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Postby lord voldemort on Sun Feb 10, 2008 10:30 pm

this mite have been brought up but i assume its not possible to eliminate someone round 1 or 2 by getting across the map
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Postby DiM on Sun Feb 10, 2008 10:55 pm

lord voldemort wrote:this mite have been brought up but i assume its not possible to eliminate someone round 1 or 2 by getting across the map

not possible.
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Postby Mr_Adams on Sun Feb 10, 2008 11:06 pm

so you save up your money to get armies? intresting... does the money carry over from month to month?... :?
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Postby DiM on Sun Feb 10, 2008 11:07 pm

Paddy The Cat wrote:wont escalating (or even flat rate) games be completely whack? a 4 card cash in will be meaningless to the outcome of the game, when people have x times the number of armies that theyd normally have. It really makes this map a little bit 1 dimensional. Obviously, escalating cards would start to matter at some point... but what about flat rate? Map is still an interesting idea, but the flat rate specialists and probably most of the escalating specialists wont be playing here too often



other maps render cards useless because of their high bonus count: aor: might or magic, feudal....
so this map would not be a first in this. as for the flat rate/escalating specialists, they can choose any of the other 70+ maps available. remamber nobody is forcing you to play a map you don't like.



Paddy The Cat wrote:EDIT:plus i think the whole "luck" thing is just part of the game... if luck was so vital, then why is it possible for some people to play 5 8 player games and win 3 or 4 of them? Sure luck has some say in it, but if not for that luck the bad players would never have a chance (lol, kind of funny, but also kind of true) There's been games when i cant win any rolls for the first three or four turns, but i still win the game. Why? because by the END of the game things USUALLY even out-bad dice are, more often than not, a lame excuse-losing a 6 on 3 your first turn will NOT cost you the game unless you dont know what youre doing (1 v 1 being a possible exception) i dont know-maybe im just hating


i have come back from 4 armies in a 6p no cards game and won it. was it luck? surely not. it was pure skill but that doesn't mean all games are like that. what happens if in a game you can't win a single attack in the first 3 rounds and an opponent gets a mixed set and wipes you out? would he be considered strategically superior?

you say that by the end of the game the bad luck evens out. what if the game ends in 4 rounds?

luck adds flavour for those that can taste it. i can't so i'd rather play on a 100% strategical map and have as little luck influence as possible in my games. this way i'll be able to prove my strategical superiority and skill or why not admit my inferiority against a worthier opponent. i have been once too many times betrayed by luck and i'm fed up with it's influence. right now instead of being an active colonel i'm a retired major. dice simply screwed me too many times.

btw. how does a 153vs72 autoattack that finishes 3v48 sound?
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Postby Paddy The Cat on Mon Feb 11, 2008 9:29 am

DiM wrote:
Paddy The Cat wrote:btw. how does a 153vs72 autoattack that finishes 3v48 sound?


that-sounds plain horrible-but i dont think you can make the army counts so high that you avoid THAT level of bad luck, as thats just plain unlikely. Thats the nature of risk though, it was designed to have some luck aspect-thats half the strategy, making those decisions based on probability...

for example, in a game with three people, you have 4 cards and your opponents have 3. You could cash for 35 armies and wipe either one of them out, but then you dont get a mid cash... so your forced to rely on luck in some way... do you kill one and hope the other doesnt have a 3 card set, giving you an inevitable win? do you hold out on cshing and get a card, giving you 5, and hope that neither of your opponents have no set? OR, and what would probably be the winning play, do you just wait, not take a card, and see what your opponents do-by not getting a card, your opponents probably wouldnt kill you, as they wouldnt be able to mid cash off of you, and if either gets a card, you can kill them, and mid cash yourself next turn (if you get what i mean in this example)

see, by doing the latter there, you remove the luck part of the game as much as you can. That IS risk... I find myself getting screwed by noobs who dont know how to play the game more often then by some dice roll when i lose 50 to 10 (although is does occassionally happen..)

