Moderator: Cartographers
-=- Tanarri -=- wrote:Mines are only giving a +1 per mine bonus.
Gilligan wrote:that almost looks drab to me. good thing it only goes up to cyan
isaiah40 wrote:I wish I could test it, but IcePack still hasn't added me back to the test site. I asked him to add me back on Jan 20th, so I'm wondering what gives????
OliverFA wrote:-=- Tanarri -=- wrote:Mines are only giving a +1 per mine bonus.
Thanks for pointing the mistake Tanarri. In order not to abuse Thenobodies' kindness, I wonder if we should also discuss techs costs adjustments before fixing this error and then update everything at once.
isaiah40 wrote:OliverFA wrote:-=- Tanarri -=- wrote:Mines are only giving a +1 per mine bonus.
Thanks for pointing the mistake Tanarri. In order not to abuse Thenobodies' kindness, I wonder if we should also discuss techs costs adjustments before fixing this error and then update everything at once.
I would just go ahead and do the update as this is going to be the new standard. Every time the xml needs to change he will have to upload it. Let's wait and see about the tech costs later, once I have access to the test site and I can give some input on it.
isaiah40 wrote:And I'm on the test site ready to test the heck outta this map!!
thenobodies80 wrote:Oliver, feel free to distrub me or gilligan for update files when you want/need...it's part of our job so it's not a problem at all!
I've updated both xml and images, next time please send me also a PM, it's easier for me to keep track of files in that way.
Nobodies
Gilligan wrote:tnb got it before me, you da man
isaiah40 wrote:Should this have the XML stamp now????
Gilligan wrote:have you considered restricting nukes and zombies? losing your laboratory is essentially a losing condition.
if you decide to keep nukes and zombies, you may as well make it a losing condition in the XML because there's no chance to win without your laboratory. it gets to be too luck-favored at that point.
isaiah40 wrote:Gilligan wrote:have you considered restricting nukes and zombies? losing your laboratory is essentially a losing condition.
if you decide to keep nukes and zombies, you may as well make it a losing condition in the XML because there's no chance to win without your laboratory. it gets to be too luck-favored at that point.
These are good points. Maybe we should restrict nukes and zombies. Anyone else have thoughts on this?? We wouldn't want someone knocked out in the 3rd round if someone sees they have a card for your capital.
dolomite13 wrote:I have played several; games against the computer (on the beta site) and you basically get 3 troops per turn for about 5 to 7 turns then if you are lucky you all of a sudden jump to +9 ... So far I am not liking the early game at all. Right now I am thinking that both labs and capitals need an autodeploy of 3 for labs and 1 for capitals to make it feel like you are making early game progress.
Also propaganda and national pride make you defeat 20 neutral and one grants +6 and the other +2 (per capital) i think the +2 should be at least +4 but this needs more testing.
I also feel like sabotage is too high and could be dropped to 20 or 30 neutral.
I will let you know what I think as I play more games.
=D13=
Gilligan wrote:isaiah40 wrote:Gilligan wrote:have you considered restricting nukes and zombies? losing your laboratory is essentially a losing condition.
if you decide to keep nukes and zombies, you may as well make it a losing condition in the XML because there's no chance to win without your laboratory. it gets to be too luck-favored at that point.
These are good points. Maybe we should restrict nukes and zombies. Anyone else have thoughts on this?? We wouldn't want someone knocked out in the 3rd round if someone sees they have a card for your capital.
I was thinking more about losing the labs, since you can't hit doomsday or any techs without it. There are a few maps we have that will eliminate you on a single nuke (pot mosbi, labyrinth) but that's not the issue for me. The issue for me is hanging out in one of these games with no lab and no chance to win, wasting my time.
You also must consider that since the doomsday have such a high neutral value, a single nuke could win you the game, or give it to someone else.
dolomite13 wrote:I have played several; games against the computer (on the beta site) and you basically get 3 troops per turn for about 5 to 7 turns then if you are lucky you all of a sudden jump to +9 ... So far I am not liking the early game at all. Right now I am thinking that both labs and capitals need an autodeploy of 3 for labs and 1 for capitals to make it feel like you are making early game progress.
Also propaganda and national pride make you defeat 20 neutral and one grants +6 and the other +2 (per capital) i think the +2 should be at least +4 but this needs more testing.
I also feel like sabotage is too high and could be dropped to 20 or 30 neutral.
I will let you know what I think as I play more games.
=D13=
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