CC City Mogul [Quenched]

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yeti_c
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Re: CC City Mogul [Quenched]

Post by yeti_c »

Klaste wrote:I haven't even taken my turn yet in game 3250536 (fog is on, so the number probably won't help), but already I've noticed I started with 3 armies on w7 (my starting position was the blue home and shop in the blue neighborhood). It just seemed out of place with the 20 armies on my starting shop, and the 30 on my starting home. I did read up, though, and your neutral armies correction looks like it covers that spot - just thought I'd mention it anyways, since that's the reason for playing beta maps. :)


Yeah - the 8 territories that weren't set to Neutral will cause that - and is fixed in the latest XML - once DiM gets the GFX changed - we can upload a newer version.

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GeeDubYah
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Re: CC City Mogul [Quenched]

Post by GeeDubYah »

Think I've spotted a bug in the beta version of the CC City Mogul map. If you look at the log for game 3247095 (http://www.conquerclub.com/game.php?game=3247095) you'll see that all the players started with one house and one shop, except yellow who initially held two shops and one house. This gave him 20 more armies on his first turn than everyone else.
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yeti_c
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Re: CC City Mogul [Quenched]

Post by yeti_c »

GeeDubYah wrote:Think I've spotted a bug in the beta version of the CC City Mogul map. If you look at the log for game 3247095 (http://www.conquerclub.com/game.php?game=3247095) you'll see that all the players started with one house and one shop, except yellow who initially held two shops and one house. This gave him 20 more armies on his first turn than everyone else.


Actually everyone started with 2 shops - but yellow killed them all...

2008-09-12 18:01:57 - Daryth attacked E4-Arsonist from E3 and conquered it from neutral player
2008-09-12 18:02:31 - Daryth attacked E1 from E4-Arsonist and conquered it from GeeDubYah
2008-09-12 18:03:05 - Daryth attacked E7 from E4-Arsonist and conquered it from Deadpool809
2008-09-12 18:03:32 - Daryth bombarded W3 from E4-Arsonist and annihilated DigitalRuin's armies
2008-09-12 18:03:50 - Daryth bombarded W5 from E4-Arsonist and annihilated zissou2's armies
2008-09-12 18:04:02 - Daryth bombarded W1 from E4-Arsonist and annihilated tilechick's armies


This will be changed in the next version.

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t-o-m
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Re: CC City Mogul [Quenched]

Post by t-o-m »

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DiM
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Re: CC City Mogul [Quenched]

Post by DiM »

“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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yeti_c
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Re: CC City Mogul [Quenched]

Post by yeti_c »

Excellent stuff DiMmy!!

We'll have to have a game when it's up - and I've reduced some of my load (I've got 90 at the moment and it's too many!)

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BENJIKAT IS DEAD
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Re: CC City Mogul [Quenched]

Post by BENJIKAT IS DEAD »

yeti_c wrote:Excellent stuff DiMmy!!

We'll have to have a game when it's up - and I've reduced some of my load (I've got 90 at the moment and it's too many!)

C.


Excellent - will make a much better game

Care to invite me too?
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DiM
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Re: CC City Mogul [Quenched]

Post by DiM »

if benji says the gameplay will be better then it means it will, i value his opinion.

yeti, when you feel like it make the game and invite me too.
i'm not playing anymore but i can cope with 1 game :mrgreen:
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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yeti_c
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Re: CC City Mogul [Quenched]

Post by yeti_c »

BENJIKAT IS DEAD wrote:Care to invite me too?


I'm tempted to say no - cos I always lose points to you!!!!

But of course!!

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Re: CC City Mogul [Quenched]

Post by Kemmler »

Value my opinion, it sucks bad now. All about dice with no deployable armies.

