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Posted: Thu Nov 22, 2007 4:17 pm
by benjikat
cairnswk wrote:D12: D'erlon Inf. 02
MA1: Imp. Guard Art. 01
ZC3: Ziethen Cav. 03



The reason I dislike this is that they will often end up in a different order to which they naturally fall on the map.

And what is simpler to understand than

D'erlon 07
or
Ziethen 03
etc?

For an explanation of why 104 is such a great number of territories to aim for, please see my (long!) post in the main foundry.

Posted: Sat Nov 24, 2007 5:16 pm
by cairnswk
Let's get an indication from some of what they would like to see as the territory naming.

As soon as i can get Coleman to post the existing poll results, i will put this poll up.

Option A
Map - D01 ( with artillery symbol on terit) / XML Dropdown - D'erlon 01
Option B
Map - DA1 (with artillery symbol on terit) / XML Dropdown - D'erlon Art. 01 DA1
Option C
Other please explain your option below.

Posted: Sat Nov 24, 2007 6:28 pm
by benjikat
cairnswk wrote:Option C
Other please explain your option below.


Region called "XXX"

Territories numbered: "0N"

XML: "XXX 0N"

Basically following the pattern of D:Day which (if it had leading zeroes) is a format I think works well.

Posted: Sun Nov 25, 2007 3:23 am
by Coleman
What colors do you want on this map for the territory colors?
  • Option A - Battlefield colours of green, yellows and browns with appropriate legend colours and design - 46% - [ 12 ]
    Option B - Continent/Territory colors as per the bonus bars & names - 53% - [ 14 ]
Total Votes : 26

Posted: Sun Nov 25, 2007 3:36 am
by cairnswk
cairnswk wrote:Let's get an indication from some of what they would like to see as the territory naming.

As soon as i can get Coleman to post the existing poll results, i will put this poll up.

Option A
Map - D01 ( with artillery symbol on terit) / XML Dropdown - D'erlon 01
Option B
Map - DA1 (with artillery symbol on terit) / XML Dropdown - D'erlon Art. 01 DA1
Option C
Other please explain your option below.


This poll is now running....

Posted: Sun Nov 25, 2007 2:18 pm
by cairnswk
cairnswk wrote:
cairnswk wrote:Let's get an indication from some of what they would like to see as the territory naming.

As soon as i can get Coleman to post the existing poll results, i will put this poll up.

Option A
Map - D01 ( with artillery symbol on terit) / XML Dropdown - D'erlon 01
Option B
Map - DA1 (with artillery symbol on terit) / XML Dropdown - D'erlon Art. 01 DA1
Option C
Other please explain your option below.


This poll is now running....

and running.....

Posted: Sun Nov 25, 2007 2:29 pm
by Kaplowitz
Im very confused about this map... :?

Posted: Sun Nov 25, 2007 3:41 pm
by cairnswk
Kaplowitz wrote:Im very confused about this map... :?


well, my good man (who has an oversized signature block), what don't you understand?

Posted: Sun Nov 25, 2007 3:45 pm
by Kaplowitz
cairnswk wrote:
Kaplowitz wrote:Im very confused about this map... :?


well, my good man (who has an oversized signature block), what don't you understand?


I dont get the poll...what are the options?

(and my sig is smaller than yours, just a bit longer)

Posted: Sun Nov 25, 2007 3:54 pm
by cairnswk
Kaplowitz wrote:
cairnswk wrote:
Kaplowitz wrote:Im very confused about this map... :?


well, my good man (who has an oversized signature block), what don't you understand?


I dont get the poll...what are the options?

(and my sig is smaller than yours, just a bit longer)


For the poll...read the thread! Surely you can understadn the difference

for your signature....150 x 600 is the maximum.

Posted: Mon Nov 26, 2007 5:38 am
by cairnswk
Version 13

This is what the map is starting to look like with the simple naming on territories.

Small

Image

Large

Image

Posted: Mon Nov 26, 2007 5:57 am
by yeti_c
I note that the grunts have no special ability...

