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Large
http://imageshack.us/a/img19/388/kk018lg.png

Small
http://imageshack.us/a/img405/5838/kk018sm.png

Moderator: Cartographers




AGreed ... the fonts in the legend on both large and small could use some work. I will look at that asap.RedBaron0 wrote:You do have a little bit of room, I wouldn't mind you trying going a tick or 2 higher on the small map font size for the legend.


Wow its all completely readable to me.koontz1973 wrote:dolomite, still having trouble reading the small font, small map. The size with the yellow glow is the smallest readable text. Everything else is completely unreadable.
yellow text at the top: People can see that they only start with 1 kingdom and 1 corresponding territory as soon as they start the game. So why mention it in text? Isn't that just stating the obvious?dolomite13 wrote:Wow its all completely readable to me.koontz1973 wrote:dolomite, still having trouble reading the small font, small map. The size with the yellow glow is the smallest readable text. Everything else is completely unreadable.![]()
I will see what can be done.
How about we look into allowing a larger "small" map so I can make the text readable.
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waauw wrote:explanation kingdoms: you can reduce the size of the explanation by saying "kingdom symbol *display example figure of a symbol*: attacks corresponding territory"
and also say "right: letter favoured territory"
That's all you need. Saying "kingdom forces are displayed on the left" is again just stating the obvious.
explanation auto, killer, reset: These explanations seem redundant too. People already know what you mean when you say "auto" or "reset". I also suggest you replace "killer" with "decay", so it needs no explanation and people will still know what you mean.
reduce the size of these things and I think you'll have enough space to enlarge the font size of the rest.







I missedkoontz1973 wrote:The first sets of maps when dealing with the wizards.


Monsters was born from 30+ years of playing Dungeons & Dragons.waauw wrote:omg dude, your maps are amazing.
where do you get all this inspiration
I do not see this as an issue. Since nukes came out, it has changed dramatically some maps. Look at maps with losing conditions like Antarctica. Das Schlob, you can lose your parachute and all those lovely auto deploys. Players know this when playing nukes and accept it.dolomite13 wrote:I am having issues with Nukes games on my Conquer 500 map and I think something similar could happen with this map. A random nuke could take out your special denying you access to that bonus. Likewise you could lose your race and the favored territory bonuses. Dropping you from 26 bonus to a max of 10.
Is there any way we could fix this with conditional borders... for instance if you lose your kingdom you can reclaim it from your any of your favored territory if you control all 4 of your favored territory... I do worry that someone who lost their kingdom could conquer 4 of someone else's favored territory and then take out that persons kingdom.
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I was making sure that you were finished working out the extra gameplay. Now that you seem to be done, I will look at this a little closer over the next couple of days.dolomite13 wrote:ok if your cool with it ...
Whats the verdict on graphics... can I start lookin at XML
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Sounds good ... I think the extra gameplay seems worked out ... I only have 2 concerns about Nuke games...isaiah40 wrote:I was making sure that you were finished working out the extra gameplay. Now that you seem to be done, I will look at this a little closer over the next couple of days.dolomite13 wrote:ok if your cool with it ...
Whats the verdict on graphics... can I start lookin at XML
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And as I have said, nukes change a lot of games. These are not huge and you should not concern yourself with it. Having each of the races slightly different means you get different strategy for them.dolomite13 wrote:1) fanatics and Wizards rely on you having a favored territory.
2) you can lose your race and not recover it hence also lose a favored territory.
