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[Abandoned] - Conquer National Bank

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Re: Conquer National Bank - Updated P25 [D]

Postby rishaed on Thu Jan 28, 2010 4:47 pm

you take the rest out and make the two tied spots a new poll lrzman? or just choose the one that you want the most :)
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

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Re: Conquer National Bank - Updated P25 [D]

Postby lzrman on Thu Jan 28, 2010 4:58 pm

Karan

Tlane


Joe (Middle)
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Re: Conquer National Bank - Updated P25 [D]

Postby rishaed on Thu Jan 28, 2010 5:42 pm

lzrman wrote:Karan

Tlane


Joe (Middle)

OK!!! :) now all a.sub has to do is to put them in as such and this map can go forward like it deserves =D> :)
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Thu Jan 28, 2010 10:38 pm

rishaed wrote:
lzrman wrote:Karan

Tlane


Joe (Middle)

OK!!! :) now all a.sub has to do is to put them in as such and this map can go forward like it deserves =D> :)

just got back from work and im STARVING lol
and i have hw :?
ill get it done soon tho!
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Re: Conquer National Bank - Updated P25 [D]

Postby 00iCon on Thu Jan 28, 2010 11:14 pm

how about the "none" option...
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Re: Conquer National Bank - Updated P25 [D]

Postby Hopscotcher on Thu Jan 28, 2010 11:25 pm

a.sub wrote:
rishaed wrote:
lzrman wrote:Karan

Tlane


Joe (Middle)

OK!!! :) now all a.sub has to do is to put them in as such and this map can go forward like it deserves =D> :)

just got back from work and im STARVING lol
and i have hw :?
ill get it done soon tho!


BBBBOOOOOOOOOOOYYYYYYYYAAAAAAAAAA!!!!!!!!!!

I know next to nothing about XML, but graphically I think it will soar!
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Sat Jan 30, 2010 12:03 am

00iCon wrote:how about the "none" option...

no we need some to be neutral, 3 to be exact




Hopscotcher wrote:I know next to nothing about XML, but graphically I think it will soar!

:oops: :mrgreen:
thank you
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Sat Jan 30, 2010 12:12 am

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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Sat Jan 30, 2010 12:17 am

so what i fixed
i just put the 88s on the neutrals so we know which is which, and i edited the two names :)
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Re: Conquer National Bank - Updated P25 [D]

Postby Hopscotcher on Sat Jan 30, 2010 1:37 am

Lookin good!

When do you get a stamp?

Are you considering renaming the Thugs after Bank Robbers? Or are you going to keep it as is? (just curious, really)
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Re: Conquer National Bank - Updated P25 [D]

Postby lzrman on Sat Jan 30, 2010 1:52 am

After some simple analysis this is how I see the breakdown of the map:

23 Starting Positions
2 Player = 22 Start Positions, 11 Territories Each, 3 Man First Drop
3 Player = 21 Start Positions, 7 Territories Each, 3 Man First Drop
4 Player = 22 Start Positions, 4 Territories Each, 3 Man First Drop

.... this makes no sense when we get to 5,6,7,8 Players some how we need to open it up ALOT!!!!
.... this also makes no sense, because who's to say they won't just kill off people in the top left and not go for the goal.

Thoughts about:
2 Player = Have the above starting scenario, +a random drop on Stash 4/5/6 = 12 Territories = 4 Man First Drop
3 Player = Have the above starting scenario, +a random drop on stash 4/5/6 +random thug = 9 Territories = 5 Man First Drop
4 Player = Have the above starting scenario, +a random drop on stash 1/2/3/4/5/6 +random thug = 5 Territories = 5 Man First Drop

5-8 Players = Random Drop on ALL Dots!
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Re: Conquer National Bank - Updated P25 [D]

Postby rishaed on Sat Jan 30, 2010 10:23 am

lzrman wrote:After some simple analysis this is how I see the breakdown of the map:

23 Starting Positions
2 Player = 22 Start Positions, 11 Territories Each, 3 Man First Drop
3 Player = 21 Start Positions, 7 Territories Each, 3 Man First Drop
4 Player = 22 Start Positions, 4 Territories Each, 3 Man First Drop

.... this makes no sense when we get to 5,6,7,8 Players some how we need to open it up ALOT!!!!
.... this also makes no sense, because who's to say they won't just kill off people in the top left and not go for the goal.

