Moderator: Cartographers
dolomite13 wrote:I'll have some time later today to really take a good look at the distances issue.
I did have one more question. Can you explain how the bombardments work?
I cannot figure it out from the legend. They seem to imply that you need to hold Ghul and all of a specific area (Water Crystal & WC1 thru WC3) to unlock the bombardment from the Water Crystal to the Water Gems.
However the XML does not support conditional bombardments so I am a bit confused.
It may be easier to have a conditional border that includes Ghul and all WC1-WC3 to be allowed to assault the Water Crystal.
...
Just a suggestion but you may also want to put a crystal tip of Tj1 and rename it something like "Crystal Spire" and add a light coming up from it like the Luxor hotel in Vegas.
dolomite13 wrote:I noticed a few things ... I think you have 1 less blue gems than the others 22 vs 23. I also notices that you labeled both ends of the T3 teleport as T3a.
dolomite13 wrote:Some monsters guard gems and some don't.
dolomite13 wrote:Take a look at where I put the black arrow. If you break the map at that point (Fg08 Wg08) you still have 2 teleports to get from one side to the other and the two players right there in the middle wouldn't have to worry about each other right away.
dolomite13 wrote:Anyway that's all for now I need to spend the evening with my wife.
Blakkrose wrote:*removed the 8 starting points, as suggested by Aleena, players will start from 4 random territories among the 92 gems
Blakkrose wrote:split level, as suggested by dolomite13 to make the game more dynamic,
Blakkrose wrote:*it is possible to create a conditional Territory Killer (I am referring to Crystals)?
Blakkrose wrote:*In the previous version all Crystals suffered a decay of 3 troops per turn. it is possible to maintain this characteristic while inserting the Killer Territories?
Blakkrose wrote:What happens to the troops of on TJ1, TJ2, TJ3, TJ4 and Jinn's Crystal if you do not have the Key?[/b][/color]
It is not necessary.dolomite13 wrote: Great idea. You may want to make sure that each player gets 1 non random and 3 random starts. This would allow you to make sure that at least 1 territory is at a consistent distance from each other player.
Thanks.dolomite13 wrote: Yea! and I love that little spiky graphic.
I can not make Ghul a Killer Territory because it is part of monsters bonus.dolomite13 wrote: Not with the current xml. Conditionals are only available on borders at this time. You already gate access to the crystal with Gruhl .. just make it a killer 3 or 5 and you are all set. That way players wont be able to use it for surveillance of the map in a fog game without having Gruhl.
However, you can simultaneously have a territory with decay and from where you can bombard?dolomite13 wrote: With not being able to do conditional killers it won't really matter. I suggest making them killer above.
OKdolomite13 wrote: Nothing, they will stay the neutral value you set them to. Jinns Crystal will decay by 3 even if you have the gate or key or whatever but only if controlled by a player as neutrals don't decay. If you want to make Jinn's Crystal a Killer like all of the other crystals it will reset only when held by a player for one turn.
I had asked previously:dolomite13 wrote:Ghul can have a decay and bombardments the only restriction is that bombardments can't be conditional. So you can't say if you have territory A then territory B can bombard territory C.
=D13=
because I want the Crystals have a decay, and at the same time they can bombard according to the map legend.However, you can simultaneously have a territory with decay and from where you can bombard?
I always refer to Crystals.

I had noticed these types of tests in other maps.cairnswk wrote:Blakkrose. has anyone raised colour blind issues yet.
Green completely disappears in these...
http://i155.photobucket.com/albums/s282 ... g~original
http://i155.photobucket.com/albums/s282 ... g~original
http://i155.photobucket.com/albums/s282 ... g~original
1. go here http://www.vischeck.com/downloads/ and download the plugin for PSBlakkrose wrote:I had noticed these types of tests in other maps.cairnswk wrote:Blakkrose. has anyone raised colour blind issues yet.
Green completely disappears in these...
http://i155.photobucket.com/albums/s282 ... g~original
http://i155.photobucket.com/albums/s282 ... g~original
http://i155.photobucket.com/albums/s282 ... g~original
How are they made?
I can recreate them on my project in Photoshop?
If you do not mind, how can I fix it?
Thanks.

Thank you.cairnswk wrote: 1. go here http://www.vischeck.com/downloads/ and download the plugin for PS
2. this will place a filter in PS which you can use on .jpegs to see how the different colours come out
3. to fix this, you have to find a set of colours that retain their own distinctive character in the image for CB as well as for normal images.
this will help give you clues http://colorschemedesigner.com/
...
Necessary, yes! as much as possible.Blakkrose wrote:Thank you.cairnswk wrote: 1. go here http://www.vischeck.com/downloads/ and download the plugin for PS
2. this will place a filter in PS which you can use on .jpegs to see how the different colours come out
3. to fix this, you have to find a set of colours that retain their own distinctive character in the image for CB as well as for normal images.
this will help give you clues http://colorschemedesigner.com/
...
The plugin work fine!
Now i must modify color palette but... it's necessary? All maps produced to fulfill these restrictions color?...
...and then, it's a graphic work. In fact I have a lot of time to fix everything.
For now we should discuss gameplay, right?

ok, I read it.cairnswk wrote: Necessary, yes! as much as possible.
read here http://www.conquerclub.com/forum/viewto ... 3#p3292843
under Colourblind![]()
you can do it when you like, but it will be ask for.
i was just tryting to save you some pain later possibly.
dolomite13 wrote:Great idea. You may want to make sure that each player gets 1 non random and 3 random starts. This would allow you to make sure that at least 1 territory is at a consistent distance from each other player.Blakkrose wrote:*removed the 8 starting points, as suggested by Aleena, players will start from 4 random territories among the 92 gems
increasing the starting points from 1 each to 4 random start positions each is enough to let all players have a chance in most games. remove the bonus for 2 gems because, if someone is lucky enough to start with this bonus, then it will usually be difficult for an opponent to break it in the first few turns.Blakkrose wrote:It is not necessary.
All doneiancanton wrote: increasing the starting points from 1 each to 4 random start positions each is enough to let all players have a chance in most games. remove the bonus for 2 gems because, if someone is lucky enough to start with this bonus, then it will usually be difficult for an opponent to break it in the first few turns.
the orange text for fire crystal is very similar to the red for monsters. have u tried using hues for fire crystal and monsters that are not so similar to each other?
Fantastic!iancanton wrote:the gameplay looks good enough to sticky. u can expect a stamp this weekend if no-one finds significant faults.
ian.
Thank you.
Give me 2-3 days to look it over. RedBaron0 and myself will let you know to get the small done, as we would rather get any and all major graphical changes done first before you do the small and end up working on two maps at once. With the ability you have shown thus far, I personally (not wearing my blue shoes) think it is ready to go, but (puts blue shoes back on) I have to look it over to make sure things are clear, easy to read etc.Blakkrose wrote:Before starting to work on the Small version there are important changes to be made to the map?
I love that you know how to put your shoes in order...isaiah40 wrote: With the ability you have shown thus far, I personally (not wearing my blue shoes) think it is ready to go, but (puts blue shoes back on) I have to look it over to make sure things are clear, easy to read etc.