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Re: WWII - Stalingrad V17(p10) - CB Guidance required pls!

Postby sinctheassasin on Tue Aug 04, 2009 10:01 am

lt_oddball wrote:
cairnswk wrote:If 8 luftwaffe are xml starts then the breakdown would be thus i beleive:
2 Players 4 each
3 players 2 each 2 neutral
4 players 2 each
5 players 1 each 3 neutral
6 players 1 each 2 neutral
7 players 1 each 1 neutral
8 players 1 each


Is this the easiest/automatic xml solution ? Or you have to program this (if..then ..if not then..if ..then.. else) ?
Wouldn't it be simpler to have
2 Players 1 each 6 neutral
3 players 1 each 5 neutral
4 players 1 each 4 neutral
5 players 1 each 3 neutral
6 players 1 each 2 neutral
7 players 1 each 1 neutral
8 players 1 each

8-[

as a side effect it hems the favourable starting benefit of the first player in a 2 player field..
This should be the general case anyway; if 8 players start with (e.g.) 10 fields each, then in a 2 player game each should start with 10 fields as well (and not 40 fields), all the rest being neutral.


nah, if they are start positions I think they should be as filled as possible, just to have more territs.
This
map also looks kinda dry at a first glance. More people would be inclined to play it if there were distinguished and brighter colors. IMO of course ;)
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Re: WWII - Stalingrad V17(p10) - CB Guidance required pls!

Postby cairnswk on Wed Aug 05, 2009 1:11 pm

sinctheassasin wrote:...More people would be inclined to play it if there were distinguished and brighter colors. IMO of course ;)
You obviously have a preference for brighter colours. Commentors prior to your arrival if you go back through the thread have asked for darker more battle-realistics colours, and there has been no complaints. :)

Can you explain your version of "distinguished" please. :)
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Re: WWII - Stalingrad V17(p10) - CB Guidance required pls!

Postby cairnswk on Wed Aug 05, 2009 1:20 pm

lt_oddball wrote:...
Is this the easiest/automatic xml solution ? Or you have to program this (if..then ..if not then..if ..then.. else) ?

XMl doesn't allow if...then statements/arguments from what i understand :(

Wouldn't it be simpler to have
2 Players 1 each 6 neutral
3 players 1 each 5 neutral
4 players 1 each 4 neutral
5 players 1 each 3 neutral
6 players 1 each 2 neutral
7 players 1 each 1 neutral
8 players 1 each

8-[

You can program start positions to have a group of positions, so that for instance each player could be programmed to start each side of the Volga. But there is no programming for who get a specific territory, its all random.

as a side effect it hems the favourable starting benefit of the first player in a 2 player field..
This should be the general case anyway; if 8 players start with (e.g.) 10 fields each, then in a 2 player game each should start with 10 fields as well (and not 40 fields), all the rest being neutral.

Unless its vety specific play like i created in Das SchloƟ or T of Galapagos or Gazala, then for somthing like this the only neutrals i'd want to have would those required for the snipers and to adjust the drop fairly for 1v1 players. :)
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Re: WWII - Stalingrad V17(p10) - CB Guidance required pls!

Postby ender516 on Thu Aug 06, 2009 12:34 am

Just a spelling issue (but important when XML work gets underway): you have Dzerzhinsdky in various places. A quick Google shows that this thread is the only place on the planet using that spelling. Dzerzhindsky is not much more popular. Dzerzhinsky seems to be the accepted spelling.
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Re: WWII - Stalingrad V17(p10) - CB Guidance required pls!

Postby cowboyz on Sun Aug 09, 2009 9:28 pm

Cant offer any critique but all I can say is YES!, all of your maps rock!
Keep em comin
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Re: WWII - Stalingrad V17(p10) - CB Guidance required pls!

Postby sinctheassasin on Sun Aug 09, 2009 11:29 pm

What I mean by distinguished colors, is that some maps ( doodle, classic, and a beriety of ww2 west Europe maps use colors that, if not vivid, are more eyecatching then others ( new world, age of merchants)

when browsing through maps to choose my next game, it's usually the one that attracts my attention.

