a third are neutral arent they?yeti_c wrote:There are 8 starts - remember that if you play 2 players - then you will get 4 of those each?!
Bit surprised that houses are starting with 3's though - I haven't got time to take a look til tomorrow though.
C.
CC City Mogul [Quenched]
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- Herakilla
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Re: CC City Mogul [Quenched]
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Re: CC City Mogul [Quenched]
the ones next to the arsonists are - 4 of them i think
- Incandenza
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Re: CC City Mogul [Quenched]
If it doesn't work for sequential, it needs to be changed.Kemmler wrote:it works well, but just not for sequential. freestyle is fine tho.
please don't change it.
THOTA: dingdingdingdingdingdingBOOM
Te Occidere Possunt Sed Te Edere Non Possunt Nefas Est
Te Occidere Possunt Sed Te Edere Non Possunt Nefas Est
- DiM
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Re: CC City Mogul [Quenched]
it will be changed as soon as yeti takes a look at the xml.
i'm trying to remember how xml works but unfortunatelly it's a memory long gone
i'm clueless on this one.
hopefully yeti will be able to fix the starting positions and the noob farming will stop
i'm trying to remember how xml works but unfortunatelly it's a memory long gone
i'm clueless on this one.
hopefully yeti will be able to fix the starting positions and the noob farming will stop
“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
- azezzo
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Re: CC City Mogul [Quenched]
congratulations to you guys in the map foundry, this is a good map
so many different good strategys to employ depending on the game style and other players approach.
leave it the way it is
so many different good strategys to employ depending on the game style and other players approach.
leave it the way it is
Re: CC City Mogul [Quenched]
Can't be done...DiM wrote:actually i would have liked it so that each players starts with just 1 house not split them equally. i thought starting positions does this.yeti_c wrote:There are 8 starts - remember that if you play 2 players - then you will get 4 of those each?!
Bit surprised that houses are starting with 3's though - I haven't got time to take a look til tomorrow though.
C.
C.

Highest score : 2297
Re: CC City Mogul [Quenched]
No - The starting positions code doesn't assign Starting Positions to neutrals. - A third Neutrals are only available by limiting the starts with starting neutrals. - Note this cannot be done on this map - as 2 territories are required as a start.Herakilla wrote:a third are neutral arent they?yeti_c wrote:There are 8 starts - remember that if you play 2 players - then you will get 4 of those each?!
Bit surprised that houses are starting with 3's though - I haven't got time to take a look til tomorrow though.
C.
C.

Highest score : 2297
Re: CC City Mogul [Quenched]
OK - there are a couple of errors in the XML...
The following territories are missing their Neutral starting values...
W1, W3, W5, W7, E1, E3, E5 & E7.
Which means that some of these squares will be assigned to players randomly - and as they're right next to the Arsonist - this makes things a lot unfair for 2nd to play.
DiM - what Neutrals should be on these squares?
C.
The following territories are missing their Neutral starting values...
W1, W3, W5, W7, E1, E3, E5 & E7.
Code: Select all
<territory>
<name>W1</name>
<borders>
<border>W2</border>
<border>W4-Arsonist</border>
</borders>
<coordinates>
<smallx>124</smallx>
<smally>435</smally>
<largex>167</largex>
<largey>573</largey>
</coordinates>
</territory>
<territory>
<name>W3</name>
<borders>
<border>W2</border>
<border>W4-Arsonist</border>
</borders>
<coordinates>
<smallx>183</smallx>
<smally>435</smally>
<largex>245</largex>
<largey>573</largey>
</coordinates>
</territory>
<territory>
<name>W5</name>
<borders>
<border>W6</border>
<border>W4-Arsonist</border>
</borders>
<coordinates>
<smallx>124</smallx>
<smally>512</smally>
<largex>167</largex>
<largey>675</largey>
</coordinates>
</territory>
<territory>
<name>W7</name>
<borders>
<border>W6</border>
<border>W4-Arsonist</border>
</borders>
<coordinates>
<smallx>183</smallx>
<smally>512</smally>
<largex>245</largex>
<largey>675</largey>
</coordinates>
</territory>
<territory>
<name>E1</name>
<borders>
<border>E2</border>
<border>E4-Arsonist</border>
</borders>
<coordinates>
<smallx>394</smallx>
<smally>329</smally>
<largex>527</largex>
<largey>431</largey>
</coordinates>
</territory>
<territory>
<name>E3</name>
<borders>
<border>E2</border>
<border>E4-Arsonist</border>
</borders>
<coordinates>
<smallx>454</smallx>
<smally>330</smally>
<largex>606</largex>
<largey>433</largey>
</coordinates>
</territory>
<territory>
<name>E5</name>
<borders>
<border>E6</border>
<border>E4-Arsonist</border>
</borders>
<coordinates>
<smallx>394</smallx>
<smally>408</smally>
<largex>527</largex>
<largey>536</largey>
</coordinates>
</territory>
<territory>
<name>E7</name>
<borders>
<border>E6</border>
<border>E4-Arsonist</border>
</borders>
<coordinates>
<smallx>453</smallx>
<smally>408</smally>
<largex>605</largex>
<largey>536</largey>
</coordinates>
</territory>
DiM - what Neutrals should be on these squares?
C.

