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Sudoku map - idea - Poll if it's an interesting idea

PostPosted: Sat Mar 24, 2007 8:35 am
by Mr Tumbler
A complex but perhaps interesting idea is to have a sudoku map.

Image

E.g. red will have a bonus of 10 armies, since 10 of his owned tiles belongs to a sudoku set.

E.g. yellow will have 17 bonus armies, since 5 tiles belong to 1 sudoku set and 6 tiles belong to 2 sudoku sets (5+2*6=17)

The interesting part would be the cooperation with other players. If this is not possible, i.e. no cooperation is to be expected, it's not worth pursuing this idea. Please vote or write what you think of this idea.

PostPosted: Sat Mar 24, 2007 8:36 am
by Mr Tumbler
And I don't know if it is possible to create such rules.

PostPosted: Sat Mar 24, 2007 8:50 am
by Nerrimus
It's not.

At the moment, XML allows this only :

    -Territories : No changing territories (as in the territories moving around, dissapearing, etc.), no variable borders, etc.
    -Attacking : Plain attacking. Full stop. No only attacking until a certain amountis left only, etc. etc.
    -Continents : A continent will be defined as owning all territories under that continent list. Things like 1,2,3,4,5,6,7,8,9 armies in one box, that cannot be done.

PostPosted: Sat Mar 24, 2007 12:17 pm
by boberz
why can this not be done??? i dont think it breaks those rules as the territories dont move they all attack the same as any other map the only thin is the correct number of armies in a square is the impssible one but if you get rid of that rule the map may still work

PostPosted: Sat Mar 24, 2007 12:28 pm
by everywhere116
It may work if the bonus is every 9x9 square, row, or column you control, but it cant be tied down to the amount of armies you have on the territorries.

PostPosted: Sat Mar 24, 2007 1:08 pm
by Qwert
These looks like Keyoku map, very similar i think

PostPosted: Sat Mar 24, 2007 1:58 pm
by spiesr
You would hvae to chenge the bonuses so that you get them for having a box or a line...

PostPosted: Sat Mar 24, 2007 2:06 pm
by Mr Tumbler
Then it's a crappy idea, since no cooperation is possible. To just have lines and boxes is just a very bad static map.

PostPosted: Sat Mar 24, 2007 3:31 pm
by Wisse
qwert wrote:These looks like Keyoku map, very similar i think


nope here you must have your armys numbered 1 to 9 in one row (doesn't matter how) but that isn't possible with the xml

Sudoku Map

PostPosted: Mon Nov 05, 2007 3:55 pm
by cliff_icp
I really like the idea of a Sudoku board. I haven't seen one yet so I thought I would make one myself.

Image

I didn't want it to be a free for all so I figured thin lines could be boarders, and thick lines could be impassible objects. Only the diamonds could be passable through the thick lines. I have the "country" bonuses on the side. 2 for the corner, 4 for the middle pieces, and 6 for the center. But to keep the Sudoku idea, I added extra bonus for holding a line.

Everybody let me know what you think. I probably need to add more explanation of which lines can be crossed but I wanted to get input before I spent a lot of time on it.

Thanks.

PostPosted: Mon Nov 05, 2007 4:01 pm
by gimil
Unfortunatly this idea has been attemped at least twice before and generally doesnt meet with much support.

PostPosted: Mon Nov 05, 2007 4:01 pm
by illusions850
its okay. nothing amazing. a little bland, and not much like sudoku actually is.

SUDOKU Map - Version 1.5 on Page 1

PostPosted: Tue Nov 04, 2008 9:50 pm
by The Neon Peon
This has been tried before, (two failed attempts... ouch) but I think there is nothing wrong with another try.

Version 1.5 Large:
Click image to enlarge.
image

Small:
Image

1. Added the coordinates
2. Added army circles

Version 1: http://img201.imageshack.us/img201/3800 ... opycq8.jpg

This is a vector map. I have tried many different sizes and they all work. No problems with text yet, maybe on the legend, but I do not see why it should be different.

Bonuses will work as:
each square = ?
each row = ?
each column = ?
all 1s, 2s, or 3s... = ?

Re: SUDOKU Map - Version 1.5 on Page 1

PostPosted: Tue Nov 04, 2008 10:48 pm
by Mr. Squirrel
Why don't you make an unfinished sudoku board where the numbers they give you could be neutrals and the blank squares are starting territories. As it is, you are just fighting on a grid with no real ties to sudoku.

Re: SUDOKU Map - Version 1.5 on Page 1

PostPosted: Wed Nov 05, 2008 5:29 pm
by The Neon Peon
The tie in with Sudoku is that the bonuses are 1-9, which is what you try to get. 1-9 in each row, column, and box

Re: SUDOKU Map - Version 1.5 on Page 1

PostPosted: Wed Nov 05, 2008 9:36 pm
by Mr. Squirrel
I understand that each row, column and box has one through nine in it, but the way I see it, there is almost no difference between this and Conquer 4. You will just be conquering lines of territories. If you made each square a territory with neutrals equal to their number, it would create a somewhat unique gameplay. Many people would use the neutrals to guard their borders, especially along the 6-9's, but by getting a high enough army count, you could completely change the borders of the map. But that's just my suggestion. I can't see you getting much support with the system you have currently.

