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Re: CC City Mogul - V17 pg 1+37 - [Final Forge]

Posted: Sat Apr 05, 2008 1:27 am
by SkyCaptain
[quote="Herakilla"][quote="DiM"][quote="Mr_Adams"]so what happens when nobody is getting any armies each turn, and all territories have 1's on them? the your screwed...[/quote]

what???[/quote]

hes saying that since you took out the territorial bonus what happens if you have no bonus from shops or stuff and you have nothing but ones

i believe you just get "you cant make any attacks End Attacks" and "you cant make any fortifications End Fortifactions"[/quote]



The only way I see that happening is two people get left in one of the couple of squares (arsonists, mall, manor, subways) that provide no bonus, then the other guy deadbeats. Leaving in the territory bonus is a solution for that, as 3 guys will make no difference to gameplay, but would fix that problem. However, we already have a map (alcatraz) where you could stick someone in and leave them, besides the possibility in any map of killing the guy down to a 1 and surrounding him with huge armies to make him angry. SO if you guys think this is an issue, I guess DiM could put in the territ bonus, but I don't see it as much of a problem.

Re: CC City Mogul - V17 pg 1+37 - [Final Forge]

Posted: Sat Apr 05, 2008 1:29 am
by SkyCaptain
Other than that, this map is awesome. I'm tired of starting in AoR and losing 10 guys in a row, and therefore losing the entire round because of one stupid unluckiness. I almost want to screw the map and just make this a game option, where everything is multiplied by ten.

Re: CC City Mogul - V17 pg 1+37 - [Final Forge]

Posted: Sat Apr 05, 2008 3:02 am
by yeti_c
[quote="SkyCaptain"][quote="Herakilla"][quote="DiM"][quote="Mr_Adams"]so what happens when nobody is getting any armies each turn, and all territories have 1's on them? the your screwed...[/quote]

what???[/quote]

hes saying that since you took out the territorial bonus what happens if you have no bonus from shops or stuff and you have nothing but ones

i believe you just get "you cant make any attacks End Attacks" and "you cant make any fortifications End Fortifactions"[/quote]



The only way I see that happening is two people get left in one of the couple of squares (arsonists, mall, manor, subways) that provide no bonus, then the other guy deadbeats. Leaving in the territory bonus is a solution for that, as 3 guys will make no difference to gameplay, but would fix that problem. However, we already have a map (alcatraz) where you could stick someone in and leave them, besides the possibility in any map of killing the guy down to a 1 and surrounding him with huge armies to make him angry. SO if you guys think this is an issue, I guess DiM could put in the territ bonus, but I don't see it as much of a problem.[/quote]


If someone deadbeats from that position - then you win the game...

C.

Re: CC City Mogul - V17 pg 1+37 - [Final Forge]

Posted: Sat Apr 05, 2008 4:16 am
by BaldAdonis
With Alcatraz, there's only 1 territory, so it can't happen to everyone. I think the point is that the game could end up as a stalemate, where none of the players are able to attack.

You can do much worse on Waterloo by bombarding all the non-artillery territories and deadbeating from the non-bombardable ones. In that set up, no matter what your deployment is, the game won't end. So I hardly think it's a problem from a CC point a veiw, as there's already a map with bigger issues. No one has explored what happens to the actual game however.... I suspect it only ends when all (save one) deadbeat.

Re: CC City Mogul - V17 pg 1+37 - [Final Forge]

Posted: Sat Apr 05, 2008 6:01 am
by yeti_c
[quote="BaldAdonis"]With Alcatraz, there's only 1 territory, so it can't happen to everyone. I think the point is that the game could end up as a stalemate, where none of the players are able to attack.

You can do much worse on Waterloo by bombarding all the non-artillery territories and deadbeating from the non-bombardable ones. In that set up, no matter what your deployment is, the game won't end. So I hardly think it's a problem from a CC point a veiw, as there's already a map with bigger issues. No one has explored what happens to the actual game however.... I suspect it only ends when all (save one) deadbeat.[/quote]

TBH - This site bends it's rules and statements to suit Deadbeats enough as it is... I think these situations are ignorable...

If it can happen in *real* play - then I can understand... (i.e. how "Arms Race" was until tweaked).

C.

Re: CC City Mogul - V17 pg 1+37 - [Final Forge]

Posted: Sat Apr 05, 2008 11:57 am
by DiM
this situation will never happen unless people do it on purpose.

