defense points. Yellow and gray seem to be the easier holds, yet they are both worth more than either white or red. And yellow seems to be worth way to much relative to, say, the light green, which will require you to create 16 wall squares and hold two points: +27 for a region that may be more difficult to hold than a +42 region?
I haven't looked all the way back through this thread to see how the bonuses were calculated, but I think that the main ingredient has to be how many unique individual points of contact a region has with neighbors. The light green may look nice and safe against the top edge, but it has almost as many unique points of contact (18) as the white region (23). And poor purple: 25 points of contact yet it's worth less than white, yellow, and gray.
of course, this only takes into consideration ease of holding the entire region, not the ease of setting up walls as you advance. Some regions (like white) will require you to create more walls along the way to keep your enemies from breaking through from other arms of the white region. Whew!
That is a bunch to respond to but I will try my best. First of all the bonus were setup to make sure that the overall bonus for holding the entire color set more than the individual bonuses. Basically if a color set has more sub sets, the entire color is worth more. Now I think the sub set bonuses are ok. This means the overall color bonuses will need to be tweaked higher to reflect the actual difficulty or easy of holding a region.
Below are the numbers (that I found) as far as direct connections (i.e. a border with another color group and wall connections (borders to a wall that directly border another color NO diagonals). They are sorted from smallest to largest starting withteh first category.
Code: Select all
Color / # of Sub Groups / # of Terts / Direct connections / Wall / Bonus
Purple / 3 / 15 / 2 / 9 / +21
Blue / 3 / 15 / 3 / 14 / +24
Dark Green / 3 / 16 / 2 / 9 / +22
Light Green / 4 / 19 / 3 / 18 / +27
Magenta / 4 / 22 / 5 / 20 / +36
Brown / 4 / 22 / 6 / 12 / +39
Orange / 4 / 22 / 6 / 19 / +39
Cyan / 4 / 22 / 6 / 25 / +40
Cream / 4 / 23 / 6 / 17 / +40
Red / 5 / 26 / 6 / 22 / +41
Yellow / 5 / 27 / 3 / 15 / +42
Dark Gray / 6 / 30 / 5 / 16 / +44
This way is easier to see and compare. What are your suggestions? I think that Dark Green could go to 25 and Blue to 22 or 23. Brown goes to 35 or 36. Cream to 39 so it is same as Orange.
oaktown wrote:Is there a segment line missing in orange? You have a 13 territory sub-region. White has a 12.
Fixed. I just missed them on the large map.
oaktown wrote:The similarities between the "I" and the "J" still bother me.
DONE
oaktown wrote:I'm pleased with the bonus rather than the victory condition - placing 454 armies is pretty much a victory anyway.
I like the bonus armies instead of the win. People like TONS of armies and the 454 is significant as well.
oaktown wrote:alright... I hope I gave you some things to chew on widow.

You sure did. And I responded almost 4 months later.
Re: MAZE CRAZE - Waiting for XML Update (v.17 pg. 1,19) [I,Gp]
Posted: Fri Nov 28, 2008 2:41 pm
by InkL0sed
It'd be cool if there was an XML feature that made connecting two territories a continent. So you could just make it behoove a player to hold the shortest route, but actually be able to hold any route.
I guess it would work like this:
Code: Select all
<connect>
454
<end>Start</end>
<end>Finish</end>
</connect>
Or something of that nature.
Re: MAZE CRAZE - Waiting for XML Update (v.17 pg. 1,19) [I,Gp]
Posted: Fri Nov 28, 2008 2:51 pm
by WidowMakers
InkL0sed wrote:It'd be cool if there was an XML feature that made connecting two territories a continent. So you could just make it behoove a player to hold the shortest route, but actually be able to hold any route.
I guess it would work like this:
Code: Select all
<connect>
454
<end>Start</end>
<end>Finish</end>
</connect>
Or something of that nature.
That is an interesting idea but I don't want to wait around for another XML feature I need. Plus I don't see that really working for many other maps and I don't think Lack will code that up just for me.
Good idea though.
WM
Re: MAZE CRAZE - Waiting for XML Update (v.17 pg. 1,19) [I,Gp]
Posted: Mon Dec 01, 2008 4:35 am
by yeti_c
WidowMakers wrote:InkL0sed wrote:It'd be cool if there was an XML feature that made connecting two territories a continent. So you could just make it behoove a player to hold the shortest route, but actually be able to hold any route.
I guess it would work like this:
Code: Select all
<connect>
454
<end>Start</end>
<end>Finish</end>
</connect>
Or something of that nature.
That is an interesting idea but I don't want to wait around for another XML feature I need. Plus I don't see that really working for many other maps and I don't think Lack will code that up just for me.
Good idea though.
WM
This feature would be cool in an Age Of Merchant Redux...
Initially the idea was to connect up resources to markets/ports etc... however - due to the myriad of connections - it would've been impossible to code - so just had to be holding the certain resources...
Also - could work for AOR 1 & 2 REDUXes as well...
C.
Re: MAZE CRAZE - Waiting for XML Update (v.17 pg. 1,19) [I,Gp]
Posted: Sat Dec 20, 2008 9:43 pm
by gimil
yeti_c wrote:WidowMakers wrote:InkL0sed wrote:It'd be cool if there was an XML feature that made connecting two territories a continent. So you could just make it behoove a player to hold the shortest route, but actually be able to hold any route.
I guess it would work like this:
Code: Select all
<connect>
454
<end>Start</end>
<end>Finish</end>
</connect>
Or something of that nature.
That is an interesting idea but I don't want to wait around for another XML feature I need. Plus I don't see that really working for many other maps and I don't think Lack will code that up just for me.
Good idea though.
WM
This feature would be cool in an Age Of Merchant Redux...
Initially the idea was to connect up resources to markets/ports etc... however - due to the myriad of connections - it would've been impossible to code - so just had to be holding the certain resources...
Also - could work for AOR 1 & 2 REDUXes as well...
C.
To continue slightly off topic, wouldn't that be brutal to code?
Re: MAZE CRAZE - Waiting for XML Update (v.17 pg. 1,19) [I,Gp]
Posted: Sun Dec 21, 2008 2:28 pm
by max is gr8
No, it would require about as much coding as it does now.
Now it is:
Code: Select all
<continent>????</continent>
<component>Core Resource</component>
<component>Processor</component>
<component>City</component>
<bonus>?</bonus>
AFTER:
Code: Select all
<connect>
<bonus>?</bonus>
<end1>Core</end1>
<end2>Process</end2>
<end3>City</end3><connect>
DADA!
Re: MAZE CRAZE - Waiting for XML Update (v.17 pg. 1,19) [I,Gp]
Posted: Mon Dec 22, 2008 4:27 am
by yeti_c
gimil wrote:To continue slightly off topic, wouldn't that be brutal to code?
No - there is similar code in the game engine already - think Chained/Unlimited Forts.
It would be brutal/impossible to code using the current XML - hence why we didn't use it for AOM... but if Lack wrote it into the Game Engine - then it would be simple.
C.
Re: MAZE CRAZE - Waiting for XML Update (v.17 pg. 1,19) [I,Gp]
Posted: Thu Jan 15, 2009 7:26 am
by Joodoo
this map is the bomb

