Moderator: Cartographers

FWIW - it's usually a good idea to get the GP stamp before doing this - else you may have a fair amount of rework to do!OliverFA wrote:Just a quick note to let you know I have started creating the XML file.
Currently I am creating the XML positions and adjacencies for the small map.
When I am finished, I will continue with the continents, one tech at a time.
I expect to post some progress soon.

Thanks for the advice. I'll work in both thing simultaneously. Because there is lot of work to do in the XML, I am not just making the hard code, but dividing it in meaningful sections that make the work easier. Also, despite I have an idea about how I want to do it, I still need to work the specific way on how simulate techs by using continents. I am confident that work won't be lost even if we need to change some things on the design.yeti_c wrote:FWIW - it's usually a good idea to get the GP stamp before doing this - else you may have a fair amount of rework to do!OliverFA wrote:Just a quick note to let you know I have started creating the XML file.
Currently I am creating the XML positions and adjacencies for the small map.
When I am finished, I will continue with the continents, one tech at a time.
I expect to post some progress soon.
C.
How about making zeppelins able to bombard all mines? That would give them some power. And it would add an interesting dynamic between mines and zeppelins.A: Zeppelin Strikes looks pathetically weak compared to the other researches. Perhaps adding adjacent neutral countries? Neutral value will be adjusted as appropriate.
Hm. I don't think the amount of territories is necessarily the best indicator of this... The research territories are more valuable than the conquer territories, and lots of the bonuses given by the conquer territories are tied to researches... I like there being lots of room in the conquer area.B: I'm convinced there is too much Conquer on the map. There are 126 territories outside of the Homelands, which are 48 strong themselves. Compare that to the research territories, which for the sake of argument I'm including all of them; we've got 66. So the map is presently 2/3 Conquer, 1/3 Research. Doesn't seem even. I intend to cut the number of neutral territories down significantly for Version 3, unless I'm presented with a good counter-argument.

Or just territories in your own 'quadrant'. That way they don't become too powerful, but still let you establish some sort of territoriality over the nearby area.natty_dread wrote:How about making zeppelins able to bombard all mines? That would give them some power. And it would add an interesting dynamic between mines and zeppelins.
On the other hand, you've got a bunch of territories that just don't do anything. Maybe you should add some more barriers, chokepoints, bonuses -- *something* to make the center of the map more strategically interesting.natty_dread wrote:Hm. I don't think the amount of territories is necessarily the best indicator of this... The research territories are more valuable than the conquer territories, and lots of the bonuses given by the conquer territories are tied to researches... I like there being lots of room in the conquer area.

The problem you pointed out just now is why I think there is too much Conquer. Right now, I feel that there is no reason not to just Research Rush and take Doomsday, and when you do it'll take too long for players to reach you to stop your inevitable victory. Doomsday should be a threat in the mid-to-late game, but stoppable by a sufficiently motivated player.natty_dread wrote:Also how about making the advanced researches so that you need to research them in order? So that you must first research Activated reserves, then open conscription, and then doomsday device. The doomsday device is pretty powerful IMO... if a player manages to take it, the other players have to first attack through his homeland, take his capital and then bombard the doomsday device, all in one turn, to prevent the player from winning.


I agree, doomsday device really needs to be a larger number than 99. There should be enough space to at least make the doomsday device a triple digit number. Once I get some time to number crunch, I'll give some thoughts on what the number should be, along with some of the other techs.I think if you move the special researches a bit farther apart (you have plenty of room to do this) you can fit 888:s in them and put a bigger number for the doomsday device. If you get a +10 autodeploy for TSF, and counting deployments in, 99 armies is nowhere near enough. The game would be over in 10 turns.
I'm not sure how well predetermined starting positions would work. It would work fine for 6 player games, possibly even 5 player games, but the way it's set up now, I don't think it would work well for lower player games, particularly 3 player, since green will get horribly hosed and blue has open season on yellow's empty area.Everyone starts with a laboratory and a capital, roughly corresponding from bottom left to bottom right on the map for starting positions and left to right on the laboratories. The legend in the bottom right explains the attack relationship between capitals, laboratories, and Top Secret Facilities.
I don't see how much more wire the map needs, honestly. The rest of it is contiguous territories just like standard Classic. If there's been a shift in gameplay analysis since January, I'll be happy to oblige, but again I don't see the need.yeti_c wrote:That wasn't the 'wire' version I imagined!!
C.
Probably cos it's far easier to analyse gameplay on a wire version - rather than a map version.TaCktiX wrote:I don't see how much more wire the map needs, honestly. The rest of it is contiguous territories just like standard Classic. If there's been a shift in gameplay analysis since January, I'll be happy to oblige, but again I don't see the need.yeti_c wrote:That wasn't the 'wire' version I imagined!!
C.



You can only attack your OWN lab/TSF/research, unless you have someone else's capital. I get the feeling that the legend will need to get slightly bigger to note this. I thought it semi-obvious.natty_dread wrote:Although... if capitals can attack Labs / TSF:s, this enables a player to have multiple researches...![]()

What about 2 & 3 player games?natty_dread wrote:I know... I mean, if you storm someone's capital, you can take his research... Then you have 2 researches. So to prepare for this, code each row of researches into a continent with a "required=1" tag, this way if you have 1-6 of the same researches it will be the same. Because... it wouldn't be realistic to get multiple benefits from the same research, now would it?

Umm... what? You'd get the same benefit from a certain research, regardless if you have 1, 2, 3, 4, 5 or 6 of that same research. I don't see how anyone would get "miffed".What about 2 & 3 player games?
Someone's gonna be miffed when they research extra stuff to find that they don't get nowt.