Re: CC City Mogul - V17 pg 1+37 - [Final Forge]

Posted: Sat Apr 05, 2008 8:02 pm
by wcaclimbing
[quote="DiM"]this situation will never happen unless people do it on purpose.[/quote]
But what if someone DOES do it on purpose?
It'd be a fun trick to pull on a few people. Make it so they don't get armies and then I deadbeat. (preferably used against friends that wont neg feedback you). Then they would just have to deadbeat.

Re: CC City Mogul - V17 pg 1+37 - [Final Forge]

Posted: Sat Apr 05, 2008 8:12 pm
by SkyCaptain
Yeti_C, what I was saying was you'd have three people, one of whom would be winning, who would box the others into unplayable spots, then deadbeat. But the point is, you can already screw with people if you choose, they'll just get negative feedback. The only problem would occur if this kind of thing could just happen randomly, as you said about arms race. We can't make people stop annoying each other.

Re: CC City Mogul - V17 pg 1+37 - [Final Forge]

Posted: Sat Apr 05, 2008 8:14 pm
by DiM
[quote="wcaclimbing"][quote="DiM"]this situation will never happen unless people do it on purpose.[/quote]
But what if someone DOES do it on purpose?
It'd be a fun trick to pull on a few people. Make it so they don't get armies and then I deadbeat. (preferably used against friends that wont neg feedback you). Then they would just have to deadbeat.[/quote]


if they do it on purpose then it's their fault ;)

as pointed before the same thing (in a much worse manner can be done on Waterloo) so if people really want to do it i can't stop them and honestly i don't really care.

Re: CC City Mogul - V17 pg 1+37 - [Final Forge]

Posted: Sun Apr 06, 2008 3:24 am
by yeti_c
[quote="wcaclimbing"][quote="DiM"]this situation will never happen unless people do it on purpose.[/quote]
But what if someone DOES do it on purpose?
It'd be a fun trick to pull on a few people. Make it so they don't get armies and then I deadbeat. (preferably used against friends that wont neg feedback you). Then they would just have to deadbeat.[/quote]

Seems like a real stupid tihng to do... work all that hard to win the game - then Deadbeat?

Nice.

C.

Re: CC City Mogul - V17 pg 1+37 - [Final Forge]

Posted: Thu Apr 10, 2008 7:24 am
by Shino Tenshi
If I understand the map rules correctly, you only get troops for what you own. I am unclear whether the troops are deployable or auto-deployed on the spots that generate them. I believe deployable though.

In any case, you may wish to be made aware that should a player only own arsonist spots, which as near as I can tell don't receive any troops, then they will have 0 to deploy. The site really, really does not like it when you have 0 (or less) to deploy during your deployment phase. The site will flip out on you and refuse to let you progress past the deployment phase, forcing you to time out on your turn.

Perhaps this problem has been fixed over the last few months since ConquerMan was released, but judging by the response I got to my bug report, it was deemed to be a map issue and not a site issue; an evaluation I still to this day think was wrong, since the addition of a single line of code into the site would be a lot easier and cleaner than who knows how many lines required for maps..... not to mention that it is a site issue and not a map issue.

Anyway, just thought you'd like to know the potential issue before the map gets released :)

EDIT -- P.S. The page number in the title needs to be updated to reflect the new forums.

Re: CC City Mogul - V17 pg 1+37 - [Final Forge]

Posted: Fri Apr 11, 2008 12:10 pm
by DiM
there's was problem with negative deployment and i think it was solved but not sure. anyway we don't have negative deployment here.

Re: CC City Mogul - V17 pg 1+37 - [Final Forge]

Posted: Sun Apr 13, 2008 6:09 am
by Shino Tenshi
DiM wrote:there's was problem with negative deployment and i think it was solved but not sure. anyway we don't have negative deployment here.


Negative deployment did produce more severe results, but there were also problems with 0 deployment as well. If they have been resolved though, then that's great and no need to worry :)

Re: CC City Mogul - V17 pg 1+25 - [Final Forge]

Posted: Sun Apr 13, 2008 10:08 pm
by laci_mae
Hi,

I'm very interested to see this map in play. It's definitely unique.

I was wondering about a detail however. The title slide says that each player starts with a home and shop of the same color. Would this always be the color corresponding to the color of your armies in the game. For example, if I create the game (and subsequently am first player) will I always receive the red home and shop? If so, there are some strategic implications.

Thanks,
Laci

Re: CC City Mogul - V17 pg 1+25 - [Final Forge]

Posted: Mon Apr 14, 2008 6:20 am
by Shino Tenshi
laci_mae wrote:Hi,

I'm very interested to see this map in play. It's definitely unique.