and no, i dont have to play a map i dont like-but i thought the idea was to voice concern? if you only want people who will come in here and praise your map, then by all means i wont post in here again-
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Postby DiM on Mon Feb 11, 2008 10:59 am

Paddy The Cat wrote:
DiM wrote:btw. how does a 153vs72 autoattack that finishes 3v48 sound?


that-sounds plain horrible-but i dont think you can make the army counts so high that you avoid THAT level of bad luck, as thats just plain unlikely. Thats the nature of risk though, it was designed to have some luck aspect-thats half the strategy, making those decisions based on probability...

for example, in a game with three people, you have 4 cards and your opponents have 3. You could cash for 35 armies and wipe either one of them out, but then you dont get a mid cash... so your forced to rely on luck in some way... do you kill one and hope the other doesnt have a 3 card set, giving you an inevitable win? do you hold out on cshing and get a card, giving you 5, and hope that neither of your opponents have no set? OR, and what would probably be the winning play, do you just wait, not take a card, and see what your opponents do-by not getting a card, your opponents probably wouldnt kill you, as they wouldnt be able to mid cash off of you, and if either gets a card, you can kill them, and mid cash yourself next turn (if you get what i mean in this example)

see, by doing the latter there, you remove the luck part of the game as much as you can. That IS risk... I find myself getting screwed by noobs who dont know how to play the game more often then by some dice roll when i lose 50 to 10 (although is does occassionally happen..)

and no, i dont have to play a map i dont like-but i thought the idea was to voice concern? if you only want people who will come in here and praise your map, then by all means i wont post in here again-


actually yes i can. the higher the army counts the lower the randomness of streaks is. imagine a 8vs4 battle. you could easily get a streak of 3 bad rolls and end the fight at 2v4. but what if the armies are multiplied by 20?
and instead of 8v4 you have 160v80. a streak of 3 bad dice will mean nothing.

as for the example you put that's not about dice (the main concern here) that's about strategy. and since you're talking about escalating here's a nice game:
http://www.conquerclub.com/game.php?game=1594433

please take a look at the ranks involved. colonels majors brigadiers and then read the names of the people involved. you won't possibly say they are poor escalating players.

well i was supposed to win that game. everything was perfectly planned. i cashed and prepared to kill dcc1220 with his 5 and my 2 remaining cards i was set-up for another 2 sets after the kill, then blitz, and then everybody. a very easy task. what happens? well read the game chat. it's hilarious. i fail because of dice. 10v2 then 9v2 plus some others. then blitz takes his turn. he kills yellow but then fails miserably because of the dice 28v9 ends 3v3. then i somehow managed to survive until the final 3. i was again prepared to make a kill and get 5 cards and probably the game. what happened? crappy dice again.
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Postby Paddy The Cat on Mon Feb 11, 2008 4:19 pm

i understand, ive had some bad run ins with the dice too-it happens to everyone... but in the end, your points have balanced out-im also a major, and i dont believe the dice have held me back or pushed me forward in any way-for every game the dice cost me, they seem to win me one----in the end it balances out... YES it sucks when a 12 on 3 lost costs me the game and hands it to a cook, but then ill find a 10 on 10 with 5 left enables me to make a kill i had no business getting...

what is it with people trying to eliminate luck from risk? its RISK, the dice are half the fun, better or worse...

If you want a game without luck, risk isnt for you-better off with chess, checkers, etc.
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Postby DiM on Wed Feb 27, 2008 4:35 am

ok so i have managed to play just a few games with my friends but i played other games with myself (don't think dirty thoughts). to be honest i haven't managed to reach a conclusion. i have tried the map with a 20 multiplier with a 10 and with 5 and it played almost the same (a bit more aggressive with the 20). not knowing exactly what needs to be done here i'm deciding on the lowest multiplier. that's 5. after a few games are played perhaps i will up it to 10 or more based on feedback received. i guess it's better to start low and then increase if necessary. so here's another update with a 5 multiplier:

V13
-changed the multiplier to 5
-changed the neutral values
-changed the neighbourhood bonus.
-tweaked the curled corner.

