So the computer randomly assigns your guys an 'intensity level' so one battle your guys will fight like crap and another battle they can do amazingly well? There are no longer completely random dice? What are the levels based on.. if anything? If they have to be in placed (which i dont see why it has to be since dice are a common tool in games to get random numbers from 1-6) but if it has to be in placed why not base it on the amount of troops. If player X has 100 troops and Player Y has 5 the 100 should win fairly easy, instead of this randomness.. but i want it to be completely random.. fair chance for everyone. I really want to see these questions addressed.. this may determine if i continue my premium and/or if i even continuing playing CC.
Lower text is a quotation from the 'Instructions Page: Making a turn" "You may now assault any opponent's region from one of yours, as long as both regions are adjacent and your assaulting region has a minimum of two troops. This part is optional in that you may choose not to assault anyone.
Each time combat is initiated, the game engine will generate a random intensity level for each troop involved. The outcome is determined by the intensity of the assaulting troops versus the intensity of the repelling troops. There are 6 possible intensity levels that may be assigned, listed here from weakest to strongest:
The more troops involved on either side, the better the chances that side has of winning. But not all troops in the regions are necessarily involved. To be more specific, the game engine will assigned a random intensity level for each assaulting troop, less 1 troop that stays behind, up to a maximum of 3 troops. Likewise, the game engine will assign a random intensity level for each repelling troop, up to a maximum of 2 troops.
The outcome of combat is determined by comparing the strongest intensity levels of either side. If the assault was stronger, then the repelling region loses a troop. If the repel was stronger or equal, than the assaulting region loses a troop. This process is repeated once more if other troops remain involved on both sides.
If you destroy all of the troops in your opponent's region, you will then have to occupy it right away by advancing some of your troops (but not all and at least 1) from your assaulting region to the conquered region. If you conquer a player's last region, (thus eliminating him/her from the game) the former opponent's spoils become yours!
During this part of your turn, you may assault any adjacent regions, as many times as possible, until you decide to stop. For example, you may assault one or more times from one region, switch to another region and then back to the original."
Completed
Hearts Doubles Tournament.
The Fight Across the Continents Tournament.
I am 100% sure that everything is the same. The only thing that has changed are the image files for the dice. Instead of showing 6 dots, for example, it shows the number 6. Not a big deal.
I have to wonder about the dice... can you really copywright what dice look like?
but that aside people should stop complaining! Its only 2 maps, (and personally, not 2 of my favs ) give it time im sure the foundry will come up with a great solution to this!
Diamonds14 wrote:So the computer randomly assigns your guys an 'intensity level' so one battle your guys will fight like crap and another battle they can do amazingly well? There are no longer completely random dice? What are the levels based on.. if anything? If they have to be in placed (which i dont see why it has to be since dice are a common tool in games to get random numbers from 1-6) but if it has to be in placed why not base it on the amount of troops. If player X has 100 troops and Player Y has 5 the 100 should win fairly easy, instead of this randomness.. but i want it to be completely random.. fair chance for everyone. I really want to see these questions addressed.. this may determine if i continue my premium and/or if i even continuing playing CC.
Lower text is a quotation from the 'Instructions Page: Making a turn" "You may now assault any opponent's region from one of yours, as long as both regions are adjacent and your assaulting region has a minimum of two troops. This part is optional in that you may choose not to assault anyone.
Each time combat is initiated, the game engine will generate a random intensity level for each troop involved. The outcome is determined by the intensity of the assaulting troops versus the intensity of the repelling troops. There are 6 possible intensity levels that may be assigned, listed here from weakest to strongest:
The more troops involved on either side, the better the chances that side has of winning. But not all troops in the regions are necessarily involved. To be more specific, the game engine will assigned a random intensity level for each assaulting troop, less 1 troop that stays behind, up to a maximum of 3 troops. Likewise, the game engine will assign a random intensity level for each repelling troop, up to a maximum of 2 troops.
The outcome of combat is determined by comparing the strongest intensity levels of either side. If the assault was stronger, then the repelling region loses a troop. If the repel was stronger or equal, than the assaulting region loses a troop. This process is repeated once more if other troops remain involved on both sides.
If you destroy all of the troops in your opponent's region, you will then have to occupy it right away by advancing some of your troops (but not all and at least 1) from your assaulting region to the conquered region. If you conquer a player's last region, (thus eliminating him/her from the game) the former opponent's spoils become yours!
During this part of your turn, you may assault any adjacent regions, as many times as possible, until you decide to stop. For example, you may assault one or more times from one region, switch to another region and then back to the original."
Dude, this is just a Canadian explanation of 'dice'.
Chance favors only the prepared mind.
-Louis Pasteur
thekidstrumpet wrote:I admit the dice stuff is quirky... i don't know what to think of it. Can somebody elaborate on the "assaulting your enemies rules" somewhere?
Nothing about the game mechanics has been changed. You're still rolling dice like you used to, but they changed the lingo to avoid copyright issues.
Of course, I wonder what the problem is with copying the thousands of other games that use dice...
Natewolfman wrote:I have to wonder about the dice... can you really copywright what dice look like?
but that aside people should stop complaining! Its only 2 maps, (and personally, not 2 of my favs ) give it time im sure the foundry will come up with a great solution to this!
I agree about the dice, but if you think about it... it makes sense. Rolling "dice" to "attack" countries may have been the copyright. So if, instead, you are randomizing the numbers 1-6 you can get away with pretending they aren't dice by merely switching the images without changing the background coding.
Okay, we are ALL aware of the recent changes to the CC map, dice, and how it is played. We are also all aware that THIS IS OUT OF CC STAFF'S HANDS, so rather than bitch about it all the time, especially about our long lost classic map, I propose that ConquerClub takes this recent event as an opportunity to hold a competition to REDESIGN THE CLASSIC MAP.
While even I am aware there will still be some very stubborn people that will never be happy with anything but the original map, but we all know that we are never getting the map back, so lets not all bitch and whine at the staff about it, and try instead to do something to help rather than hinder the staff - already stressed no doubt from having to move everyones posts about the event (including mine- sorry! )
Specifics:
Advertise a competition to design the map - be it a drawing or artwork
Have the winning map design created as a map by the map creaters, with our thanks
This will improve the following aspects of the site:
Stopping everyone complaining. I think that's all that needs to be said.
I think this is what bugs me most. Not the maps (the replacements just being strange), or the dice (which I actually quite like), but the term "spoils". It seems wrong.