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

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

Post by cairnswk »

Armandolas wrote:
EricPhail wrote:Playing in Games 1345938 and 13498604:
Noticed that the phantom continent doesn't include beach z (according to BOB, anyway), now while the continent might be irrelevant (and soon to disappear) I'm assuming it was related to the losing condition: so could you check/confirm that beach z is a valid land territory for the purposes of the losing condition, thanks

Can u clarify this please? i can see the autodeploy works. But it is not shown as a Land territory


Which means that the adjusted xml has not yet been uploaded. :)
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by paulgamelb »

Got a few polymorph (4) games going on this map. The player starting gets a huge advantage. In four of the five games I am playing one of the armies is out of the game before they have even played a shot.
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by cairnswk »

paulgamelb wrote:Got a few polymorph (4) games going on this map. The player starting gets a huge advantage. In four of the five games I am playing one of the armies is out of the game before they have even played a shot.

Yes, thank-you paul for that, we are aware of that issue and have new xml to upload which i am hoping will be done this week. :)
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by skillfusniper33 »

is lower Suvla plain supposed to be able to attack Monash Gully? If not, it is kind of miss-leading since you have a black line there which represents a border.
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by cairnswk »

skillfusniper33 wrote:is lower Suvla plain supposed to be able to attack Monash Gully? If not, it is kind of miss-leading since you have a black line there which represents a border.

Yes they are supposed to border, and in the xml they don't.
Good pick-up, thank-you skillfusniper33 :)
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by kizkiz »

Should Bigali and madios border each other?
Doesn't look like they should
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by Gilligan »

kizkiz wrote:Should Bigali and madios border each other?
Doesn't look like they should


"villages border the next village via roads"

Villages are marked by the little squares in Madios and Bigali
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by kizkiz »

Cheers gilligan
Missed that one somehow
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by Nola_Lifer »

cairnswk wrote:
skillfusniper33 wrote:is lower Suvla plain supposed to be able to attack Monash Gully? If not, it is kind of miss-leading since you have a black line there which represents a border.

Yes they are supposed to border, and in the xml they don't.
Good pick-up, thank-you skillfusniper33 :)


I know you said that new xml will fix this and unsure what the fix is but it seems that starting positions are a bit unbalanced. Only just started one game so I'll be able to give more input after more games played. Other than that I like the game play.
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by ManBungalow »

I played a polymorphic game (4 players each, like quads) on this map, and loved it.

The only concern I've got is that I was easily able to eliminate a player on my first turn and before the opponent had chance to play - simply because I could 'see' and bombard both of his land regions from my Battleships.

Game in question: Game 13508653. See my orange move in round 1.

Maybe it would be worth coding a few starting positions (land regions) which the Battleships can't bombard? Otherwise I guess the lesson is that games on this map with more than maybe 6 players are going to be particularly risky for the reason I just described.

Really nice work otherwise.
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Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by kizkiz »

ManBungalow wrote:I played a polymorphic game (4 players each, like quads) on this map, and loved it.

The only concern I've got is that I was easily able to eliminate a player on my first turn and before the opponent had chance to play - simply because I could 'see' and bombard both of his land regions from my Battleships.

Game in question: Game 13508653. See my orange move in round 1.

Maybe it would be worth coding a few starting positions (land regions) which the Battleships can't bombard? Otherwise I guess the lesson is that games on this map with more than maybe 6 players are going to be particularly risky for the reason I just described.

Really nice work otherwise.


I'll answer this before cairnswk explodes :lol:
The previous two pages of this thread are almost solely concerned with this starting issue, which has been fixed in the new xml that should be uploaded any day now
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by cairnswk »

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

Post by skillfusniper33 »

I think you are missing another attacking route Cairns.

Scimitar Hill should be able to attack Gendarmerie
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by cairnswk »

skillfusniper33 wrote:I think you are missing another attacking route Cairns.
Scimitar Hill should be able to attack Gendarmerie

Yes it is missing from the current xml in gameplay, but has been attended to in V5 as attached below.

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[bigimg]http://i155.photobucket.com/albums/s282/cairnswk/gallipoli/gallipoli_V38L.png~original[/bigimg]

http://i155.photobucket.com/albums/s282 ... g~original
http://i155.photobucket.com/albums/s282 ... g~original
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by cairnswk »

The new files have been uploaded :)
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by thenobodies80 »

cairnswk wrote:The new files have been uploaded :)


\:D/ \:D/
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by PereiroSaus »

Nice map!