----------
modeditMrBenn wrote:I'll lock this thread until the XML becomes available.
----------
Re: MAZE CRAZE - Waiting for XML Update (v.17 pg. 1,19) [I,Gp]
Posted: Fri Jul 17, 2009 2:03 pm
by MrBenn
I'm moving this thread to the recycling bin until there is an XML update. I'll leave it stickied and locked to remind us that it is still here...
Re: MAZE CRAZE - Waiting for XML Update (v.17 pg. 1,19) [I,Gp]
Posted: Fri Nov 27, 2009 2:48 pm
by captainwalrus
THis would be a really great xml update. I have a few ideas that would use it well.
Re: MAZE CRAZE - Waiting for XML Update (v.17 pg. 1,19) [I,Gp]
Posted: Fri Dec 04, 2009 4:53 pm
by WidowMakers
OK. Does anyone want to see this map?
Current Issue:-There is no XML update so the resetting killer neutrals to a higher value will not happen.
So we either need to wait for new XML or redo the GP to just regular killer neutrals for the wall terts.
Plus any other concerns, suggestions, issues you have.
Thanks
WM
Re: MAZE CRAZE - Do you want to see this? (v.17 pg. 1,19) [I,Gp]
Posted: Fri Dec 04, 2009 5:02 pm
by cairnswk
Why don't you put up a poll?
Re: MAZE CRAZE - Do you want to see this? (v.17 pg. 1,19) [I,Gp]
Posted: Fri Dec 04, 2009 5:10 pm
by WidowMakers
cairnswk wrote:Why don't you put up a poll?
good point......
...Done!
Re: MAZE CRAZE - Do you want to see this? (v.17 pg. 1,19) [I,Gp]
Posted: Fri Dec 04, 2009 10:53 pm
by n00blet
I want to see it...I voted 3, but with this caveat:
Change it back to the original way you wanted the neutrals to work once the XML update is passed through.
Re: MAZE CRAZE - Do you want to see this? (v.17 pg. 1,19) [I,Gp]
Posted: Wed Dec 09, 2009 6:54 am
by Incandenza
Personally I think you should wait for an update, the gameplay for this map is much cooler with the variable killer neutrals.
Re: MAZE CRAZE - Do you want to see this? (v.17 pg. 1,19) [I,Gp]
Posted: Sun Dec 13, 2009 6:04 am
by MrBenn
n00blet wrote:I want to see it...I voted 3, but with this caveat:
Change it back to the original way you wanted the neutrals to work once the XML update is passed through.
Changing the gameplay of a map once it's live doesn't appear to be a particularly well-received idea - sic Pearl Harbor

Re: MAZE CRAZE - Do you want to see this? (v.17 pg. 1,19) [I,Gp]
Posted: Sun Dec 13, 2009 2:54 pm
by max is gr8
What about if it keeps the BETA tag until the change can be made. In that case when the change had been made it'd be awesome.
Re: MAZE CRAZE - Do you want to see this? (v.17 pg. 1,19) [I
Posted: Fri Sep 03, 2010 5:37 pm
by Victor Sullivan

This map looks amazing... Couldn't the walls just start out 30 neutral? Not like it matters at this point...
-Sully...
Re: MAZE CRAZE - Do you want to see this? (v.17 pg. 1,19) [I
Posted: Tue Jan 25, 2011 5:03 pm
by iTank-xx
Victor Sullivan wrote::cry: This map looks amazing... Couldn't the walls just start out 30 neutral? Not like it matters at this point...
-Sully...
Totally this.
I don't see why the walls starting out with a high neutral would affect the gameplay too much differently than what is intended, and definitely not enough to be the reason behind this awesome map being delayed.
If it plays as good as it looks this would probably become my favourite CC map.
Re: MAZE CRAZE - Do you want to see this? (v.17 pg. 1,19) [I
Posted: Tue Jan 25, 2011 6:04 pm
by benga
For some time I have in my mind idea for Maze tournament
and this one would be the jewel in my crown.
GJ!