Here is a thought: I am not 100% sure there was snow ( teachers just said "harsh conditions" were what destroyed the germans) but if there was, we could incorperate more white into the scene. For some addenned gameplay, we could have as a sidenote in the instructions, " the hardrnned Russian soldiers do not fear Russia's baron ivey landscape" and then we could put a -1 auto deploy on all German territs.

Hope I didn't overlook anything 8-[
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Re: WWII - Stalingrad V17(p10) - CB Guidance required pls!

Postby lt_oddball on Mon Aug 10, 2009 10:29 am

sinctheassasin wrote: and then we could put a -1 auto deploy on all German territs.




this gives ME the goosebumps.... :sick:


I believe the map "era" spans the time from when the germans arrived (summer 42) till when the soviets quashed them (winter 43).
Technically in view of the local(!) employed numbers of men and machinery and its quality the germans could win (the west bank ;p).
And that's this map about (in a 2 player game) ; both sides have equal chance of winning the map.

What good is playing a (nicely and brightly coloured :mrgreen: ) map which from onset favours one player over the other and the outset is already fixed ?


next topic ? :lol:
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Re: WWII - Stalingrad V17(p10) - CB Guidance required pls!

Postby sinctheassasin on Mon Aug 10, 2009 10:34 am

Ok, I guess I'll sit down now :lol:
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Re: WWII - Stalingrad V17(p10) - CB Guidance required pls!

Postby cairnswk on Mon Aug 10, 2009 4:15 pm

ender516 wrote:Just a spelling issue (but important when XML work gets underway): you have Dzerzhinsdky in various places. A quick Google shows that this thread is the only place on the planet using that spelling. Dzerzhindsky is not much more popular. Dzerzhinsky seems to be the accepted spelling.

I'll check this out ender516

cowboyz wrote:Cant offer any critique but all I can say is YES!, all of your maps rock!
Keep em comin
pleased you like cowboyz :)
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Re: WWII - Stalingrad V17(p10) - CB Guidance required pls!

Postby The Neon Peon on Sat Aug 15, 2009 1:28 pm

Cairns, I think this will be really fun to play on.

There is just one thing I am confused on... what can attack territories like German HQ I? According to the legend, nothing I can see can attack territories with flags in them.

Will drop by with the next update. I'm kind of confused what the discussion is about at the moment. :-$
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Re: WWII - Stalingrad V19

Postby cairnswk on Sat Aug 15, 2009 4:08 pm

it_oddball wrote:I believe the map "era" spans the time from when the germans arrived (summer 42) till when the soviets quashed them (winter 43).

Yes this is correct and i think the best possible position for this map.
It would be nice to have a another "ice" map for winter...but you'd have to do this battle at an entirely different period and totally different circumstances/layout. At least here you get to do everything...well almost everything that Stalingrad was about.

The Neon Peon wrote:Cairns, I think this will be really fun to play on.
:)

There is just one thing I am confused on... what can attack territories like German HQ I? According to the legend, nothing I can see can attack territories with flags in them.

Fixed, those flagged terts now have infantry or tanks on them

Will drop by with the next update. I'm kind of confused what the discussion is about at the moment. :-$

The discussion has been a bit higgely-piggely...but i guess its up to wherever you spot an issue.

Version 19.
Some changes....
1. Tert names placed on angle to flow in with the map...
2. re-arrangements of some artillery positions near city
3. 64th Div included on east side for tert names
4. Gate opened a bit on VVS airfield

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Re: WWII - Stalingrad V19(p13) - Somethings altered

Postby The Neon Peon on Sun Aug 16, 2009 9:55 am

Here is all I can see right now.
  • You have army circles on the sea routes, shouldn't you fade out the dots a bit so they don't clash with the numbers?
  • What is "Zaytsev Island" referring to?
  • "Luftwaffe" (the word) doesn't need to be stretched that wide. If the f's are unreadable when thin, perhaps a different font?
  • Under "Assaults" in the legend, you have Soviet planes labeled SVV, while on the map they are called VVS#
  • I can't read the name of the river between Station No 1 and No 2 at all.

