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Clandemonium [GP,GX,XML,BETA]

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Re: Clandemonium-(V.47, P.49)

Postby khazalid on Sat Apr 17, 2010 4:10 pm

Chariot of Fire wrote:
The choice you have of renaming "TOFU 10" to "TOFU Portal" had better be made soon


Why change it from TOFU 10 in the first place? The key ably indicates that it's a portal. The more use of icons over text the better really. Or is this discussion for the text that appears in the game log, in which case great.

On nomenclature......

"In a unknown lost World, clans will fight for dominance:" - doesn't sound good at all, plus there are quite a few syntax errors:

- It should be "In an unknown...."
- Why only use upper case for 'World'? Either use 'Lost World' or 'lost world'
- If you keep the 'unknown' in the text then 'lost world' should be lower case (as it's unknown)
- If it is a lost world then it wouldn't actually be unknown (I'm being pedantic here)
- No need for a colon at the end of the sentence, it's not the start of a list.

"In a lost world, clans do battle for supremacy" - hasn't this got a nicer ring to it?

or

"In the land where clans converge, one tribe will emerge victorious"

I don't know - anything but the current one really.

On the key.......

"Clans' Ground" - given terrs 01-14 are also theoretically clans' ground then maybe this could be called "Clan Base" or "Clan Turf"? Small thing really.

"Portals - can assault neighboring portals of the same color" - the word 'neighboring' is both superfluous and wrong, as there are no portals of the same color that are neighbors.

"3P. = 2 troops" - does this include Deep Portals (e.g. 2 Portals + 1 Deep Portal = +2 deploy)? Needs to be clearer, though I appreciate you're restricted in the amount of space available.


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had i been wise, i would have seen that her simplicity cost her a fortune
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Re: Clandemonium-(V.47, P.49)

Postby MrBenn on Sat Apr 17, 2010 4:19 pm

The map is looking pretty good now.

I've only got the energy to post a couple of comments right now:
> A couple of people have mentioned the title/legend; I would agree that the style doesn;t quite fit the rest of the map. I also don;t like the gaps in the background that you've used to separate bits.
> Who's actually putting together the XML? From the past couple of pages it sounds like WM and MB are working on it?
> The pinnacle doesn;t look like the highest point on the map - the mountains around it actually look higher. It would be nice to try and make the whole brown area look like a mountain.
> The portals don't look that different, and I'm not sure how they'll look to colourblind (red/green is the most common colour deficiency)
> Will 3-digit numbers fit on the small map?
> How do the smaller clan-territories work? As an aside, the XML for these should read "EE - Eternal Empire", "O&H - Outlaws & Highwaymen" etc. The first part of the name should reflect the abbreviation on the map.
> The water texture looks a little strange and not very watery.
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Re: Clandemonium-(V.47, P.49)

Postby Blitzaholic on Sat Apr 17, 2010 7:16 pm

MrBenn, I will let Kab answer the rest of what you are asking, as far as the XML, it was WM, but, then he sent a PM saying he is terribly busy, so, now, it is Bunga.
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Re: Clandemonium-(V.47, P.49)

Postby Kabanellas on Sun Apr 18, 2010 7:29 am

For those who still think this is a fantasy map:

You probably missed my earlier post concerning that issue, referring to how I place this map and in which context it fits.

I’ll reiterate it: this map is not a Fantasy-Narnya-Tolkien-style map. So there will be no Dragons, Castles or knights here, as there will be no Granite, Marble or Wood in the legend board.

This is a futuristic view of how would be a fight between clans for an unknown world. In this perspective the metal style board fits perfectly (for what my opinion worth here)
Last edited by Kabanellas on Sun Apr 18, 2010 4:35 pm, edited 2 times in total.
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Re: Clandemonium-(V.47, P.49)

Postby Kabanellas on Sun Apr 18, 2010 7:36 am

MrBenn wrote:> The pinnacle doesn;t look like the highest point on the map - the mountains around it actually look higher. It would be nice to try and make the whole brown area look like a mountain.

did that in the first place - I prefer this final version - But could reverse that if the majority wants:
(you can find it there in the upper left corner)

Click image to enlarge.
image


> The portals don't look that different, and I'm not sure how they'll look to colourblind (red/green is the most common colour deficiency)

I really like the way they look now - I understand that a coulour-blinded person should give his opinion though....

