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    Premium Member Kjeld
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    http://www.wargear.net/games/create?boardid=361

    This board still needs a lot of work to balance gameplay. Currently, I'm working to reduce first-player and luck-based advantages to make the game a little slower and more fair.

    Please leave your thoughts and comments here.

    Edited Wed 13th Jan 16:06 [history]

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    Premium Member Kjeld
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    Premium Member Kjeld
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    @ Review board: Any comments? Is Total WarGear ready for public release?


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    Enginerd weathertop
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    game's not over yet is it?....shit i guess it is.

    i guess i didn't realize (or forgot along the way) that the capitals were Capitals...shit i think if i'd have realized that the game would have been over long before it was...you changed the card scale, and i think that was the only major concern voiced. i guess i'm ok with it.

    I am a man.
    I can change,
    If I have to...
    I guess

    Amen

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    Standard Member Vataro
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    I miss the oil fields and moon, but I think it's good.

    Give a man fire and he's warm for a day... but set him on fire and he's warm for the rest of his life.

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    Premium Member Kjeld
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    Vataro wrote: I miss the oil fields and moon, but I think it's good.

    I'm saving those for the sequel =)


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    Standard Member Vataro
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    Ah, excellent :)

    Give a man fire and he's warm for a day... but set him on fire and he's warm for the rest of his life.

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    Pop. 1, Est. 1981 Alpha
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    I like it as it is and look forward to playing some ranked games on it.


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    Colonel M57 M57 is offline now
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    I'm still absorbing all the changes.. Some are subtle - Some not so subtle - The use of the capitals feature looks to be very appropriate for this board.

    Edited Thu 13th May 18:02 [history]

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    Colonel M57 M57 is offline now
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    What happens to the scenario when the board is played by more (or less) than six players?


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    Major General asm asm is offline now
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    I would imagine the game was set for a min of 6 and max of 6 players. That's how I'd do it anyway.

    It's a trap!

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    Premium Member Kjeld
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    It can be played with anywhere from 2-6, actually. In that case, several of the islands start off completely neutral, with an 8-unit neutral stack sitting next to the capital. I played a number of dev games with this many people before it went to review, and it seems to work out fine.

    Edited Fri 14th May 07:18 [history]

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    Colonel M57 M57 is offline now
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    Kjeld wrote:

    It can be played with anywhere from 2-6, actually. In that case, several of the islands start off completely neutral, with an 8-unit neutral stack sitting next to the capital. I played a number of dev games with this many people before it went to review, and it seems to work out fine.

    How do you get it to do that?  I saw an invite for 4 players.  What's to stop the engine from placing an extra two (for players 1 and 2) units in the remaining two capitals?


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    Premium Member Kjeld
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    There's an option to "Destroy unallocated capitals" in the Starting Scenario drop-down in the rules tab of the map designer. Just select that option and the engine seems to limit the setup to 1 capital per player.


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    Colonel M57 M57 is offline now
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    Kjeld wrote: There's an option to "Destroy unallocated capitals" in the Starting Scenario drop-down in the rules tab of the map designer. Just select that option and the engine seems to limit the setup to 1 capital per player.

    Brilliant!  I can't wait to try my hand at designing using some of these features.  Unfortunately, I'm not flush with spare time these days.


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    Standard Member Norseman
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    Kjeld, I think the continent "Umay Caliphate 3" is missing a territory. Thanks for taking a look at this.


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    Premium Member Kjeld
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    Norseman wrote: Kjeld, I think the continent "Umay Caliphate 3" is missing a territory. Thanks for taking a look at this.

    Yep, you're right. It was missing Umay Caliphate 5. I've fixed the error and posted a revised version. Thanks for catching this!


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