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do i get some stamps now? both the gameplay and the graphics are are solved.
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Postby oaktown on Wed Feb 27, 2008 9:16 am

If your multiplier is five (which I think is safer) how will that effect per turn placement? Because I don't see that mentioned in the legend.

other than that, i only have little things:

On "— any shop +20$" you should lose the dash, since you don't use it elsewhere.

Since it seems that you're using dollars, the symbol is generally put before the number. $20, not 20$.
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Postby yeti_c on Wed Feb 27, 2008 9:28 am

Yeah - and if you're just NOT having reinforcements - then you need to say that too.

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Postby DiM on Wed Feb 27, 2008 12:18 pm

oaktown wrote:If your multiplier is five (which I think is safer) how will that effect per turn placement? Because I don't see that mentioned in the legend.


what's a "per turn placement?"

oaktown wrote:other than that, i only have little things:

On "— any shop +20$" you should lose the dash, since you don't use it elsewhere.

Since it seems that you're using dollars, the symbol is generally put before the number. $20, not 20$.


i will change them.
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Postby DiM on Wed Feb 27, 2008 12:19 pm

yeti_c wrote:Yeah - and if you're just NOT having reinforcements - then you need to say that too.

C.


what reinforcements? you mean the reinfs for number of terits? like 3 for 9 terits 4 for 12 , etc???

i won't have that. no bonuses other than those specified in the legend.
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Postby FreeMan10 on Wed Feb 27, 2008 12:39 pm

Wow- The graphics look really good now DiM! I haven't looked at this in a while, but all the colors (except the yellow) really pop off the page and are very viewable. The yellow isn't nearly as contrasty, but it's still pretty readable.

I'll let all the game play concerns be handled by the experts, but I gotta say you've got my Graphics Approved stamp!

Yeah, I know my stamp means nothing, but I though you might appreciate it anyway.
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Postby oaktown on Wed Feb 27, 2008 1:01 pm

by per-turn placement I was referring to the three armies you get to place per turn, plus one for each three territories past nine. Sounds like you're going to work the XML to cut that out completely, in which case it needs to be very clear in the legend because 99.9% of players (that's everybody except you, me, and yeti) will expect to get those three.

I wouldn't call them reinforcements - that's what you do at the end of the turn, isn't it? Somebody needs to come up with a nice phrase for what you're trying to get across... something like:
There's no free ride in CC Mogul City! The only armies you get each turn are those collected by bonuses: no automatic three, no extra armies for holding three territories.
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Postby yeti_c on Wed Feb 27, 2008 2:08 pm

oaktown wrote:by per-turn placement I was referring to the three armies you get to place per turn, plus one for each three territories past nine. Sounds like you're going to work the XML to cut that out completely, in which case it needs to be very clear in the legend because 99.9% of players (that's everybody except you, me, and yeti) will expect to get those three.

I wouldn't call them reinforcements - that's what you do at the end of the turn, isn't it? Somebody needs to come up with a nice phrase for what you're trying to get across... something like:
There's no free ride in CC Mogul City! The only armies you get each turn are those collected by bonuses: no automatic three, no extra armies for holding three territories.


The phases are as follows
Reinforcements (often called Deployment)
Attack
Fortify

But yeah - some wording like that is good for me.

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Postby sam_levi_11 on Wed Feb 27, 2008 3:20 pm

the only prob i have is if you go first you are almost garunteed a win, also are both the manor and hall gonna start neutral
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Postby gimil on Wed Feb 27, 2008 3:23 pm

Forgive me not reading the thread but wat happened to the green paper? I personally prefered it.
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Postby yeti_c on Wed Feb 27, 2008 3:26 pm

sam_levi_11 wrote:the only prob i have is if you go first you are almost garunteed a win, also are both the manor and hall gonna start neutral


How so?

Yes the Manor and Hall are going to be neutral - as are most of the territories on the map... - I assume from your second question that you haven't read the thread/map correctly - thus your "only prob" is unfounded...