Cavalry attacks 2 squares...
Artillery bombards...

Perhaps you could have - Infantry +1 territory bonus... or something?!

C.

Posted: Mon Nov 26, 2007 7:37 am
by cairnswk
yeti_c wrote:I note that the grunts have no special ability...

Cavalry attacks 2 squares...
Artillery bombards...

Perhaps you could have - Infantry +1 territory bonus... or something?!

C.


Mmmm. but (playing devils advocat :twisted: ) do they need one really, afterall they will get bonus in the continent bonus once they are allocated.

To be honest i have to ask, can all the players out there handle another bonus to think about?

Posted: Mon Nov 26, 2007 7:52 am
by rebelman
latest update is looking sweet cairns. (i realise this is not proper feedback, I will post proper feedback in a while)

Posted: Mon Nov 26, 2007 10:24 am
by firstholliday
proper feedback would be,


to confusing, is gonna die soon.

Posted: Mon Nov 26, 2007 12:11 pm
by cairnswk
rebelman wrote:latest update is looking sweet cairns. (i realise this is not proper feedback, I will post proper feedback in a while)


thanks rebelman :)

Posted: Mon Nov 26, 2007 12:13 pm
by cairnswk
firstholliday wrote:proper feedback would be,


to confusing, is gonna die soon.


"too" confusing....how soon gonna die.....so i can get it done and uploaded for you to play before you die. that way at least you can have one game on it and get confused. :twisted:

Posted: Mon Nov 26, 2007 10:38 pm
by trk1994
this map looks a little irritating. sorry i could not choose one to vote for. niether made sense.

i do like many of your other maps but these just appeal to me. have you tried an American Civil War map? that could be cool. just try to cut down on the number of territories. maybe stick to the original 42 of risk if possible

Posted: Tue Nov 27, 2007 3:36 am
by cairnswk
trk1994 wrote:this map looks a little irritating. sorry i could not choose one to vote for. niether made sense.
Mmmmm sorry you couldn't make up your mind, i thought the options were very clear.

have you tried an American Civil War map?

Somebody else is doing that and it should be up for play soon. the last USA map i did people weren't happy with so i will stay away from them and let someone from the USA do them....there's nothing like home grown i guess.

just try to cut down on the number of territories. maybe stick to the original 42 of risk if possible

Mmmmm the idea of this map is to get away fropm the original 42 of risk, and i think that waterloo deserves more than 42 for its historical importance. it is one of the 50 battles the changed history....along with Midway, Actium and many others.

Appreciate your post though trk1994 :)

Posted: Tue Nov 27, 2007 6:03 am
by edbeard
A
If I'm reading the legend for the first time (and it is my first time!!! at least with the new legend), I'm thinking that either

1. any red artillery (to the left of the road) can attack any blue territory to the left of the road (if this is correct then maybe the way I worded it is better than yours? secret exclamation )

OR

2. any red artillery (to the left of the road) can attack any blue territory that other red territories to the left of the road can attack as well (I hope that makes sense)

Either way the wording doesn't seem clear to me.

B
The yellow borders located in the Ney region aren't that clear to me. I mean, it is obvious where each territory is by the army cir..whatever they are...but I have to strain to see exactly where the lines are.

This 'problem' occurs for me in a less severe manner in the Imp. Guard area too

C
3 farms +2 seems fine. But, holding 5 for +3 almost seems not worth it. If you consider the amount of borders they have, the +3 seems a bit small. But, maybe 4 is too strong? I dunno.

D
Honestly, I could care less if this gets fixed. You probably already know about it, but in lots of places borders are larger in certain areas for seemingly no reason. To fix them all might take too an absurd amount of time, but I think it warrants a mention at least.

On a slightly similar note, could you make the L01/L02 border appear in the middle of the road like M02/M03. It looks weird right now. (maybe just me)

Does HS1 border A05? I doubt it, but I'll bet this question comes up. Maybe add a few more bricks to that wall.

Posted: Tue Nov 27, 2007 6:43 am
by onbekende
This is going to take long, and orginized probably not.