> Will 3-digit numbers fit on the small map?

hope so Benn - I'll test it as soon as possible

> The water texture looks a little strange and not very watery.

not sharing your opinion here :)
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Re: Clandemonium-(V.47, P.49)

Postby Chariot of Fire on Sun Apr 18, 2010 10:58 am

khazalid wrote:CoF: you're a real pro. this gave me a good giggle :D


lol thanks. Did I give away any clues that I spend a lot of my time proofreading my wife's (who's Japanese) legal documents?

Oh for a bullet.
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Re: Clandemonium-(V.47, P.49)

Postby jefjef on Sun Apr 18, 2010 2:14 pm

I like the volcano look of the pinnacle but still think it needs to be a larger diameter. Gotta make it look important.
This post was made by jefjef who should be on your ignore list.
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Re: Clandemonium-(V.47, P.49)

Postby Blitzaholic on Sun Apr 18, 2010 2:35 pm

jefjef wrote:I like the volcano look of the pinnacle but still think it needs to be a larger diameter. Gotta make it look important.


how much larger are you suggesting jefjef?
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Re: Clandemonium-(V.40, P.45)

Postby Blitzaholic on Sun Apr 18, 2010 3:20 pm

grifftron wrote:looks great kab, you did an awesome job. =D>

Can't wait to see what it looks like in full, i know it takes tons of time to do.

-griff



thx griffy, notice your name on the map?
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Re: Clandemonium-(V.47, P.49)

Postby RiskTycoon on Sun Apr 18, 2010 3:31 pm

I must be the only one that thinks THOTA land looks like a swollen member with protection on it .... it really, really does :?
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Re: Clandemonium-(V.47, P.49)

Postby Blitzaholic on Mon Apr 19, 2010 8:27 am

MrBenn wrote:The map is looking pretty good now.


thx MrBenn
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Re: Clandemonium-(V.47, P.49)

Postby grifftron on Mon Apr 19, 2010 9:28 am

yeah probably my fault on the original design about THOTA's land looking like that :? maybe just change the look of it a bit kab :lol:

Hey thanks Blitz and Kab for still including me on this map. You both are doing a great job, loving how its shaping up.

-griff
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Re: Clandemonium-(V.47, P.49)

Postby Blitzaholic on Mon Apr 19, 2010 11:14 am

Kabanellas wrote:For those who still think this is a fantasy map:

You probably missed my earlier post concerning that issue, referring to how I place this map and in which context it fits.

I’ll reiterate it: this map is not a Fantasy-Narnya-Tolkien-style map. So there will be no Dragons, Castles or knights here, as there will be no Granite, Marble or Wood in the legend board.

This is a futuristic view of how would be a fight between clans for an unknown world. In this perspective the metal style board fits perfectly (for what my opinion worth here)


correct, I supported the futuristic view as well, I just think it looks cool. 8-)
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Re: Clandemonium-(V.47, P.49)

Postby jefjef on Mon Apr 19, 2010 11:34 am

Blitzaholic wrote:
jefjef wrote:I like the volcano look of the pinnacle but still think it needs to be a larger diameter. Gotta make it look important.


how much larger are you suggesting jefjef?


Large enough to dominate the region.
This post was made by jefjef who should be on your ignore list.
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Re: Clandemonium-(V.47, P.49)

Postby Kabanellas on Mon Apr 19, 2010 3:11 pm

Updated version

-made the pinnacle larger (JefJef suggestion)
-redone the water with less texture and slightly darker (hope Benn likes it now :) )
-redone THOTA's mountain to a less compromising shape O:)
-added the extra info about Portals' bonus in the legend
-changed the intro story line

Click image to enlarge.
image
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Re: Clandemonium-(V.49, P.51)

Postby jefjef on Wed Apr 21, 2010 12:53 am

Nice.

Pinnacle 5 and 6 is missing the dividing line.
This post was made by jefjef who should be on your ignore list.
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Re: Clandemonium-(V.49, P.51)

Postby Blitzaholic on Wed Apr 21, 2010 10:02 am

ManBungalow wrote:
Blitzaholic wrote:wazup pal

As you've probably picked up, the XML for the +1 for 2 green regions is thousands of lines long (I've already written these thousands of lines if you want to see for yourself).
This is enough to reduce the quality of games on the Clandemonium map severely. For that reason, I'd like to suggest that you put a cap on the bonus; let's say "+1 for every 2 green regions : maximum +25 troops". That will still need a pretty long XML, but not enough to affect the experience.