Im kinda lazy, so if this one is mentioned already I'm sorry...: Monash Guly and CH border on the map, but not in gameplay.

Also, from my first xp on 1v1 the map is very (too) favourable for the starting player now.
Just started one on which I also got Gendarmerie, opponent is chanceless from the start. All batteries to start neutral would be wise in my opinion.
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by cairnswk »

PereiroSaus wrote:Nice map!

Im kinda lazy, so if this one is mentioned already I'm sorry...: Monash Guly and CH border on the map, but not in gameplay.

Also, from my first xp on 1v1 the map is very (too) favourable for the starting player now.
Just started one on which I also got Gendarmerie, opponent is chanceless from the start. All batteries to start neutral would be wise in my opinion.


Thank-you for the border pickup PereiroSaus
I will send it forward for upload.
As for 1V1 in fog...which all 3 of your maps are...i can't see your log so i don't know where else you started...so unable to assist much
i would give the 1v1 at least 20 more attempts from your xp and then come back and say what the outcome is...but noted here anyway.
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by Dukasaur »

I have got to say that this is an
absolutely fucking tremendous map!

... and I don't use superlatives lightly!

It's really all the more surprising because this is the kind of large, complex map that I normally hate, and I approached it with some misgivings, but within three turns I was in love! Despite the complexities, the basic strategic points are easy to grasp.

I love how the map captures the spirit of the actual histprical battle.... the devastating power of the Turkish artillery, the almost desperate need to get onto high ground, the surreptitious runs of the minesweepers under cover of smoke, everything.

Both in the richnness of strategic choices available, and in the depth of historical accuracy, I'm sure this map will be compared to qwert's Stalingrad, and in my opinion this one will be considered the greater masterpiece of the two!

Bravo, bravo, bravo! An incredible job you've done here!
=D> =D> =D> =D> =D>


PereiroSaus wrote:Also, from my first xp on 1v1 the map is very (too) favourable for the starting player now.
Just started one on which I also got Gendarmerie, opponent is chanceless from the start. All batteries to start neutral would be wise in my opinion.

So, far, of the seven games I've been in, only one is actually finished: Game 13570906
As you can see from the log, Keefie started with Gendarmerie and he went first, and I still kicked his ass. Yes, it's nice to start with Gendarmerie, and it's definitely a powerful tert, but it's not a foregone conclusion that it will bring you victory.

No matter what drop you get, I think there are opportunities for the other player to do something else. Obviously first go is an advantage, as it is on any map you care to name. I don't think it's an overwhelming advantage.
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by cairnswk »

Dukasaur wrote:... qwert's Stalingrad,...

Dukasaur, thank-you for your praise and consideration, i know you to be a fair but hard taskmaster, so this would not lightly be given. :)
...but did you mean Stalingrad or some other map by Qwert :?:
Stalingrad is mine, sorry ;)
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by Dukasaur »

cairnswk wrote:
Dukasaur wrote:... qwert's Stalingrad,...

Dukasaur, thank-you for your praise and consideration, i know you to be a fair but hard taskmaster, so this would not lightly be given. :)
...but did you mean Stalingrad or some other map by Qwert :?:
Stalingrad is mine, sorry ;)

Lol, that's pretty funny. I always thought Stalingrad was one of qwert's!

Well then I owe you a long-delayed shot of kudos for that one too....:) ...and I understand better now why Gallipolli reminds me so much of Stalingrad.
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by Keefie »

cairnswk wrote:
Dukasaur wrote:... qwert's Stalingrad,...

Dukasaur, thank-you for your praise and consideration, i know you to be a fair but hard taskmaster, so this would not lightly be given. :)
...but did you mean Stalingrad or some other map by Qwert :?:
Stalingrad is mine, sorry ;)


Which is why I love you so much :o

I bow to the creator of CC's two best maps =D> =D> =D> =D>

Oh and Ducky, you won once, I wont let it happen again ;)
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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA Ready

Post by Dukasaur »

Keefie wrote:
cairnswk wrote:
Dukasaur wrote:... qwert's Stalingrad,...

Dukasaur, thank-you for your praise and consideration, i know you to be a fair but hard taskmaster, so this would not lightly be given. :)
...but did you mean Stalingrad or some other map by Qwert :?:
Stalingrad is mine, sorry ;)


Which is why I love you so much :o

I bow to the creator of CC's two best maps =D> =D> =D> =D>

Oh and Ducky, you won once, I wont let it happen again ;)

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

Post by Seamus76 »

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

Post by PereiroSaus »

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>
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