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Re: Ziggurat [24/Nov/2017] v14.3 (p7)

PostPosted: Mon Dec 31, 2018 5:19 pm
by iancanton
iancanton wrote:is there a way to download the file without pop-ups for sports access, ukrainian girls or betting sites appearing?

the new xml was hosted on a site with the above problem. it's time to follow up!

ian. :)

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

PostPosted: Mon Dec 31, 2018 8:38 pm
by chapcrap
iancanton wrote:
iancanton wrote:is there a way to download the file without pop-ups for sports access, ukrainian girls or betting sites appearing?

the new xml was hosted on a site with the above problem. it's time to follow up!

ian. :)

Those aren’t a positive?

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

PostPosted: Wed Jan 09, 2019 6:00 pm
by Swifte
I've attempted to upload the XML directly in the required thread, rather than a file sharing site. Let's hope that is better:

https://www.conquerclub.com/forum/viewtopic.php?f=64&t=163962&p=5079519#p5079519

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

PostPosted: Sat Jan 12, 2019 5:44 pm
by iancanton
the xml above, which was renamed as v16, was uploaded successfully to the beta site on date 2019-01-10 at time 18:11 CCT. however, a 5-player game started with all regions neutral.

the xml linked below, which was renamed as v17, was uploaded successfully to the beta site on date 2019-01-12 at time 17:23 CCT.

viewtopic.php?f=64&t=163962&start=50#p5079966

for any future xml updates, it will be helpful for files to be numbered, for ease of reference.

ian. :)

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

PostPosted: Tue Jan 15, 2019 10:11 pm
by Swifte
Ok.. so seems like we've reached an impasse.

Either:
A) I can keep the starting positions defined as 4 groups of 4 territories with 1 on each side, having the rest of the starting points defaulted to neutrals if unused, and the game will work for 2-4 players only.

or

B) I can define the starting territories as not defaulting to neutrals, and games with 5+ players will randomly assign starting players (as intended) but 2-4 player games will have extra territories assigned. (it SHOULD still spread both players around the pyramid, and the extra territories will be at random)

Or... I guess C is we try some other arrangement?

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

PostPosted: Sat Jan 19, 2019 6:58 pm
by iancanton
if we find that option B plays well and does not give excessive advantage to the first player, then we can go with that.

ian. :)

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

PostPosted: Tue Jan 22, 2019 11:19 pm
by Fuchsia tude
I'd like to at least try B, and see how it plays in larger games. Easy enough to revert to an old XML file if it doesn't work.

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

PostPosted: Wed Nov 06, 2019 5:01 pm
by iancanton
jon

have u decided what u want to do?


ian. :)

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

PostPosted: Tue Nov 19, 2019 6:16 pm
by jonofperu
Wow, haven't been back to this page in a long time, though I've played the map occasionally. Message me if I need to respond to something please. Somebody asked me about the map and I'm just now seeing this. (Hopefully my settings will let me know when there are replies now.)

No way we would want to limit the map to 4 players in my opinion, so I guess we have to try Swifty's B option.
I've played it with multiple starting points per side and it's not the way I envisioned it, but it works. So there's no way to limit the number of starting positions per player to 4 within the B option?

There are a couple options it might be good to have some more feedback on.

1) Limit bombardment to Level B. This would provide more incentive to gain the high ground at Level C and up. I have no problem with the current configuration, but if there were a lot of support for the change I would be willing to try it. I think a lot depends on the strategy employed and have found personally that it's less of a stacking map than many think.

2) Exclude "No reinforcements" setting. Makes sense for a map with lots of Autodeploys.

While the idea of excluding nukes/zombies is appealing, I don't think there is enough of a case for it. Would rather not limit how the map can be used.

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

PostPosted: Tue Nov 19, 2019 7:57 pm
by DBandit70
I like it as is, but if I had to pick 1 or 2 I'd defiantly say 2 but would prefer neither. Do not really care much for both of Swifte's suggestions I'd say C(leave as is :lol: ) I have played this map probably the most of any player and have found it very fair for both players, and there is some strategy of when to attack and were to attack to. I'm sure I'd figured this out if I read more of the posts but why does it need changed?

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

PostPosted: Wed Nov 20, 2019 12:28 am
by jonofperu
By the way... is B the way it's playing now?

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

PostPosted: Wed Nov 20, 2019 2:52 am
by DBandit70
jonofperu wrote:By the way... is B the way it's playing now?


lol yea maybe well I like as is, what ever the letter that is :lol:

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

PostPosted: Tue May 12, 2020 8:31 pm
by Fuchsia tude
No, it's running on A. It's only ever been A, all beta long.

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

PostPosted: Sun Aug 30, 2020 9:53 pm
by jonofperu
My son decided he wanted to run a tournament on my map so we built it in Minecraft for a graphic. :D
I'll help him run it. He needs people to join. :)

https://www.conquerclub.com/forum/viewtopic.php?f=90&t=234168

Image