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Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Sun Jun 15, 2014 2:37 pm
by lanceeee
The poor condition stops are supposed to be -1. But after I've reached the spikes, it does not do a -1. I won one game where I had 1 troops on a couple of "poor conditions". When I started my last turn, I was expecting to do a -1, and thus I would have to play one more round. But instead, it gave me the victory.

In my last game, there were a couple of rounds at the end when there were no -1. The Freemont stop to be specific.

http://www.conquerclub.com/game.php?game=14476691

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Sun Jun 15, 2014 8:49 pm
by Gilligan
lanceeee wrote:The poor condition stops are supposed to be -1. But after I've reached the spikes, it does not do a -1. I won one game where I had 1 troops on a couple of "poor conditions". When I started my last turn, I was expecting to do a -1, and thus I would have to play one more round. But instead, it gave me the victory.

In my last game, there were a couple of rounds at the end when there were no -1. The Freemont stop to be specific.

http://www.conquerclub.com/game.php?game=14476691


I see a -1 on Freemont in rounds 18, 17, 16, 15...remember that it doesn't go below 1.

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Mon Jun 16, 2014 9:58 am
by jak111
Game 14517702
^ This one and any like this one that I made is pretty much 100% stalemate.

I think I broke the map with this set-up. :lol:

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Mon Jun 16, 2014 10:29 am
by iAmCaffeine
jak111 wrote:Game 14517702
^ This one and any like this one that I made is pretty much 100% stalemate.

I think I broke the map with this set-up. :lol:


Poor freemium.

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Wed Sep 24, 2014 2:18 am
by Googilibear
With all due respect... What a boring map.(stated mildly) Not worthy of being on cc.

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Tue Oct 14, 2014 12:20 am
by Oneyed
the legend says that Newcastle gives +1 autodeploy. and also -1 decay what at the end must give 0. but it gives -1. so what I understand wrong?

Oneyed

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Tue Oct 21, 2014 1:05 am
by degaston
Is this going to be quenched without fixing the Mormon misspelling?

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Tue Oct 21, 2014 1:44 am
by InnyaFacce
I think this map is awesome ...
Has a great concept [ 1 vs 1 ] only game play
I would really like to see this map become quenched

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Fri Oct 24, 2014 2:42 pm
by TX AG 90
I am in the middle of a Tourney using this map hosted by Alaskaassassin. Each game is done using different settings.

For those who think this is just a race involving luck, try playing it 10 different times. Your strategy will be dictated by the settings and different each time. I really enjoy the map.

Reposting this since nobody addressed it yet:

Is Ogalulla a typo or a historical spelling? I could find no historical record spelling it that way. It should be with an "o" instead of a "u"

Also, Ogalalla peak is in Colorado. The town in Nebraska referenced by the map is Ogallala.


Thanks,

TX AG 90

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Thu Dec 18, 2014 4:42 am
by Vlasov
What's going on with this map? Is it stuck in Beta?

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Thu Dec 18, 2014 8:57 am
by owenshooter
Vlasov wrote:What's going on with this map? Is it stuck in Beta?

it is stuck in suck town...-J├ęsus noir


Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Thu Jan 08, 2015 5:05 pm
by dhallmeyer
sergioms1 wrote:Hi dhallmeyer...
I hope 2015 has started well for you and your family.
I have a request.
My opponent and I would like to cancel a game. ( see subject )
We both agree that the game cannot be won with the present settings.
Who can do that for us ?
Much appreciated.
Sergioms1


Game 15087847

Looks like a stalemate to me. Any ideas?

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Thu Jan 08, 2015 9:31 pm
by Gilligan
you can still make it to evanston in trench. i don't know why they aren't moving.

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Fri Jan 09, 2015 1:31 am
by Keefie
Gilligan wrote:you can still make it to evanston in trench. i don't know why they aren't moving.


They can't get past the bridge. It's a stalemate.

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Fri Jan 09, 2015 9:49 am
by Gilligan
Keefie wrote:
Gilligan wrote:you can still make it to evanston in trench. i don't know why they aren't moving.


They can't get past the bridge. It's a stalemate.


My bad - thought the bridge was a killer neut...

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Fri Jan 09, 2015 2:33 pm
by dhallmeyer
So what happens now? Does someone have to db?

Re: Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Sat Jan 10, 2015 3:56 am
by Donelladan
Just a good example why this map sucks :)
Maybe you should force a round limit on this game - I have been in many games on this map that could have last ages without a round limit.

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Sat Jan 10, 2015 5:55 am
by Keefie
Making the bridges Killer Neutrals and removing them from the Objective would fix this.

Re: Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Sat Jan 10, 2015 6:36 am
by Donelladan
The bridge are one of the only interesting part of the map. You remove that the map is only a race to the center. Can't be removed. I prefer my solution, force round limit on the map.

Re: Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Fri Apr 10, 2015 1:00 am
by Dukasaur
Donelladan wrote:The bridge are one of the only interesting part of the map. You remove that the map is only a race to the center. Can't be removed. I prefer my solution, force round limit on the map.

I agree.

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Fri Apr 10, 2015 2:51 am
by Vlasov
Does anyone think the West and East layouts are unbalanced -- favoring one side over the other?

I agree that the bridges are a key factor -- keep them as is!

Also, I agree that the game often stalemates... so there should be a forced round limit, described on the map itself.

Perhaps: "If the game doesn't end by the year 1861 (i.e. round ___) the Civil War starts. The player with the longest connected railroad line wins, regardless of any gold or silver spikes."

Re: Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Mon Jun 22, 2015 9:35 am
by jonofperu
Playing this for the first time in a tourney.
It's unclear to me how the -1 decay works in conjunction with the +1 auto-deploys. Is it -1 first, then +1? So if you leave 1 troop you will start with 2 next turn, but if you leave 2 you will also start with 2?

Re: Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Mon Jun 22, 2015 10:02 am
by Donelladan
No, if you put a 2 you start with a 1. There is territory with +1, +2 and -1, not with both +1 and -1.

Re: Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Mon Jun 22, 2015 12:35 pm
by jonofperu
Well then, the legend needs to be corrected since it reads "+1 Newcastle-Promotory Summit CP (& all stations in between)". Which would seem to indicate that the "Poor Conditions" stations have both a -1 and a +1...

Re: Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Tue Jun 23, 2015 7:52 am
by Donelladan
I guess it we should expect that the -1 decay has a precedence over the +1 auto, but I understand your confusion.
I have been playing the map when it was still in beta and haven't read the legends since ages, so for me it was very obvious because I know how to play it. But you are right that it isn't very clear.
Maybe you can try to contact the mapmaker and see if he would be willing to make a change.