Highest score : 2297
- DiM
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Re: CC City Mogul [Quenched]
so that's why people have been getting lots' of shops from the start. damn that's bad.
it should be like this:
1. each player starts with a house (20 troops) and a shop (30 troops) in the same quadrant (ex: P4 and P2)
2. everything else is neutral (shops 30; subs 30; arsonist 30; mall 150, manor 150)
once yeti changes the W1, W3, W5, W7, E1, E3, E5 & E7 neutrals they will no longer start as player terits so people will no longer get 200 troops from the start.
besides that change i'd like to also change some other stuff:
1. house bonus and shop bonus are autodeployed on their respective terit. this means at start people will no longer have a big army to put on one terit and march on the enemy.
2. the other bonuses which aren't present from the start (5 for empty lots; 20 for neighbourhood and 20 for same colour shops) are up for debate:
a. all of them are free to deploy anywhere. since they come later in the stage they don't influence the start of the game and because they are free to place anywhere they allow the liberty in choosing your course of action
b. all those bonuses are autodeployed on the house, thus making the house as the economical centre of your empire (a realistic approach). this cuts the freedom of movement but it adds more a more tactical aspect where you have to manage your resources from home and send them where they are needed.
i would like to get some input on these aspects and in the meantime i'll ask yeti to change the W1, W3, W5, W7, E1, E3, E5 & E7 to neutral 30 and to tell me if points 1 and 2 a/b are possible.
PS: the W1, W3, W5, W7, E1, E3, E5 & E7 problem is entirely my fault as i was the one responsible for putting the neutrals there. sorry guys.
it should be like this:
1. each player starts with a house (20 troops) and a shop (30 troops) in the same quadrant (ex: P4 and P2)
2. everything else is neutral (shops 30; subs 30; arsonist 30; mall 150, manor 150)
once yeti changes the W1, W3, W5, W7, E1, E3, E5 & E7 neutrals they will no longer start as player terits so people will no longer get 200 troops from the start.
besides that change i'd like to also change some other stuff:
1. house bonus and shop bonus are autodeployed on their respective terit. this means at start people will no longer have a big army to put on one terit and march on the enemy.
2. the other bonuses which aren't present from the start (5 for empty lots; 20 for neighbourhood and 20 for same colour shops) are up for debate:
a. all of them are free to deploy anywhere. since they come later in the stage they don't influence the start of the game and because they are free to place anywhere they allow the liberty in choosing your course of action
b. all those bonuses are autodeployed on the house, thus making the house as the economical centre of your empire (a realistic approach). this cuts the freedom of movement but it adds more a more tactical aspect where you have to manage your resources from home and send them where they are needed.
i would like to get some input on these aspects and in the meantime i'll ask yeti to change the W1, W3, W5, W7, E1, E3, E5 & E7 to neutral 30 and to tell me if points 1 and 2 a/b are possible.
PS: the W1, W3, W5, W7, E1, E3, E5 & E7 problem is entirely my fault as i was the one responsible for putting the neutrals there. sorry guys.
“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
Re: CC City Mogul [Quenched]
DiM wrote:so that's why people have been getting lots' of shops from the start. damn that's bad.
it should be like this:
1. each player starts with a house (20 troops) and a shop (30 troops) in the same quadrant (ex: P4 and P2)
2. everything else is neutral (shops 30; subs 30; arsonist 30; mall 150, manor 150)
once yeti changes the W1, W3, W5, W7, E1, E3, E5 & E7 neutrals they will no longer start as player terits so people will no longer get 200 troops from the start.
besides that change i'd like to also change some other stuff:
1. house bonus and shop bonus are autodeployed on their respective terit. this means at start people will no longer have a big army to put on one terit and march on the enemy.
2. the other bonuses which aren't present from the start (5 for empty lots; 20 for neighbourhood and 20 for same colour shops) are up for debate:
a. all of them are free to deploy anywhere. since they come later in the stage they don't influence the start of the game and because they are free to place anywhere they allow the liberty in choosing your course of action
b. all those bonuses are autodeployed on the house, thus making the house as the economical centre of your empire (a realistic approach). this cuts the freedom of movement but it adds more a more tactical aspect where you have to manage your resources from home and send them where they are needed.
i would like to get some input on these aspects and in the meantime i'll ask yeti to change the W1, W3, W5, W7, E1, E3, E5 & E7 to neutral 30 and to tell me if points 1 and 2 a/b are possible.