I was wondering about a detail however. The title slide says that each player starts with a home and shop of the same color. Would this always be the color corresponding to the color of your armies in the game. For example, if I create the game (and subsequently am first player) will I always receive the red home and shop? If so, there are some strategic implications.

Thanks,
Laci


While I could be mistaken, I believe that it will not always correspond to the army colour. All maps that are similar to this one that are on the site now all have a random deployment.

Re: CC City Mogul - V17 pg 1+25 - [Final Forge]

Posted: Mon Apr 14, 2008 6:36 am
by DiM
you will always receive a shop and a home of the same colour but if you are the red player it doesn't mean you'll get the red shop. you could get a blue shop and blue home. but the shop and home you get wil always have the same colour, it wouldn't be realistic to start the game owning a competitor's shop.

Re: CC City Mogul - V17 pg 1+25 - [Final Forge]

Posted: Tue Apr 29, 2008 4:52 pm
by Shino Tenshi
Hey DiM, just wondering what's up with the progress on this map? I'm guessing it's on hold until you finish up Mayhem?

Re: CC City Mogul - V17 pg 1+25 - [Final Forge]

Posted: Wed Apr 30, 2008 1:24 am
by DiM
Shino Tenshi wrote:Hey DiM, just wondering what's up with the progress on this map? I'm guessing it's on hold until you finish up Mayhem?


it just needs the xml to be finished and i hate doing xml :(

it's half done and i'm struggling to do the other half of my part done then hand it over to yeti for completion.

Re: CC City Mogul - V17 pg 1+25 - [Final Forge]

Posted: Sat May 03, 2008 5:03 pm
by White Moose
I am doing the Official CC City Mogul tournament when the map gets out! So all you who read this, keep on the lookout when you notice that the map gets quenched :P

Re: CC City Mogul - V17 pg 1+25 - [Final Forge]

Posted: Sun May 04, 2008 9:19 am
by DiM
V18

removed the cc manor arsonist
made part of the xml. i still have to do the army coords and yeti has to do the bonuses.
for some reason i can't test the xml right now cause it gives me this error:

Code: Select all

Test results:

line 944: </territory> - Opening and ending tag mismatch: name line 931 and territory

line 1561: </map> - Opening and ending tag mismatch: territory line 930 and map

line 1561: </map> - Premature end of data in tag map line 2

Summary: 3 errors and 0 warnings detected in CC City Mogul.xml



small
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/mogulnewwhiteprintsmallcopy-4.png[/bigimg]

large
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/mogulnewwhiteprintcopy-12.png[/bigimg]

xml:
http://www.sendspace.com/file/p62x5o

Re: CC City Mogul - V18 pg 1+28 - [Final Forge]

Posted: Mon May 05, 2008 3:24 pm
by bryguy
DiM wrote:

Code: Select all

Test results:

line 944: </territory> - Opening and ending tag mismatch: name line 931 and territory

line 1561: </map> - Opening and ending tag mismatch: territory line 930 and map

line 1561: </map> - Premature end of data in tag map line 2

Summary: 3 errors and 0 warnings detected in CC City Mogul.xml



that kept happening with the conqueropoly xml when we were working on it, i think that for the first 2 some of the tags are mismatched :mrgreen:

edit: ill look through conqueropoly to see if i can find if we had that problem or not

Re: CC City Mogul - V18 pg 1+28 - [Final Forge]

Posted: Mon May 05, 2008 5:12 pm
by DiM
yeti's working on the xml now so it will be fine. i'll do the coords in the meantime even though i hate it :cry: :cry: :cry:

Re: CC City Mogul - V18 pg 1+28 - [Final Forge]

Posted: Thu May 08, 2008 8:16 pm
by jetpac
Don't forget to take the arsonist out of the legend, too! This is a fantastic idea for a map, I'm looking forward to it.

EDIT: Oops, didn't see that other arsonist. Well, the second half of my original post still applies :D

Re: CC City Mogul - V18 pg 1+28 - [Final Forge]

Posted: Sat May 10, 2008 3:43 pm
by jarrett155
Problem: By multiplying everything by 20 you have now cut the amount of armies you can move after an attack from 999 to what in a normal risk game would be 49

Re: CC City Mogul - V18 pg 1+28 - [Final Forge]

Posted: Sat May 10, 2008 4:05 pm
by DiM
jarrett155 wrote:Problem: By multiplying everything by 20 you have now cut the amount of armies you can move after an attack from 999 to what in a normal risk game would be 49


huh? no i didn't, you can still move 999 armies and the multiplier used wasn't 20 it was 5