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Sean O'Connor's Games • View topic - An old Conquest

An old Conquest

A boardgame of world domination

An old Conquest

Postby Hexfan » Thu Dec 30, 2004 2:15 am

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Postby JonManning » Thu Dec 30, 2004 4:14 am

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Postby gunnyragg » Sun Jan 02, 2005 3:23 am

I remember the "Old" Conquest by David Burns and still have the 3.5 disk (full registered copy). It had features that this new Conquest does not have.

I also have another version -- also with more features on another computer that I do not currently have connected to my network.
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magnodyne ?

Postby making_sints » Sun Jan 02, 2005 3:32 am

Does this reference to an 'old' conquest version by David have anything
to do with the Magnodyne version ???
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Postby Hexfan » Sun Jan 02, 2005 7:21 am

I have the full version too, just need to find the editor disc (5 1/4 inch even). Well the features David Burns' Conquest had are these:

Objective (pick one): Conquer all, 90%, 75%, or 60% of territories; Most armies after 8, 12, or 15 rounds; Most states after 8, 12, or 15 rounds.

Attack scoring (pick one): Even chances, weighted by # of armies, Wildly random, simulated dice toss, Cyclic (short or long), Unknown (random type)

Territory selection: Random, partioned, manual, player's choice

Bonus armies for eliminating: None, fixed at 5 or 10, escaling

Free move: At end of turn, at end of turn when successful attack, none; and How many: One, two, unlimited

Hide non-adjacent opponent's territories: Off or On

Penalty for attacking new continent: Off or On

Rebellions: Type of None, Strong to weak, Weak to strong, Random; Frequency of Rare or Often; and Territories affected of Single, few, or cluster

Team play: Players (human, network, or computer) in teams

Maximum number of new armies/turn: 2/3/4 territories held per army, but can select a max number/turn

Maximum number of starting armies: Range from 1 to 10


I would like to see this added to Conquest:
* % objectives (Game over screen faster than just selecting New game)
* Weighted and cyclic attack scorings besides the classic Risk one
* Partioned territories
* Two free moves
* Hiding armies in non-adjacent territories would add much to the game
* A water or other penalty for attacking a new continent would add a defensive element
* Rebellions could add that dying hope for a weakened player and frustrate the stronger one . . . or the opposite
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Re: magnodyne ?

Postby Hexfan » Sun Jan 02, 2005 7:25 am

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Postby making_sints » Thu Jan 06, 2005 5:43 am

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Postby eromrab » Wed Jun 22, 2005 3:59 pm

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That game is just impossible to find now :(

Postby NostalgicGamer » Tue Mar 15, 2011 2:49 pm

Could someone with a full version share at least, the reg. code ? (and if possible, the maps/editor/whatever else).

I highly doubt it is still possible to get a registered version somewhere else today...
Just looking for the shareware one took me several hours !

Any help will be greatly appreciated.
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Postby danialpaul1 » Sun Nov 06, 2011 2:17 pm

hehehehe stop destroying immediately now, I request you don't bother your dad, which was your first computer that you ever use, which was that ?
From Danial Paul,
|
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