PS: the W1, W3, W5, W7, E1, E3, E5 & E7 problem is entirely my fault as i was the one responsible for putting the neutrals there. sorry guys.
you'll ruin the map mate. And I found it so fun. The worst thing would be the autodeploy, what can you do with an autodeploy?
- DiM
- Posts: 10415
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- Gender: Male
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Re: CC City Mogul [Quenched]
you like it cause you're noob farming on this map
i want this map to be as strategic as possible. not a map where you get a huge stack from round 1 and pummel an unsuspecting noob and get 5 points.
so once W1, W3, W5, W7, E1, E3, E5 & E7 are solved people will get fewer armies. in 8p there will be just 40 armies to deploy, this means if they are free to deploy, a player could put 40 on top of 30 in P2 then proceed towards yellow player. he has to attack 70 vs 30 vs 30 vs 20 to eliminate him.
it's possible but at a huge cost as he will remain crippled and perhaps other player might eliminate him next. nevertheless i have seen people do it and i don't like it.
and in 1v1 games this problem is even bigger as the guy that starts the game will surely manage to break down some of the other player's bonuses.
that's why shop and house will be autodeployed. this will make sure no player is eliminated in round 1 and that no player will even lose a bonus before starting his game. it's fair for everybody.
for the rest of the bonuses i'm inclined to keep the free for deployment
i want this map to be as strategic as possible. not a map where you get a huge stack from round 1 and pummel an unsuspecting noob and get 5 points.
so once W1, W3, W5, W7, E1, E3, E5 & E7 are solved people will get fewer armies. in 8p there will be just 40 armies to deploy, this means if they are free to deploy, a player could put 40 on top of 30 in P2 then proceed towards yellow player. he has to attack 70 vs 30 vs 30 vs 20 to eliminate him.
it's possible but at a huge cost as he will remain crippled and perhaps other player might eliminate him next. nevertheless i have seen people do it and i don't like it.
and in 1v1 games this problem is even bigger as the guy that starts the game will surely manage to break down some of the other player's bonuses.
that's why shop and house will be autodeployed. this will make sure no player is eliminated in round 1 and that no player will even lose a bonus before starting his game. it's fair for everybody.
for the rest of the bonuses i'm inclined to keep the free for deployment
“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
Re: CC City Mogul [Quenched]
autodeploy leaves it completely down to dice dim. you have only a few options of places to go, whoever gets luckier and captures more wins. retarded.
- DiM
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Re: CC City Mogul [Quenched]
the starting bonus needs to be autodeployed because as i said in the earlier post whoever goes first has a very big advantage and that sucks.Kemmler wrote:autodeploy leaves it completely down to dice dim. you have only a few options of places to go, whoever gets luckier and captures more wins. retarded.
imagine a 1v1 game where each player starts with 3 shops and 3 homes. player 1 gets a bonus of 120 troops deploys them on a shop near the other player and with his 150 troops (30+120) he makes a lot of damage.
so the other player even before he gets to start the game is already at a big disadvantage.
however i get your point and i think a mixture of strategy plus fast action can be achieved by making all the starting bonuses autodeployed but making all other bonuses free.
so it's like this, in an 8p game each player will get a home and a shop (ex: P2 and P4) and nothing else. these bonuses will be autodeployed. this prevents round 1 bashing.
then all other bonuses are free to place anywhere, including bonuses from other shops. for example i start with P2 and P4. in round 1 i get the bonuses autodeployed and i conquer 2 empty lots and a subway. in round 2 i get the P2 and P4 autodeployed but i get the bonus from empty lots to place anywhere. then comes the best part, i conquer another subway and a shop in E or W. the bonus from that shop will not be autodeployed it will be on hand. i think this solution is the best because it prevents round 1 bashing and at the same time allows people to get huge stacks later on as well as providing an incentive to go twards the E and W neighbourhoods.
i like this, i realy do.
yeti, please make the following xml corrections:
1. W1, W3, W5, W7, E1, E3, E5 & E7 to start with 30 neutrals.
2. starting positions are autodeployed
3. all other bonuses are on hand.
“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
Re: CC City Mogul [Quenched]
Consider it done.DiM wrote:yeti, please make the following xml corrections:
1. W1, W3, W5, W7, E1, E3, E5 & E7 to start with 30 neutrals.
2. starting positions are autodeployed
3. all other bonuses are on hand.
C.