Sorry, I was going to take a look at gameplay, but it took me more than 24 hours from the start to finish of this post. :lol: Kind of busy right now. will come back Monday.
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Re: WWII - Stalingrad V19(p13) - Somethings altered

Postby cairnswk on Mon Aug 17, 2009 5:54 am

The Neon Peon wrote:Here is all I can see right now.
  • You have army circles on the sea routes, shouldn't you fade out the dots a bit so they don't clash with the numbers?
  • What is "Zaytsev Island" referring to?
  • "Luftwaffe" (the word) doesn't need to be stretched that wide. If the f's are unreadable when thin, perhaps a different font?
  • Under "Assaults" in the legend, you have Soviet planes labeled SVV, while on the map they are called VVS#
  • I can't read the name of the river between Station No 1 and No 2 at all.

Sorry, I was going to take a look at gameplay, but it took me more than 24 hours from the start to finish of this post. :lol: Kind of busy right now. will come back Monday.

NP...please refresh F5, i've fixed those conerns in the version 19 above. :oops: :)
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Re: WWII - Stalingrad V19(p13) - Somethings altered

Postby The Neon Peon on Mon Aug 17, 2009 11:15 pm

No one is commenting. :-s

1. Hospital can't be attacked, only bombarded. Was this planned?
2. Artillery should attack like knights or artillery in waterloo rather than bombard the territory right next to them only. It seems kind of pointless to bombard something next to you. (maybe I am not understanding the instructions, but that is the way it seems to work right now)
3. Why are there 8 Luftwaffe planes and 2 positions to reach them? The only situation I can imagine that more than 2 would ever be used is if it was a team game and someone forted a large stack to German HQ I or II
4. Sniper positions need an autodeploy. They bombard a territory that is almost right next to them. I would only get into one if it was an escalating game and the path was blocked.
5. Chulkov bonus is very overpowered. +3 for 3 territories? Only two of them are borders and the bonus is in the side of the map.

I'll leave the stuff like bonuses to the main foundry folks, they have a better eye for them than me.
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Re: WWII - Stalingrad V19(p13) - Somethings altered

Postby captainwalrus on Tue Aug 18, 2009 11:07 am

The Neon Peon wrote:No one is commenting. :-s

1. Hospital can't be attacked, only bombarded. Was this planned?


It can be attacked from city road and 295th division.


I think artillery should be able to bombard 2 territories away but not attack anything. You wouldn't really be able to take any ground with just an artillery position. This would mean that you would need to make sure nothing is sourrounded by just artullery wince it woulodn't be able to get out.
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Re: WWII - Stalingrad V19(p13) - Somethings altered

Postby thenobodies80 on Tue Aug 18, 2009 5:42 pm

With the names for for the two ?? territories, I have no other concerns for this map.
Maybe not a big fan of the oblique text, but easy to read without difficulty or having to tilt the head
Definitely a very good map cairnswk, I will be happy to play it when finished.

I am pleased to issue this map the draft stamp on behalf of the foundry community

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Re: WWII - Stalingrad V19(p13) - Somethings altered

Postby lt_oddball on Wed Aug 19, 2009 9:38 am

The Neon Peon wrote:4. Sniper positions need an autodeploy. They bombard a territory that is almost right next to them. I would only get into one if it was an escalating game and the path was blocked.


It would be strange to have snipers fire multiple miles awaythrough all the rubble.

You may be fortunate to have snipers and be able to knock out a player on many different "fronts" and get his cards without actually having to overrun his troops and the ones before it.
idem ditto the artillery ability to bombard (any) infantry..even the enemy ones close by (with mortars ). :)
All to reach that final one enemy troop elimination to secure his cards...
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Re: WWII - Stalingrad V19(p13) - Somethings altered

Postby cairnswk on Mon Aug 24, 2009 5:25 pm

thenobodies80 wrote:With the names for for the two ?? territories, I have no other concerns for this map.
Maybe not a big fan of the oblique text, but easy to read without difficulty or having to tilt the head
Definitely a very good map cairnswk, I will be happy to play it when finished.