2008-09-15 18:55:42 - Kemmler: lucky I got in so many games before it changed
2008-09-15 18:56:06 - killmanic: oh wow they get added now not bonuses to be given anywhere
2008-09-15 18:56:21 - Kemmler: City Mogul Sergeant 1st Class191 +409 Won 52 from 56(93%)
2008-09-15 18:56:29 - killmanic: nice
2008-09-15 18:56:34 - Kemmler: I thought it wasnt updated since the map didn't say autodeploy on it
2008-09-15 18:56:55 - Kemmler: on the legend
2008-09-15 18:57:11 - Kemmler: autodeploy just sucks
2008-09-15 18:57:35 - killmanic: yeah
2008-09-15 18:57:35 - Kemmler: luckier person wins eh?
2008-09-15 18:57:51 - Kemmler: rather than outmanoevuring
2008-09-15 18:58:21 - killmanic: completely
2008-09-15 18:59:04 - Kemmler: sucks
2008-09-15 18:59:08 - Kemmler: I loved this map too
2008-09-15 18:59:16 - Kemmler: but i guess there were big problems with sequential
2008-09-15 18:59:43 - killmanic: yeah
2008-09-15 18:59:45 - killmanic: there were
2008-09-15 18:59:53 - Kemmler: looks like the best thing to do here is jsut sit back
2008-09-15 18:59:59 - Kemmler: and wait for your opponent
2008-09-15 19:00:07 - killmanic: yeah im down with this map now
2008-09-15 19:00:11 - Kemmler: no wait, you can deploy the blanks
2008-09-15 19:00:26 - Kemmler: i loved it too :@(
2008-09-15 19:00:50 - killmanic: yeah i know that they why i got 36 to deploy
2008-09-15 19:01:08 - Kemmler: play new world speed
2008-09-15 19:01:12 - Kemmler: thats way coole
2008-09-15 19:01:53 - killmanic: gg
2008-09-15 19:03:05 - killmanic: i hate this map now
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DiM
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Re: CC City Mogul [Quenched]

Post by DiM »

sorry Kemmler, i understand you wanted points and this map provided an easy way but remember noob bashing doesn't equal skill ;)

also except for the initial bonus all other bonuses are deployable so you can get hundreds of troops to deploy anywhere if you have skill ;)


PS: the map is updated, please give feedback. and yeti i'm waiting that game :mrgreen:
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Re: CC City Mogul [Quenched]

Post by terrafutan »

First time playing this map. Yellow starts with 120 armies and clears an arsonist and promptly wipes out 10 other player countries.

Next guy gets 80 armies takes 3 neutrals. Players 3 and 4 get 1 army each.

Yellow plays again and gets another 120 and wipes more of us out.

Its the 1st turn on round 2 and we have 1 player with over 100 on the arsonists. This game will be over by round 3.

Not something I would want to encounter again.
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Re: CC City Mogul [Quenched]

Post by yeti_c »

Feel free to join this game...

Game 3269428

pw : mogulise

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Re: CC City Mogul [Quenched]

Post by t-o-m »

I havnt played it since it's been done up, this will be interesting.
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Re: CC City Mogul [Quenched]

Post by Unbathed »

Having played two rounds in a six player game and already eliminated one of the players, my impression is that either this map requires very careful resource management or this map is a mess.
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DiM
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Re: CC City Mogul [Quenched]

Post by DiM »

it's on the old version or the new version?
and yes it requires carefull resource management due to the very open movement options.
eliminate a guy and you may be too weak to survive. stay on your house and build and you may also be too weak if the others expand.
you have to know what and where to attack
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Re: CC City Mogul [Quenched]

Post by Crissipos »

I think this map is one of the best there is right now
I love to play it, since the gameplay has changed

very nice work!
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Re: CC City Mogul [Quenched]

Post by lanyards »

Crissipos wrote:I think this map is one of the best there is right now
I love to play it, since the gameplay has changed

very nice work!
This guy has the game rigged!!! He wins every single one!

