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[Abandoned] Research & Conquer

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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby Gilligan on Sun Feb 02, 2014 11:34 am

that almost looks drab to me. good thing it only goes up to cyan ;)
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby -=- Tanarri -=- on Sun Feb 02, 2014 11:48 am

Mines are only giving a +1 per mine bonus.
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby isaiah40 on Sun Feb 02, 2014 1:12 pm

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????
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby OliverFA on Sun Feb 02, 2014 1:14 pm

-=- 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.
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby OliverFA on Sun Feb 02, 2014 1:15 pm

Gilligan wrote:that almost looks drab to me. good thing it only goes up to cyan ;)


Yes but there us. No drab, so no problem ;-)
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby OliverFA on Sun Feb 02, 2014 1:21 pm

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????


Yes, that's a real pitty. :-( I hope he gives you access soon
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby isaiah40 on Sun Feb 02, 2014 1:27 pm

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.
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby OliverFA on Sun Feb 02, 2014 1:34 pm

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.

Ok then! Updating. Shouldn't take more than 5-10 mins.
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby OliverFA on Sun Feb 02, 2014 1:55 pm

XMl updated and uploaded to the XML checks thread. The only change is fixing the Mining bonuses.
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby isaiah40 on Sun Feb 02, 2014 2:12 pm

And I'm on the test site ready to test the heck outta this map!! :P
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby OliverFA on Sun Feb 02, 2014 2:24 pm

isaiah40 wrote:And I'm on the test site ready to test the heck outta this map!! :P


See you in the battlefield!
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby Gilligan on Sun Feb 02, 2014 2:25 pm

I can update xml on the beta site, just not maps. I will do it when I get home.
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby isaiah40 on Sun Feb 02, 2014 2:34 pm

Should this have the XML stamp now???? :-k :-k
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby thenobodies80 on Sun Feb 02, 2014 5:46 pm

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.

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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby OliverFA on Sun Feb 02, 2014 6:05 pm

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.

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Thanks Nobodies. That's very kind of you.
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby Gilligan on Sun Feb 02, 2014 6:34 pm

tnb got it before me, you da man :)
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby thenobodies80 on Sun Feb 02, 2014 7:05 pm

Gilligan wrote:tnb got it before me, you da man :)


It's easier when you have 79 clones to use at your wish! :mrgreen:
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby Gilligan on Sun Feb 02, 2014 9:38 pm

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.
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby Gilligan on Sun Feb 02, 2014 9:40 pm

isaiah40 wrote:Should this have the XML stamp now???? :-k :-k


not just yet, there are still some aspects i need to check. i wanted it uploaded on the beta site earlier because it would make that job easier.
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby isaiah40 on Sun Feb 02, 2014 10:21 pm

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.
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby Gilligan on Sun Feb 02, 2014 10:26 pm

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.
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby dolomite13 on Sun Feb 02, 2014 11:14 pm

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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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby isaiah40 on Sun Feb 02, 2014 11:40 pm

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=

I gather you are holding your entire homeland for the +9.

Also, playing against a BOT really isn't playing LOL!! Let's play some REAL games to see what happens.
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby -=- Tanarri -=- on Mon Feb 03, 2014 12:39 am

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.


I believe this is why we had the basic techs being able to attack the labs. I think we should keep it as is for now and see about playing a pile of games with nukes to see how much it affects the gameplay. Nukes will warp the game substantially, but that's part of the fun of nukes. Zombies won't make too much of a difference for research, I think, since I most people will burn their troops on researches as they drop them (and if they're not doing so during a zombie game, they deserve to have a 40 sitting on their lab :P).
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby -=- Tanarri -=- on Mon Feb 03, 2014 12:49 am

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=


I also think something has to be done for the early game. It has a pretty painfully slow start to it. Once you get your homeland, it starts to pick up to a reasonable pace. An autodeploy would help, but I believe the initial intention was to force the player to allocate all of their troops to give them better control over whether they want to put them into research or troops.

One adjustment I thought of was to have the original +1 per 3 land territories put back into place with Secret Conscription giving +1 per 6 extra (or a total of 1 for every 2 territories) and open conscription giving +1 for 1 territory. This would at least have you dropping 4 by round 2 on an average game. Another potential adjustment is to have the homelands worth +1 per 2 territories instead of +6 total. This would provide a smoother transition and make the initial moves go a bit faster, but would end up in 2 less troops per turn after the first few turns.

Propaganda needs some work and IMHO always has at best and at worst just needs to be removed. I think +4 would be a reasonable adjustment. +1 per 2 homeland territories is another potential way of doing it as well. Now that we have transformations, I'd almost wondered about scrapping it and creating something like a "Security" tech that drops 1 troop on each mine owned and 2 troops on each capital per turn.

There's a bunch of other thoughts I had as well, but I'll be finishing a few of the games I've started before putting them out there since a number of them involve tech costs and I'd like to give a few more games to get a better sense before making suggestions.
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