Page 20 of 25

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Mon Jul 28, 2008 9:19 am
by mibi
I dunno DiM, after looking at this map again, I don't think it will be too popular. There isn't enough bait on your fairly large sized hook. If you know what I mean.

I'd loved to be proved wrong though.

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Fri Aug 22, 2008 2:16 pm
by AndyDufresne
Image

Thanks Forza.


--Andy

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Sat Aug 23, 2008 1:34 pm
by AndyDufresne
              Quenching

---The Final Forge period has concluded for the CC City Mogul Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Brand. Let it be known that this map is now ready for live play (barring any Lack vetoes).

Conquer Club, enjoy!
              Image

--Andy

Re: CC City Mogul [Quenched]

Posted: Sat Aug 23, 2008 1:38 pm
by Gilligan
Woo! =D>

99th map quenched. What will be the 100th?

Re: CC City Mogul [Quenched]

Posted: Sat Aug 23, 2008 1:41 pm
by yeti_c
Sweet.

C.

Re: CC City Mogul [Quenched]

Posted: Sat Aug 23, 2008 1:41 pm
by bryguy
finally! ive been waiting months for this! =D> =D> =D> =D> =D>


congratz dim :D

Re: CC City Mogul [Quenched]

Posted: Wed Sep 03, 2008 3:13 am
by DarkMalkin
Quenched, quenched... but when do we get to play it? :D

Re: CC City Mogul [Quenched]

Posted: Fri Sep 05, 2008 11:19 am
by Erland
Yes, when???? I am SICK of small numbers causing random outcomes seemingly with no relation to the odds, especially on maps like Treasures of Gallapogos and have been looking forward to the concept of this map!!!

Re: CC City Mogul [Quenched]

Posted: Fri Sep 05, 2008 11:27 am
by t-o-m
Well done DiM.

Re: CC City Mogul [Quenched]

Posted: Sat Sep 06, 2008 6:11 am
by DiM
woohoo

thanks everybody :mrgreen:

Re: CC City Mogul [Quenched]

Posted: Sat Sep 06, 2008 7:14 am
by Gilligan
DiM wrote:woohoo

thanks everybody :mrgreen:


Where'd you go?!

Re: CC City Mogul [Quenched]

Posted: Sat Sep 06, 2008 1:39 pm
by yeti_c
DiM wrote:woohoo

thanks everybody :mrgreen:


Is that you back for good?????

Please say it's so... life got boring round here!

C.

Re: CC City Mogul [Quenched]

Posted: Fri Sep 12, 2008 9:08 am
by BENJIKAT IS DEAD
Just taken my first turn in a 1v1: http://www.conquerclub.com/game.php?game=3246564

I got 201 armies as expected. Because of the arsonist, I was able to reduce my opponents first turn deploy to just 81!!

I think the arsonists will need to be MUCH larger neutrals.

Re: CC City Mogul [Quenched]

Posted: Fri Sep 12, 2008 9:20 am
by kmhebert
Yeah, my first thought was "Are you KIDDING me?" Seems very unbalanced at this point.

Re: CC City Mogul [Quenched]

Posted: Fri Sep 12, 2008 11:53 am
by t-o-m
Love it.

http://www.conquerclub.com/game.php?game=3247491
First game on it, won.

Well done DiM, you've created a monster!

Re: CC City Mogul [Quenched]

Posted: Fri Sep 12, 2008 2:04 pm
by Gilligan
BENJIKAT IS DEAD wrote:Just taken my first turn in a 1v1: http://www.conquerclub.com/game.php?game=3246564

I got 201 armies as expected. Because of the arsonist, I was able to reduce my opponents first turn deploy to just 81!!

I think the arsonists will need to be MUCH larger neutrals.



I was just about to say that

Re: CC City Mogul [Quenched]

Posted: Fri Sep 12, 2008 4:59 pm
by edbeard
are houses supposed to start with only 3 armies?

Re: CC City Mogul [Quenched]

Posted: Fri Sep 12, 2008 7:52 pm
by DiM
actually something is wrong here.
i have been gone for a long time and i don't exactly remember how xml works but each player was supposed to start with a home and a shop of the same colour as the home in either the E or the W quarter. that would have meant a bonus of just 40. thus making the arsonist's 50 neutrals big enough to avoid round 1 trashings like benjikat experienced.

instead i see people are starting with lots of shops. that's not good.

from what i remember yeti should have done this with starting positions or something like that but i don't know more details.
hopefully when yeti comes he can sort this as i don't like it one bit :(

sorry guys.

Re: CC City Mogul [Quenched]

Posted: Fri Sep 12, 2008 7:54 pm
by Gilligan
No problem DiM -- We all make mistakes :)

Re: CC City Mogul [Quenched]

Posted: Sat Sep 13, 2008 8:39 am
by Opera Man FL
Agreed. Either the arsonists need to be much larger, or the territories per player adjusted so the first round allotment does not allow immediate conquering of the arsonists, thus allowing a player to decimate his opponents ability to wage war in the first turn. Overall, the way the map currently works is no better than leaving it up to the dice.

As for the concept of more troops to allow proper dice odds to prevail based on strategy, this concept is good.

Re: CC City Mogul [Quenched]

Posted: Sat Sep 13, 2008 8:51 am
by t-o-m
I think people should be able to just about get the arsonist, at the start - but it would leave him with around 10-20 armies, too weak to do anything.

Re: CC City Mogul [Quenched]

Posted: Sat Sep 13, 2008 9:23 am
by yeti_c
There are 8 starts - remember that if you play 2 players - then you will get 4 of those each?!

Bit surprised that houses are starting with 3's though - I haven't got time to take a look til tomorrow though.

C.

Re: CC City Mogul [Quenched]

Posted: Sat Sep 13, 2008 12:22 pm
by DiM
yeti_c wrote:There are 8 starts - remember that if you play 2 players - then you will get 4 of those each?!

Bit surprised that houses are starting with 3's though - I haven't got time to take a look til tomorrow though.

C.


actually i would have liked it so that each players starts with just 1 house not split them equally. i thought starting positions does this. :?

Re: CC City Mogul [Quenched]

Posted: Sat Sep 13, 2008 3:03 pm
by Kemmler
for goodness sake leave the map as it is... at least until I get to general...

I love it.

Re: CC City Mogul [Quenched]

Posted: Sat Sep 13, 2008 3:06 pm
by Kemmler
DiM wrote:actually something is wrong here.
i have been gone for a long time and i don't exactly remember how xml works but each player was supposed to start with a home and a shop of the same colour as the home in either the E or the W quarter. that would have meant a bonus of just 40. thus making the arsonist's 50 neutrals big enough to avoid round 1 trashings like benjikat experienced.

instead i see people are starting with lots of shops. that's not good.

from what i remember yeti should have done this with starting positions or something like that but i don't know more details.
hopefully when yeti comes he can sort this as i don't like it one bit :(

sorry guys.


it works well, but just not for sequential. freestyle is fine tho.

please don't change it.