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Templars 4.13

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Re: Templars 4.01

Postby SoN!c on Sat May 10, 2025 8:33 am

How about this:

Templars 4.02:

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Re: Templars 4.02

Postby SoN!c on Sat May 10, 2025 9:56 am

4.03 (version 4 completed and little changes, mainly in port connections)!

large:


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small

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the flagship should not receive the -1 penalty as it is the flagship and not a regular ship
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Re: Templars 4.03

Postby SoN!c on Sat May 10, 2025 10:31 am

If that is unclear in the legend and not allowed here is adjusted version for that (4.03B):

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will work on a new color for regions (continent bonus) Damascus and Syria next..and tidy some things up in text if it's all done
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Re: Templars 4.03

Postby SoN!c on Sun May 11, 2025 7:56 am

Templars 4.04 where a lot of testing is adjusted! I think it's FINISHED NOW!

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Cavalry is no longer conditional as testing proved it to be unclear.
Cyprus 1 has the seafort (seafor is not a seperant terr) so moved it closer to the cyprus 1 terr (like the sea fort in acre)
Syria and Sultan dominions have now each their own region color
lots of tidy up work done..
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Re: Templars 4.04! done!

Postby SoN!c on Sun May 11, 2025 8:20 am

Here are the large and small 4.05 upload versions (one tiny fix done):

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imgbb back up link:

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and 4.05A with "nobles" written in the map:

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Re: Templars 4.05 all done!

Postby plurple on Sun May 11, 2025 8:55 am

I think you need to move and shrink the territory marks as the circles are for the numbers? So once the numbers are populated the marks will not be readable. Eg like caliphate and sultan dominion :)
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Re: Templars 4.05 all done!

Postby SoN!c on Sun May 11, 2025 8:58 am

plurple wrote:I think you need to move and shrink the territory marks as the circles are for the numbers? So once the numbers are populated the marks will not be readable. Eg like caliphate and sultan dominion :)


Yes but it's supposed to be just a little detail on the map (hardly noticable) because it's main purpose is just to understand the legend better
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Re: Templars 4.05 all done!

Postby plurple on Sun May 11, 2025 9:21 am

SoN!c wrote:
plurple wrote:I think you need to move and shrink the territory marks as the circles are for the numbers? So once the numbers are populated the marks will not be readable. Eg like caliphate and sultan dominion :)


Yes but it's supposed to be just a little detail on the map (hardly noticable) because it's main purpose is just to understand the legend better


I understand that but with numbers over the marks both the number and marks will be harder to read so separating them is preferable :D
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Re: Templars 4.05 all done!

Postby SoN!c on Sun May 11, 2025 9:24 am

plurple wrote:
SoN!c wrote:
plurple wrote:I think you need to move and shrink the territory marks as the circles are for the numbers? So once the numbers are populated the marks will not be readable. Eg like caliphate and sultan dominion :)


Yes but it's supposed to be just a little detail on the map (hardly noticable) because it's main purpose is just to understand the legend better


I understand that but with numbers over the marks both the number and marks will be harder to read so separating them is preferable :D


That is why they are whitened so much? (and mixed with a lot of different background colors so there should be no problem) - I can remove them or make them even more lighter? Or just make it like Outremer where the symbol is placed with the name?
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Re: Templars 4.05 all done!

Postby SoN!c on Sun May 11, 2025 9:53 am

Templars 4.07 with more tidy up fizzle :evil:

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Re: Templars 4.07

Postby SoN!c on Sun May 11, 2025 1:07 pm

and 4.08..; with different color for caliphate numbers to make it more stand out + more tidy up fizzle.. :twisted:

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Re: Templars 4.08

Postby plurple on Sun May 11, 2025 2:24 pm

I prefer the numbering on 4.07 tbh but is a minor thing that doesn't really matter :D (especially Holy roman empire that yellow on green ewww :P)

I will get an updated xml by end of day Tuesday and update both the art and xml on the beta site :)
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Re: Templars 4.08

Postby SoN!c on Sun May 11, 2025 2:41 pm

plurple wrote:I prefer the numbering on 4.07 tbh but is a minor thing that doesn't really matter :D (especially Holy roman empire that yellow on green ewww :P)

I will get an updated xml by end of day Tuesday and update both the art and xml on the beta site :)


especially Holy roman empire that yellow on green ewww :P:
okay: what color do you want for HRE :D ? (the main reason for different colors in the west was giving caliphate different colors to make it stand out to egypt in the east more)

PS:
What color pairs well with green?
Red, yellow, blue, orange, purple and brown all go well with the color green.

From google. Brasil national footbal shirt is also green and yellow :D

"Yellow and green : Brightens the palette and creates a cheerful look."
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Re: Templars 4.08

Postby SoN!c on Sun May 11, 2025 5:11 pm

Templars 4.09 (gone with the ewwww color numbering on HRE):


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Re: Templars 4.09

Postby SoN!c on Mon May 12, 2025 6:11 am

Templars 4.10

range of the cavalry is reduced to +2 (as +3 was too complex to keep a good overview especially on the defending terrs feedback came in, but added a few more, so 3 in west and 5 in east (most near the crusader stronghold which makes most sense as the stronghold bombards em)

Also XML map inspect does not show conditional so removed the conditional, and now it's just "saladin cavalry" - it was also more complex to understand especially on the first time playing it

again more Nobles landing points (from 4 to 6) which makes also more sense as there are 6 nobles on each side

more terrs in syria (8 instead of 6) as the +4 was unbalanced (4 too few but +5 too much..) so now it's a +6 just like HRE in the west

This should be it?

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Re: Templars 4.09

Postby SoN!c on Mon May 12, 2025 8:50 am

Templars 4.10 lol!

Sultan dominions numbering in different color as comment was it's confusing with the black Saladin cavalry

The east got a second camel so each side has 2 camels and east camels now look in the other direction

Extra terr in caliphate

Extra cav in caliphate


On IMgbb as the other site is experience heavy lag again, so click to see true size!:

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Last edited by SoN!c on Mon May 12, 2025 11:54 am, edited 1 time in total.
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Re: Templars 4.10

Postby SoN!c on Mon May 12, 2025 11:11 am

Templars 4.11

Different color for Syria and Port d'acre in the legend, added symbos to egypt to make it more different look then the caliphate in the west (click to see true size):



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Re: Templars 4.11

Postby SoN!c on Mon May 12, 2025 2:59 pm

Templars 4.12 with more tidy up fizzle and numbered + named nobles (click to see true size):

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Re: Templars 4.12

Postby SoN!c on Tue May 13, 2025 2:03 am

XML 2 versions:

large (imgbb you might need to click to see true 840x800 size):

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and small 630x600:

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Re: Templars 4.12

Postby SoN!c on Tue May 13, 2025 11:09 am

Templars 4.13

-New win con!
-Templar fleet at crossing point have +1 range so West Nobles can land in Outremer 11 (historical Damiette) and East Nobles can land in Roman II (+ Roman II has land connection with Roman 1), to extra prevent "choking points at the crossing"
Temples troop count are in matching region color (detail)

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Last edited by SoN!c on Tue May 13, 2025 11:45 am, edited 2 times in total.
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Re: Templars 4.12

Postby SoN!c on Tue May 13, 2025 11:14 am

and small:

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