Thoughts about:
2 Player = Have the above starting scenario, +a random drop on Stash 4/5/6 = 12 Territories = 4 Man First Drop
3 Player = Have the above starting scenario, +a random drop on stash 4/5/6 +random thug = 9 Territories = 5 Man First Drop
4 Player = Have the above starting scenario, +a random drop on stash 1/2/3/4/5/6 +random thug = 5 Territories = 5 Man First Drop

5-8 Players = Random Drop on ALL Dots!

it was supposed to be a twenty four area drop :roll:
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Sat Jan 30, 2010 5:40 pm

rishaed wrote:
lzrman wrote:After some simple analysis this is how I see the breakdown of the map:

23 Starting Positions
2 Player = 22 Start Positions, 11 Territories Each, 3 Man First Drop
3 Player = 21 Start Positions, 7 Territories Each, 3 Man First Drop
4 Player = 22 Start Positions, 4 Territories Each, 3 Man First Drop

.... this makes no sense when we get to 5,6,7,8 Players some how we need to open it up ALOT!!!!
.... this also makes no sense, because who's to say they won't just kill off people in the top left and not go for the goal.

Thoughts about:
2 Player = Have the above starting scenario, +a random drop on Stash 4/5/6 = 12 Territories = 4 Man First Drop
3 Player = Have the above starting scenario, +a random drop on stash 4/5/6 +random thug = 9 Territories = 5 Man First Drop
4 Player = Have the above starting scenario, +a random drop on stash 1/2/3/4/5/6 +random thug = 5 Territories = 5 Man First Drop

5-8 Players = Random Drop on ALL Dots!

it was supposed to be a twenty four area drop :roll:

but the general idea he has its pretty reasonable, keep the 24 civ as startable from 2-4, then make everyone startable from 5-8
can we do that XML wise?
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Re: Conquer National Bank - Updated P25 [D]

Postby lzrman on Sat Jan 30, 2010 5:50 pm

I counted 23 starting positions that were neither thugs/alarms or neutral start.

I have no idea XML wise if that is remotely possible, would need to ask Lack Attack :O
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Sat Jan 30, 2010 7:47 pm

lzrman wrote:I counted 23 starting positions that were neither thugs/alarms or neutral start.

I have no idea XML wise if that is remotely possible, would need to ask Lack Attack :O

ah shit i accidentally made randall with 88's
ill fix it now
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Re: Conquer National Bank - Updated P25 [D]

Postby rishaed on Sun Jan 31, 2010 8:44 pm

a.sub wrote:
lzrman wrote:I counted 23 starting positions that were neither thugs/alarms or neutral start.

I have no idea XML wise if that is remotely possible, would need to ask Lack Attack :O

ah shit i accidentally made randall with 88's
ill fix it now

:oops: :lol: 8-[
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

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Re: Conquer National Bank - Updated P25 [D]

Postby natty dread on Sun Jan 31, 2010 9:09 pm

Sorry if this has been mentioned, and it is not a gameplay issue, but Captain Peacock & Robert are not aligned to the tilt of the map while all other "territories" are.
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Mon Feb 01, 2010 12:58 am

natty_dread wrote:Sorry if this has been mentioned, and it is not a gameplay issue, but Captain Peacock & Robert are not aligned to the tilt of the map while all other "territories" are.

ur quite right, ill make a note to fix them in the next update
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Re: Conquer National Bank - Updated P25 [D]

Postby rishaed on Mon Feb 01, 2010 5:13 pm

can we get the mod in here to stamp it yet or is the XML coding going to be a gameplay issue?
:-s
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Mon Feb 01, 2010 8:35 pm

rishaed wrote:can we get the mod in here to stamp it yet or is the XML coding going to be a gameplay issue?
:-s

i thought XML was in the final forge?
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Re: Conquer National Bank - Updated P25 [D]

Postby natty dread on Mon Feb 01, 2010 8:49 pm

a.sub wrote:
rishaed wrote:can we get the mod in here to stamp it yet or is the XML coding going to be a gameplay issue?
:-s

i thought XML was in the final forge?


It is, don't worry about it yet.
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Mon Feb 01, 2010 9:06 pm

natty_dread wrote:
a.sub wrote:
rishaed wrote:can we get the mod in here to stamp it yet or is the XML coding going to be a gameplay issue?
:-s

i thought XML was in the final forge?


It is, don't worry about it yet.


not that i ahve to lzrman is doing the XML cuz hes about 10x better than me at them, if you round up for me and round down for him lol
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Re: Conquer National Bank - Updated P25 [D]

Postby natty dread on Mon Feb 01, 2010 9:18 pm

a.sub wrote:
not that i ahve to lzrman is doing the XML cuz hes about 10x better than me at them, if you round up for me and round down for him lol


Anyone can do XML these days, with the XML wizard...
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Mon Feb 01, 2010 9:48 pm

nah, im a graphics man lol
cant do gameplay mechanics or XML, and im ok with that lol
tho i may start to learn how to use the XML wizard in the near future 8-)
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Mon Feb 01, 2010 9:51 pm

oh and btw i fixed the slant issues :)
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