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Re: CC City Mogul [Quenched]

Post by Herakilla »

DiM wrote:it's on the old version or the new version?
and yes it requires carefull resource management due to the very open movement options.
eliminate a guy and you may be too weak to survive. stay on your house and build and you may also be too weak if the others expand.
you have to know what and where to attack


what where and when :P
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Re: CC City Mogul [Quenched]

Post by FreeMan10 »

You may want to take a look at Game 3261442. Look at Yellow's comments from his first round turn.

I haven't looked into it in depth, but it does sound like maybe the bonuses are a bit off?

Thanks guys!
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Re: CC City Mogul [Quenched]

Post by Crissipos »

I never had a problem with bonusses, but it was a 8 player game, don't know how it works in those
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Re: CC City Mogul [Quenched]

Post by DiM »

FreeMan10 wrote:You may want to take a look at Game 3261442. Look at Yellow's comments from his first round turn.

I haven't looked into it in depth, but it does sound like maybe the bonuses are a bit off?

Thanks guys!
FreeMan10


yeah in the first round of that game the bonuses were screwed i have now idea how or why because he had just 3 terits. my best bet is that he took his turn in the middle of the xml change and something went wrong in the database.
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Re: CC City Mogul [Quenched]

Post by djak. »

DiM wrote:usually the dice decide the winner of a game. i have seen it many times. unlucky guy starts game deploys 3 attacks 6v3 and it ends 2v3. lucky guy attacks 6v3 and takes it with few or no losses. in some cases 2 rolls in the first round of the game already decide the winner. that's bad. [...] so i have decided to cut the long run short and bring it to the present. how? by increasing the number of armies on the map.


This map makes it worse, not better, because it's now 100% about luck: whoever plays first in a 2 player or 2 team game wins: First player/team takes an arsonist, then bombards the next opponent to play's shops so that that player has minimal armies to deploy. From there it's a massacre - whoever plays second doesn't have a chance.

See Game 3252951 where in round 1 the team to play first got 242 armies, and the team to play second got only 122!:
team1blue: 121, team2green: 61, t1yellow: 121, t2red: 61,
t1blue: 161, t2green: 51 (11 to deploy), t1yellow: 121, t2red: 26 (6 to deploy),
t1blue: 161, t2green: 51 (11 to deploy), t1yellow: 186, t2red: 0,
t1blue: 201, t2green: 26 (6 to deploy), t1yellow: 231, game over.
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Re: CC City Mogul [Quenched]

Post by BENJIKAT IS DEAD »

djak. wrote:
DiM wrote:usually the dice decide the winner of a game. i have seen it many times. unlucky guy starts game deploys 3 attacks 6v3 and it ends 2v3. lucky guy attacks 6v3 and takes it with few or no losses. in some cases 2 rolls in the first round of the game already decide the winner. that's bad. [...] so i have decided to cut the long run short and bring it to the present. how? by increasing the number of armies on the map.


This map makes it worse, not better, because it's now 100% about luck: whoever plays first in a 2 player or 2 team game wins: First player/team takes an arsonist, then bombards the next opponent to play's shops so that that player has minimal armies to deploy. From there it's a massacre - whoever plays second doesn't have a chance.

See Game 3252951 where in round 1 the team to play first got 242 armies, and the team to play second got only 122!:
team1blue: 121, team2green: 61, t1yellow: 121, t2red: 61,
t1blue: 161, t2green: 51 (11 to deploy), t1yellow: 121, t2red: 26 (6 to deploy),
t1blue: 161, t2green: 51 (11 to deploy), t1yellow: 186, t2red: 0,
t1blue: 201, t2green: 26 (6 to deploy), t1yellow: 231, game over.


This was before (or maybe during) the time when the XML was revised - this can't happen this way any more
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djak.
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Re: CC City Mogul [Quenched]

Post by djak. »

BENJIKAT IS DEAD wrote:This was before (or maybe during) the time when the XML was revised - this can't happen this way any more


What changed? I can't see anything mentioned in the first post. Are no more players put in W and E at the start?
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