Re: SUDOKU Map - Version 1.5 on Page 1

PostPosted: Wed Nov 05, 2008 10:11 pm
by The Neon Peon
That would not really work with gameplay. The neutrals might just as well be rips in the paper, no one will ever take one of the larger ones. I think this won't ever work as a map. Although I really want one that is just a grid of territories. Despite being the same everywhere, I think it would be good to play on. You can get rid of the bonuses altogether.

Of to the scrap heap this goes.

Sudoku

PostPosted: Thu May 20, 2010 8:14 am
by FlyingSquirrel
Inspired by Crossword.

Latest version (6/16):

Click image to enlarge.
image


Previous version (6/10):

Click image to enlarge.
image


First version:

Click image to enlarge.
image


There have been a lot of questions regarding the reason for different bonuses in each square, row and column. If one considers the killer neutrals as being impassables, (which for all intents and purposes they are in the beginning of the game), then different rows, columns and squares have different numbers of borders in the early stages of the game. A player who takes an entire column only needs to defend against lateral attacks; a player who takes an entire row only needs to defend against up/down attacks.

This is illustrated below:

Click image to enlarge.
image


Click image to enlarge.
image


Click image to enlarge.
image

Re: Sudoku

PostPosted: Thu May 20, 2010 12:57 pm
by carlpgoodrich
With killer neutrals, how would you hold any bonus? And why are some squares worth more than others?

Isn't this just conquer4 with a copyright issue?

Re: Sudoku

PostPosted: Thu May 20, 2010 2:23 pm
by fumandomuerte

Re: Sudoku

PostPosted: Thu May 20, 2010 2:32 pm
by Evil DIMwit
carlpgoodrich wrote:With killer neutrals, how would you hold any bonus? And why are some squares worth more than others?

Presumably the bonus regions don't actually include the killer neutrals.

I actually quite like this. With the killers, it certainly makes for a unique map. Although some of the bonuses will need to be adjusted, especially in light of the fact that in order to capture all of the bottom right square you need to go through one of the killer neutrals.

Also, please put the image in [bigimg] tags. I don't want to open a new tab.

Re: Sudoku

PostPosted: Thu May 20, 2010 3:05 pm
by isaiah40
FlyingSquirrel wrote:Inspired by Crossword.

Click image to enlarge.
image

Re: Sudoku

PostPosted: Thu May 20, 2010 3:16 pm
by FlyingSquirrel
Evil DIMwit wrote:
carlpgoodrich wrote:With killer neutrals, how would you hold any bonus? And why are some squares worth more than others?

Presumably the bonus regions don't actually include the killer neutrals.

I actually quite like this. With the killers, it certainly makes for a unique map. Although some of the bonuses will need to be adjusted, especially in light of the fact that in order to capture all of the bottom right square you need to go through one of the killer neutrals.

Also, please put the image in [bigimg] tags. I don't want to open a new tab.


You might need to go through one of the killer neutrals - or you might not, depending on whether you were given that square at the beginning of the game. Actually there are two squares in the lower right that you might need to go through a killer neutral to get at, depending on the initial placement. Of course it's not too likely that you'd be lucky enough to be given both those squares. Once you kill the bottom "n8" square you could go both ways. We could make it a bonus 4 if you want. The rest of the bonuses are based on the number of borders that aren't blocked by killer neutrals.

Re: Sudoku

PostPosted: Thu May 20, 2010 3:22 pm
by FlyingSquirrel
carlpgoodrich wrote:With killer neutrals, how would you hold any bonus? And why are some squares worth more than others?

Isn't this just conquer4 with a copyright issue?


You'd hold all squares except the killer neutrals. The bonuses are determined based on the idea that the killer neutrals form kind of a barrier, therefore in the early stages of the game, the upper right corner has only one easily-breached border, so it's a bonus 2; all the bonus 3's have two easily-breached borders; bonus 4's have three borders not counting the killer neutrals.

Re: Sudoku

PostPosted: Thu May 20, 2010 3:38 pm
by Evil DIMwit
FlyingSquirrel wrote:Of course it's not too likely that you'd be lucky enough to be given both those squares.

In fact, it will happen in about 1/3 of 2-3 player games, 1/4 of 4-player games, 1/5 of 5-player games, etc.; so that might actually be unfairly imbalanced: If someone happens to land both of those spots, then they can manage to get the bonus without sacrificing troops to beat down the 8-troop killer neutral, which I think is a significant advantage.

How about this for a configuration:

[=][8][=] [=][7][9] [=][=][=]
[=][=][9] [=][=][=] [7][8][=]
[=][=][7] [=][8][=] [=][=][9]

The bottom right zone is still quite split, but there's ingress and egress without strictly having to pass through the killers. Plus the bottom left zone is more interesting now, imho.