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Re: 1v1: Promontory Summit [10.3.14] BETA

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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby lanceeee on Sun Jun 15, 2014 2:37 pm

The poor condition stops are supposed to be -1. But after I've reached the spikes, it does not do a -1. I won one game where I had 1 troops on a couple of "poor conditions". When I started my last turn, I was expecting to do a -1, and thus I would have to play one more round. But instead, it gave me the victory.

In my last game, there were a couple of rounds at the end when there were no -1. The Freemont stop to be specific.

http://www.conquerclub.com/game.php?game=14476691
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Gilligan on Sun Jun 15, 2014 8:49 pm

lanceeee wrote:The poor condition stops are supposed to be -1. But after I've reached the spikes, it does not do a -1. I won one game where I had 1 troops on a couple of "poor conditions". When I started my last turn, I was expecting to do a -1, and thus I would have to play one more round. But instead, it gave me the victory.

In my last game, there were a couple of rounds at the end when there were no -1. The Freemont stop to be specific.

http://www.conquerclub.com/game.php?game=14476691


I see a -1 on Freemont in rounds 18, 17, 16, 15...remember that it doesn't go below 1.
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby jak111 on Mon Jun 16, 2014 9:58 am

Game 14517702
^ This one and any like this one that I made is pretty much 100% stalemate.

I think I broke the map with this set-up. :lol:
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby iAmCaffeine on Mon Jun 16, 2014 10:29 am

jak111 wrote:Game 14517702
^ This one and any like this one that I made is pretty much 100% stalemate.

I think I broke the map with this set-up. :lol:


Poor freemium.
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Googilibear on Wed Sep 24, 2014 2:18 am

With all due respect... What a boring map.(stated mildly) Not worthy of being on cc.
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Oneyed on Tue Oct 14, 2014 12:20 am

the legend says that Newcastle gives +1 autodeploy. and also -1 decay what at the end must give 0. but it gives -1. so what I understand wrong?

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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby degaston on Tue Oct 21, 2014 1:05 am

Is this going to be quenched without fixing the Mormon misspelling?
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby InnyaFacce on Tue Oct 21, 2014 1:44 am

I think this map is awesome ...
Has a great concept [ 1 vs 1 ] only game play
I would really like to see this map become quenched
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby TX AG 90 on Fri Oct 24, 2014 2:42 pm

I am in the middle of a Tourney using this map hosted by Alaskaassassin. Each game is done using different settings.

For those who think this is just a race involving luck, try playing it 10 different times. Your strategy will be dictated by the settings and different each time. I really enjoy the map.

Reposting this since nobody addressed it yet:

Is Ogalulla a typo or a historical spelling? I could find no historical record spelling it that way. It should be with an "o" instead of a "u"

Also, Ogalalla peak is in Colorado. The town in Nebraska referenced by the map is Ogallala.


Thanks,

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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Vlasov on Thu Dec 18, 2014 4:42 am

What's going on with this map? Is it stuck in Beta?
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby owenshooter on Thu Dec 18, 2014 8:57 am

Vlasov wrote:What's going on with this map? Is it stuck in Beta?

it is stuck in suck town...-Jésus noir

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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby dhallmeyer on Thu Jan 08, 2015 5:05 pm

sergioms1 wrote:Hi dhallmeyer...
I hope 2015 has started well for you and your family.
I have a request.
My opponent and I would like to cancel a game. ( see subject )
We both agree that the game cannot be won with the present settings.
Who can do that for us ?
Much appreciated.
Sergioms1


Game 15087847

Looks like a stalemate to me. Any ideas?
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Gilligan on Thu Jan 08, 2015 9:31 pm

you can still make it to evanston in trench. i don't know why they aren't moving.
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Keefie on Fri Jan 09, 2015 1:31 am

Gilligan wrote:you can still make it to evanston in trench. i don't know why they aren't moving.


They can't get past the bridge. It's a stalemate.
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Gilligan on Fri Jan 09, 2015 9:49 am

Keefie wrote:
Gilligan wrote:you can still make it to evanston in trench. i don't know why they aren't moving.


They can't get past the bridge. It's a stalemate.


My bad - thought the bridge was a killer neut...
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby dhallmeyer on Fri Jan 09, 2015 2:33 pm

So what happens now? Does someone have to db?
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Re: Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Donelladan on Sat Jan 10, 2015 3:56 am

Just a good example why this map sucks :)
Maybe you should force a round limit on this game - I have been in many games on this map that could have last ages without a round limit.
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Keefie on Sat Jan 10, 2015 5:55 am

Making the bridges Killer Neutrals and removing them from the Objective would fix this.
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Re: Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Donelladan on Sat Jan 10, 2015 6:36 am

The bridge are one of the only interesting part of the map. You remove that the map is only a race to the center. Can't be removed. I prefer my solution, force round limit on the map.
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Re: Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Dukasaur on Fri Apr 10, 2015 1:00 am

Donelladan wrote:The bridge are one of the only interesting part of the map. You remove that the map is only a race to the center. Can't be removed. I prefer my solution, force round limit on the map.

I agree.
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Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Vlasov on Fri Apr 10, 2015 2:51 am

Does anyone think the West and East layouts are unbalanced -- favoring one side over the other?

I agree that the bridges are a key factor -- keep them as is!

Also, I agree that the game often stalemates... so there should be a forced round limit, described on the map itself.

Perhaps: "If the game doesn't end by the year 1861 (i.e. round ___) the Civil War starts. The player with the longest connected railroad line wins, regardless of any gold or silver spikes."
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Re: Re: 1v1: Promontory Summit [10.3.14] BETA

Postby jonofperu on Mon Jun 22, 2015 9:35 am

Playing this for the first time in a tourney.
It's unclear to me how the -1 decay works in conjunction with the +1 auto-deploys. Is it -1 first, then +1? So if you leave 1 troop you will start with 2 next turn, but if you leave 2 you will also start with 2?
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Re: Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Donelladan on Mon Jun 22, 2015 10:02 am

No, if you put a 2 you start with a 1. There is territory with +1, +2 and -1, not with both +1 and -1.
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Re: Re: 1v1: Promontory Summit [10.3.14] BETA

Postby jonofperu on Mon Jun 22, 2015 12:35 pm

Well then, the legend needs to be corrected since it reads "+1 Newcastle-Promotory Summit CP (& all stations in between)". Which would seem to indicate that the "Poor Conditions" stations have both a -1 and a +1...
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Re: Re: 1v1: Promontory Summit [10.3.14] BETA

Postby Donelladan on Tue Jun 23, 2015 7:52 am

I guess it we should expect that the -1 decay has a precedence over the +1 auto, but I understand your confusion.
I have been playing the map when it was still in beta and haven't read the legends since ages, so for me it was very obvious because I know how to play it. But you are right that it isn't very clear.
Maybe you can try to contact the mapmaker and see if he would be willing to make a change.
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