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yeti_c wrote:barterer2002 wrote:I see, And here I thought I had the simple solution. I'll admit I don't understand the code but let me ask a question.
My assumption is that when I start my turn the program looks to see if I hold all the objectives and if I do the game is over.
Is it possible to have the code look to see if ANYONE holds all the objectives?
Essentially what this will mean as a practical matter is that I won't win the game when I grab the fifth objective but rather as soon as the next turn begins?
Is that not the same thing?
You are just delaying the winning turn til the next player.
But No - I disagree with the concept of getting objective winning...
If you play mission cards in Risk - except for "eliminate player X" - all the missions require you to hold the objectives til the beginning of your next turn!!
C.
cairnswk wrote:Yeti_c....i'd like to know if this objective goal in this map is that same as that of Gazala.
Because i don't recall that on the games i won in Gazala, i had to hold the objective for one turn.
EDIT* I just checked those games and I won those by elimination of opponents without achieving all the objectives.
So my question is: why does the objective have to be held for one turn. Why can't a winner be declared when the objective is reached. I guess this is simply xml coding, and somewhere along the line i am thinking that this objective business got screwed.
brandoncfi wrote:maybe you could make the parachutes available for attack but put a 200 nuetral army blocking them. This would do a few things. For most settings being able to break thru 200 armies would take a long time and going after the objective a much better option. However for those Esc games during later rounds this might be a good option to win the game...break thru the 200 army barrier take out a player and get his card/bonus and the game can be won by elimination. Either way the objective is still an option because breaking thru a 200 army wall is not easy but at least there will still be a way to end the game
cairnswk wrote:Yeti_c....i'd like to know if this objective goal in this map is that same as that of Gazala.
Because i don't recall that on the games i won in Gazala, i had to hold the objective for one turn.
EDIT* I just checked those games and I won those by elimination of opponents without achieving all the objectives.
So my question is: why does the objective have to be held for one turn. Why can't a winner be declared when the objective is reached. I guess this is simply xml coding, and somewhere along the line i am thinking that this objective business got screwed.
Halmir wrote:My main grumble was that it wasn't clear that to win you had to take the 4 territories THEN hold them for one round. That has been made clear now (cheers!) so I'm happy (even if it did cost me the game the first time I played this map... sobs!).
I don't know about the other changes, but they look interesting. Well done for caring enough to listen and being prepared to make changes!
barterer2002 wrote:cairnswk wrote:Yeti_c....i'd like to know if this objective goal in this map is that same as that of Gazala.
Because i don't recall that on the games i won in Gazala, i had to hold the objective for one turn.
EDIT* I just checked those games and I won those by elimination of opponents without achieving all the objectives.
So my question is: why does the objective have to be held for one turn. Why can't a winner be declared when the objective is reached. I guess this is simply xml coding, and somewhere along the line i am thinking that this objective business got screwed.
I didn't even realize there was an objective in Gazala until I read this.
oaktown wrote:brandoncfi wrote:maybe you could make the parachutes available for attack but put a 200 nuetral army blocking them. This would do a few things. For most settings being able to break thru 200 armies would take a long time and going after the objective a much better option. However for those Esc games during later rounds this might be a good option to win the game...break thru the 200 army barrier take out a player and get his card/bonus and the game can be won by elimination. Either way the objective is still an option because breaking thru a 200 army wall is not easy but at least there will still be a way to end the game
this isn't a bad idea. If AA could hit the parachutes (which makes more sense anyway since AA/Anti-Aircraft should be shooting crap int he sky) you'd have a possible out in games tat can't be completed via the objective. Make it a giant starting neutral value and you guarantee that it wouldn't happen until you get to the point that the game is a deadlock anyway.
Currently the AA can attack the guys in the field again... did I miss how this is now different from the Killing Fields problem that kicked off this whole redesign?
AllReadyDead wrote:So....can K1 attack the escape pod right on.....because it looks that way...
chlefwigum wrote:I think the map was very unclear on the winning objective. I also think that the bonuses are not deployed in a fair way as one player started with an immediate bonus that made the the strongest player form the start.
barterer2002 wrote:thanks Cairns, I think its going to turn out very interesting. The question I have in the upper corner the bonus states that it excludes the starting positions. The map you present clearly shows that the K labeled terts are starting positions but if you've never seen it and are playing a 4 player game you might think that the other K terts, the ones that start neutral in a less than 8 player game, would be included in the bonus. If, instead of stating that it is "not including starting positions" it stated "not including K territories" it would be clearer in those situations.
cairnswk wrote:Solution to stalemate proposed is:
1. Escape aircraft starts with 20 or more neutrals
2. After Capture, the escape aircraft can conquer the parachutes
3. So that the escape aircraft is not captured too early in the game, the airport road would be re-configured so that players would have to battle into town and back out again
4. The helipad remains a killer neutral.
oaktown wrote:I like the general layout of the map now, so we're down to little things. there's probably a lot that I'll catch when I have time to look at this more closely, but here's what I've got for you right now...
• Whoever starts in Das W.C. has one more territory to break through to get into the castle than the other castle starts.
Mmmm...seeing what i can do there.• The C.P. line does need to be better explained.
• The Park Platz could be wider to make it clear that it's the path to the runway... Kontrolturm can be smaller since it doesn't really do anything other than provide part of the Flughafen bonus.
• Call me nuts, but isn't it impossible to hold 12 Flughafen territories? One is a killer neutral. And even if you could, why bust through a 12 army neutral to get an extra army? That bonus seems unreasonable and completely unnecessary.
• I'd say make Offiziere a 4 or 6 army neutral start and make the attack two way. Otherwise there's absolutely no reason to ever take it. It would be interesting to create a second route from the soldiers to the runway, to create some intrigue.
• Does FS3 hit both "Wache In" territories? because the arrow points only to one.
• More space around Komm Willhelm would be nice to make it clear that it's surrounded on all sides by the one territory. It's a better location you've found there, by the way.
• "AA can attack P1-P3 through C1-C2" - would it be possible to alphabetize the soldiers so it's C through Y rather than P through C?
2. After Capture, the escape aircraft can conquer the parachutes
barterer2002 wrote:I'm not sure what this means2. After Capture, the escape aircraft can conquer the parachutes
If you're saying that after a player takes the escape aircraft they can attack the parachutes, is that different than saying that the parachutes can be attacked only from the escape aircraft.
If instead you're saying that a player has to hold all the objectives to make the attacks I'm not sure that the statement is compatable withHowver, I would also be in favour of (thanks barterer2002) having this hold for one turn xml condition re-configured so that once the player achieves the objective, game won...it's over....you wouldn't have to hold the objective through 8 other players turns in order to win the game.[/game]
I guess you're presenting an either/or situation.
One of the interesting factors of this map has been the inability to take out your opponents. I kind of like that idea as it makes the map totally different and because of that I'd favor (obviously from my earlier comments) the idea that holding the objectives at any point wins the game. I don't know if it eliminates all the issues. It doesn't make a map build proof but in reality most maps aren't. I'd like to play it this way and see how it works out. I do like the helipad neutral re-set.
cairnswk wrote:I am not sure we would be able to, even though i would like it also, to have a special "win the objective" where a player wins as soon as they capture the objectives just for this map.
It would be worth asking the question...
pamoa wrote:cairnswk wrote:I am not sure we would be able to, even though i would like it also, to have a special "win the objective" where a player wins as soon as they capture the objectives just for this map.
It would be worth asking the question...
You need to find a way to keep it an only objective map. It's his flavor and uniqueness! It would be pretty sad you you should move back to a "normal" game. But I understand that you have adress this multiplayer issue...
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