Highest score : 2297
Re: CC City Mogul [Quenched]
http://www.fileden.com/files/2008/1/19/ ... Mogul3.xml
C.checker wrote:Test results:
Summary: 0 errors and 0 warnings detected in CC_City_Mogul2.xml (65 continents, 83 territories)

Highest score : 2297
Re: CC City Mogul [Quenched]
Gonna stop playing it now and go back to Feudal
Re: CC City Mogul [Quenched]
go cry to mommieKemmler wrote:Gonna stop playing it now and go back to Feudal
[img]http://img801.imageshack.us/img801/9761/41922610151374166770386.jpg[/mg]
Re: CC City Mogul [Quenched]
lol, but the farming was fun whilst it lasted... 97% win ratiohulmey wrote:go cry to mommieKemmler wrote:Gonna stop playing it now and go back to Feudal
Re: CC City Mogul [Quenched]
Lol, you just pwned at it with your speed kemmler.
- DiM
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Re: CC City Mogul [Quenched]
thanks a lot yeti.
when i get home i'll also do the graphic changes and submit them to lack.
hopefully i'll be able to find the psd file
kemmler, as i said before i made this map with the thought of equal chances balance and strategy in mind. i didn't make it for people to noob farm on it.
if you are a good player you'll still keep your winning percentage because the map will require much more thought and strategy.
when i get home i'll also do the graphic changes and submit them to lack.
hopefully i'll be able to find the psd file
kemmler, as i said before i made this map with the thought of equal chances balance and strategy in mind. i didn't make it for people to noob farm on it.
if you are a good player you'll still keep your winning percentage because the map will require much more thought and strategy.
“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
Re: CC City Mogul [Quenched]
I don't think the second part (I've coloured it blue) is currently possible... It is another good reason why the Conditional Autodeploy XML feature should be implementedDiM wrote:2. the other bonuses which aren't present from the start (5 for empty lots; 20 for neighbourhood and 20 for same colour shops) are up for debate:
a. all of them are free to deploy anywhere. since they come later in the stage they don't influence the start of the game and because they are free to place anywhere they allow the liberty in choosing your course of action
b. all those bonuses are autodeployed on the house, thus making the house as the economical centre of your empire (a realistic approach). this cuts the freedom of movement but it adds more a more tactical aspect where you have to manage your resources from home and send them where they are needed.
As it is, the corrected neutral starts will help - good job yeti

PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
Re: CC City Mogul [Quenched]
one problem, how should i write on the map that the starting position bonuses are autodeployed?
should i put a line like this: "starting bonuses are autodeployed" ?? will this be clear enough?
i'm open for suggestions but please consider the fact that the space is really tight.
should i put a line like this: "starting bonuses are autodeployed" ?? will this be clear enough?
i'm open for suggestions but please consider the fact that the space is really tight.
“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
Re: CC City Mogul [Quenched]
You could rename the home bonus to 'housekeeping', and then add a comment like 'Spend your bonus as you choose, but housekeeping stays at home'?
There might be enough room for that to the right of the shops/neighbourhood text?
There might be enough room for that to the right of the shops/neighbourhood text?

PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
Re: CC City Mogul [Quenched]
Yes - you are correct here Benn. (Conditional autodeploy would fix that)MrBenn wrote:I don't think the second part (I've coloured it blue) is currently possible... It is another good reason why the Conditional Autodeploy XML feature should be implementedDiM wrote:2. the other bonuses which aren't present from the start (5 for empty lots; 20 for neighbourhood and 20 for same colour shops) are up for debate:
a. all of them are free to deploy anywhere. since they come later in the stage they don't influence the start of the game and because they are free to place anywhere they allow the liberty in choosing your course of action
b. all those bonuses are autodeployed on the house, thus making the house as the economical centre of your empire (a realistic approach). this cuts the freedom of movement but it adds more a more tactical aspect where you have to manage your resources from home and send them where they are needed.
As it is, the corrected neutral starts will help - good job yeti
C.

Highest score : 2297
Re: CC City Mogul [Quenched]
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. 