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Postby DiM on Wed Feb 27, 2008 8:49 pm

FreeMan10 wrote:Wow- The graphics look really good now DiM! I haven't looked at this in a while, but all the colors (except the yellow) really pop off the page and are very viewable. The yellow isn't nearly as contrasty, but it's still pretty readable.

I'll let all the game play concerns be handled by the experts, but I gotta say you've got my Graphics Approved stamp!

Yeah, I know my stamp means nothing, but I though you might appreciate it anyway.


glad you like the graphics mate.
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Postby DiM on Wed Feb 27, 2008 8:50 pm

yeti_c wrote:
oaktown wrote:by per-turn placement I was referring to the three armies you get to place per turn, plus one for each three territories past nine. Sounds like you're going to work the XML to cut that out completely, in which case it needs to be very clear in the legend because 99.9% of players (that's everybody except you, me, and yeti) will expect to get those three.

I wouldn't call them reinforcements - that's what you do at the end of the turn, isn't it? Somebody needs to come up with a nice phrase for what you're trying to get across... something like:
There's no free ride in CC Mogul City! The only armies you get each turn are those collected by bonuses: no automatic three, no extra armies for holding three territories.


The phases are as follows
Reinforcements (often called Deployment)
Attack
Fortify

But yeah - some wording like that is good for me.

C.


yeah i will include that in the legend. i like the "no free ride" thing.
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Postby DiM on Wed Feb 27, 2008 8:51 pm

gimil wrote:Forgive me not reading the thread but wat happened to the green paper? I personally prefered it.


there is no green print. only whiteprints or blueprints. the green was interesting but unrealistic.
sorry but it had to go.
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Postby DiM on Wed Feb 27, 2008 8:53 pm

yeti_c wrote:
sam_levi_11 wrote:the only prob i have is if you go first you are almost garunteed a win, also are both the manor and hall gonna start neutral


How so?

Yes the Manor and Hall are going to be neutral - as are most of the territories on the map... - I assume from your second question that you haven't read the thread/map correctly - thus your "only prob" is unfounded...

C.


yeti is right, i'm not sure how you came up with that problem :wink:

especially since you have to kill a LOT of troops to win. just the mall and the manor have 300 neutrals together. so if you make a run for it from turn 1 then you are dead.
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Postby gimil on Wed Feb 27, 2008 9:33 pm

DiM wrote:
gimil wrote:Forgive me not reading the thread but wat happened to the green paper? I personally prefered it.


there is no green print. only whiteprints or blueprints. the green was interesting but unrealistic.
sorry but it had to go.


Well after seeing the green version I find hte white a little more bland and boaring to look at :( The green gave it alot more life, same with the blue.
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Postby DiM on Wed Feb 27, 2008 11:07 pm

gimil wrote:
DiM wrote:
gimil wrote:Forgive me not reading the thread but wat happened to the green paper? I personally prefered it.


there is no green print. only whiteprints or blueprints. the green was interesting but unrealistic.
sorry but it had to go.


Well after seeing the green version I find hte white a little more bland and boaring to look at :( The green gave it alot more life, same with the blue.


blue was harder to see. i liked that one the best. the mauve-blue one.
the green is indeed nice but as i said greenprints don't exist. it's like making a map of USA and shaping it like a donut cause it looks nicer :lol:
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Postby gimil on Wed Feb 27, 2008 11:10 pm

DiM wrote:
gimil wrote:
DiM wrote:
gimil wrote:Forgive me not reading the thread but wat happened to the green paper? I personally prefered it.


there is no green print. only whiteprints or blueprints. the green was interesting but unrealistic.
sorry but it had to go.


Well after seeing the green version I find hte white a little more bland and boaring to look at :( The green gave it alot more life, same with the blue.


blue was harder to see. i liked that one the best. the mauve-blue one.
the green is indeed nice but as i said greenprints don't exist. it's like making a map of USA and shaping it like a donut cause it looks nicer :lol:


Please use green :(

You know athestics beats realistic accuracy any time :wink:

Couldnt you try a lighter blue?
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