I am pleased to issue this map the draft stamp on behalf of the foundry community

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Thanks thenobodies80. Appreciated. :)
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Re: WWII - Stalingrad

Postby cairnswk on Tue Aug 25, 2009 4:03 pm

OK Poll happening, 3 weeks.

1. Do you want the horizontal text or the oblique text?

Horizontal Text
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Oblique Text Text
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Re: [POLL] WWII - Stalingrad [D] V19(p13) - Territory Text?

Postby ender516 on Tue Aug 25, 2009 5:46 pm

I vote for the oblique text, but would like to see it with the same shadow effect as the horizontal, if possible.
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Re: [POLL] WWII - Stalingrad [D] V19(p13) - Territory Text?

Postby Teflon Kris on Fri Aug 28, 2009 8:23 pm

Looking very interesting- unfortunately, like Neon Pawn, I'm really struggling to see what can bombard or assault what? Looking at the icons at the top - can infantry etc. assault any sniper / artilery etc? Or just those that are adjacent?
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Re: [POLL] WWII - Stalingrad [D] V19(p13) - Territory Text?

Postby The Neon Peon on Sat Aug 29, 2009 11:34 am

DJ Teflon wrote:Looking very interesting- unfortunately, like Neon Pawn, I'm really struggling to see what can bombard or assault what? Looking at the icons at the top - can infantry etc. assault any sniper / artilery etc? Or just those that are adjacent?

Just those adjacent.
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Re: WWII - Stalingrad V19(p13) - Somethings altered

Postby The Neon Peon on Sat Aug 29, 2009 11:49 am

The Neon Peon wrote:1. Hospital can't be attacked, only bombarded. Was this planned?
2. Artillery should attack like knights or artillery in waterloo rather than bombard the territory right next to them only. It seems kind of pointless to bombard something next to you. (maybe I am not understanding the instructions, but that is the way it seems to work right now)
3. Why are there 8 Luftwaffe planes and 2 positions to reach them? The only situation I can imagine that more than 2 would ever be used is if it was a team game and someone forted a large stack to German HQ I or II
4. Sniper positions need an autodeploy. They bombard a territory that is almost right next to them. I would only get into one if it was an escalating game and the path was blocked.
5. Chulkov bonus is very overpowered. +3 for 3 territories? Only two of them are borders and the bonus is in the side of the map.

Cairns, you haven't voiced your opinion on this yet.
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Re: [POLL] WWII - Stalingrad [D] V19(p13) - Territory Text?

Postby Teflon Kris on Sat Aug 29, 2009 11:57 am

I'm not sure about this adjacent bombardment business - the planes aren't adjacent to the bombs, flags not adjacent to planes, snipers not adjacent to their targets etc.

Could all do with a clarification.

I like the ranged attacks suggestion above.

Once these details are clarified I think we can move on quickly with the gameplay. :D

Great looking map so far Cairns :D
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Re: WWII - Stalingrad V19(p13) - Somethings altered

Postby cairnswk on Sat Aug 29, 2009 3:16 pm

The Neon Peon wrote:
The Neon Peon wrote:1. Hospital can't be attacked, only bombarded. Was this planned?
2. Artillery should attack like knights or artillery in waterloo rather than bombard the territory right next to them only. It seems kind of pointless to bombard something next to you. (maybe I am not understanding the instructions, but that is the way it seems to work right now)
3. Why are there 8 Luftwaffe planes and 2 positions to reach them? The only situation I can imagine that more than 2 would ever be used is if it was a team game and someone forted a large stack to German HQ I or II
4. Sniper positions need an autodeploy. They bombard a territory that is almost right next to them. I would only get into one if it was an escalating game and the path was blocked.
5. Chulkov bonus is very overpowered. +3 for 3 territories? Only two of them are borders and the bonus is in the side of the map.

Cairns, you haven't voiced your opinion on this yet.


Yes i know, i have a uni presentation due in a week and two online exams this week. Sorry, you'll have to wait a little ;)
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