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Age of Construction

PostPosted: Mon Aug 17, 2009 3:48 pm
by captainwalrus
This map would make people have to balance between taking territories and building up their town. To build something you would just conquer it, but there would be varying number of nuturals.

buildings

  • Mine - build next to mountains in curtain spots, gets you x number of extra troops per turn
  • Lumber camp - pretty much a mine except next to a forest (which are those weired green things, they will eventual look better)
  • Fishing spot - mines for lakes
  • Markets - Increases the amount of troops you get from mines of fishing spots of lumber camps.
  • Big Catapult - can bombard up to 3 spaces away from the town it is in.
  • Navy - can attack beaches (those sand colored territories) and bombard other navies.
  • Defenses - I was thinking of setting it up so the towns could only be attacked by defenses which can be attacked by the surrounding territories and can't attack anything else, BUT having like a -10 auto deploy in the cities, since the townspeople don't like armies in their town, so it would make it so people's only deferences would be the defenses territory and unless they put troops on it they can easily be attacked and only have one troop defending their city.
  • Elite navy - can bopmbard any territory except towns and land on any beaches.
  • Tunnel - connects to each side of a mountain, collapses at the start of next turn (killer nutural)

It would be great if the xml allowed for you needing to have a path connecting the mines or whatever back to the town, but currently that is really hard to code so I could just do the shortest pat, which is easier to code.

draft .5
Image


I NEED A FEW PARTNERS FOR THIS MAP. PM ME IF YOU WANT TO HELP OR TAKE OVER THE GRAPHICS!

Re: Age of Construction

PostPosted: Mon Aug 17, 2009 4:32 pm
by Evil DIMwit
captainwalrus wrote:It would be great if the xml allowed for you needing to have a path connecting the mines or whatever back to the town, but currently that is really hard to code so I could just do the shortest pat, which is easier to code.


If you set an upper limit for the path length -- say, you must have a path at most six territories long -- it would be easy to automatically code all the possible routes while giving flexibility as to which path a player could use.

Re: Age of Construction

PostPosted: Mon Aug 17, 2009 10:25 pm
by captainwalrus
Evil DIMwit wrote:
captainwalrus wrote:It would be great if the xml allowed for you needing to have a path connecting the mines or whatever back to the town, but currently that is really hard to code so I could just do the shortest pat, which is easier to code.


If you set an upper limit for the path length -- say, you must have a path at most six territories long -- it would be easy to automatically code all the possible routes while giving flexibility as to which path a player could use.

Hey.... Thats a good idea. :)
It makes scene since if your supply lines get too long in real life it becomes too unpractical.

Re: Age of Construction

PostPosted: Fri Aug 21, 2009 1:37 pm
by captainwalrus
Ok, I have an update, and this is almost ready for the drafting room.
we'll call it version .9

Image
I can fit a lot more buildings in than I thought, so any suggestions?

Also, anyone want to do the graphics for the part that the buildings and descriptions are going to be, cause obviously it won't just stay white, but I don't think I would do it well.
Just send me a PM!

Re: Age of Construction

PostPosted: Sat Aug 22, 2009 3:45 pm
by el-presidente
Are the territories on the left landmass intentionaly smaller than the ones on the right landmass?