Can I have the go-ahead to do this?


are the cartographers or blue guys ok with this?
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Re: Clandemonium-(V.49, P.51)

Postby barterer2002 on Wed Apr 21, 2010 10:31 am

Blitz you guys have come a long way since you started this project. Looking forward to playing on it.
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Re: Clandemonium-(V.47, P.49)

Postby Blitzaholic on Wed Apr 21, 2010 3:20 pm

Kabanellas wrote:Updated version

-made the pinnacle larger (JefJef suggestion)
-redone the water with less texture and slightly darker (hope Benn likes it now :) )
-redone THOTA's mountain to a less compromising shape O:)
-added the extra info about Portals' bonus in the legend
-changed the intro story line

Click image to enlarge.
image


the code needs to read Manbungalow since he is doing the XML now amigo.
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Re: Clandemonium-(V.50, P.51)

Postby Kabanellas on Wed Apr 21, 2010 4:11 pm

Damn!!! Totally forgot about it :(


Sorry Bunga :oops:

I'll make it right asap
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Re: Clandemonium-(V.49, P.51)

Postby iancanton on Wed Apr 21, 2010 4:27 pm

ManBungalow wrote:As you've probably picked up, the XML for the +1 for 2 green regions is thousands of lines long (I've already written these thousands of lines if you want to see for yourself).
This is enough to reduce the quality of games on the Clandemonium map severely. For that reason, I'd like to suggest that you put a cap on the bonus; let's say "+1 for every 2 green regions : maximum +25 troops". That will still need a pretty long XML, but not enough to affect the experience.

Can I have the go-ahead to do this?

+25 is a rather arbitrary number. is there another way to do it, such as counting the number of regions, then subtracting the number of non-green regions? if an xml expert (which i'm not) tells us that the xml file needs to be thousands of lines long, then we have no alternative but to introduce a cap. how did wm do conquer man?

ian. :)
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Re: Clandemonium-(V.50, P.51)

Postby Kabanellas on Wed Apr 21, 2010 4:30 pm

updated version

Click image to enlarge.
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Re: Clandemonium-(V.49, P.51)

Postby Blitzaholic on Wed Apr 21, 2010 4:52 pm

barterer2002 wrote:Blitz you guys have come a long way since you started this project. Looking forward to playing on it.



thank you barterer2002
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Re: Clandemonium-(V.49, P.51)

Postby MrBenn on Wed Apr 21, 2010 5:21 pm

iancanton wrote:
ManBungalow wrote:As you've probably picked up, the XML for the +1 for 2 green regions is thousands of lines long (I've already written these thousands of lines if you want to see for yourself).
This is enough to reduce the quality of games on the Clandemonium map severely. For that reason, I'd like to suggest that you put a cap on the bonus; let's say "+1 for every 2 green regions : maximum +25 troops". That will still need a pretty long XML, but not enough to affect the experience.

Can I have the go-ahead to do this?

+25 is a rather arbitrary number. is there another way to do it, such as counting the number of regions, then subtracting the number of non-green regions? if an xml expert (which i'm not) tells us that the xml file needs to be thousands of lines long, then we have no alternative but to introduce a cap. how did wm do conquer man?

ian. :)

ConquerMan is done by adjusting the actual territory bonus.

I'd be inclined to suggest something similar on here, so that rather than +1 for every 2 green regions, it's a flat +1 for every 2 regions, with a cap at a certain level. This can be simply done in about 10 lines of code. The brown regions could then provide an additional 1 for each terr. The drop points/clan grounds could give a -1 bonus, but keep the +3 autodeploy; this would leave the actual bonus amounts very similar to as they are currently, and would make the XML fantastically shorter...
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Re: Clandemonium-(V.50, P.51)

Postby natty dread on Wed Apr 21, 2010 5:25 pm

The only problem I can see with MrBenn's suggestion is that then you can't set a low cap for reinforcements... See, normally the low cap is 3, so that you always get at least 3 territories... However, let's say you hold 5 green territories and a drop point, that's 6 territories which would give 3, but with the -1 from the drop point you would then only get 2 troops... So is there a way to counter this?
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