(kill all the underlines of Artillery/Cavalry/Infantry)

First the legend:
Artillery: Located on both sides of Brussels Road. Each Artillery can bombard any enemy territory on the same side.
Cavalry: Can attack adjacent and the next territory's
commanders is good

Idea: give the 2 foto's a red/blueish bachground according to there nation/alliance

now some terr reviews :D (def is only normal defence, not bombards in)

Imp. Guard:
7 territories, 6 need defence, 7 can attack terr, 7 border cont. => Bonus of 7 (seems good, use it)

D'erion:
10 terr, 9 def, 9 attack, 7 cont => Bonus of 10 (I would choose 9, but 10 is good aswell)
Remarks:
- D'erion only has 10 terr, you numbered to 11 (forgot 4)
- Perhaps move infantry man of D06 (will be named D05) above the army "circle".
- Space the army circle and the cavalry sign a bit out of eachother, also center them like D08 (wll be named D07)

Lobau:
7 terr, 6 def, 6 attack, 9 cont => Bonus of 7 (seems well)
- switch in L07 the armycircle/sign with its name
- Make L05 the same colors as all the others, missed it once :D

Reille:
8 terr, 6 def, 8 attack, 6 cont => bonus of 7 (Think more of a 6)

Ney:
6 terr, 5 def, 6 attack, 7 cont => Bonus of 6 (Seems good, all those horses make it worth it)

Uxbridge:
6 terr, 6 def, 6 attack, 7 cont => Bonus of 7 (Perhaps a 6 thou, horses are good, but not that good)

Clinton:
9 terr, 7 def, 7 attack, 9 cont => Bonus of 8 (Perhaps just 7, but 8 is fine aswell)
- Can you allighn the artillery signs under the armycircle like in C03?

Picton:
11 terr, 9 def, 11 attack, 9 cont => Bonus of 10 (10 will do)

Alton:
7 terr, 7 def, 7 attack, 4 cont => Bonus of 7 (keep it 7, perhaps even an 8 because its location)

Chässe:
3 terr, 2 def, 2 attack, 2 cont => Bonus of 2 (just 2, nothing more)

Bülow:
10 terr, 6 def, 9 attack, 5 cont => Bonus of 8 (8 fine, 7 too, you decide)

Ziethen:
6 terr, 4 def, 6 attack, 2 cont => Bonus of 5 (4 is better)

Posted: Tue Nov 27, 2007 6:44 am
by onbekende
option A btw, if the don't see it artillery, there fault

Posted: Wed Nov 28, 2007 3:11 pm
by cairnswk
Thanks guys for the suggestions...will take note and post something as soon as the poll is finished. :)

Posted: Thu Nov 29, 2007 3:32 pm
by cairnswk
edbeard wrote:A
If I'm reading the legend for the first time (and it is my first time!!! at least with the new legend), I'm thinking that either

1. any red artillery (to the left of the road) can attack any blue territory to the left of the road (if this is correct then maybe the way I worded it is better than yours? secret exclamation )

OR

2. any red artillery (to the left of the road) can attack any blue territory that other red territories to the left of the road can attack as well (I hope that makes sense)

Either way the wording doesn't seem clear to me.


In next version....
Fixed: Artillery: can bombard any enemy
territory on same side of Brussels Road.


B
The yellow borders located in the Ney region aren't that clear to me. I mean, it is obvious where each territory is by the army cir..whatever they are...but I have to strain to see exactly where the lines are.

This 'problem' occurs for me in a less severe manner in the Imp. Guard area too


Fixed also.


C
3 farms +2 seems fine. But, holding 5 for +3 almost seems not worth it. If you consider the amount of borders they have, the +3 seems a bit small. But, maybe 4 is too strong? I dunno.


Changed to +4 in next version


D
Honestly, I could care less if this gets fixed. You probably already know about it, but in lots of places borders are larger in certain areas for seemingly no reason. To fix them all might take too an absurd amount of time, but I think it warrants a mention at least.


Yes, i'll see what i can do in next version.

On a slightly similar note, could you make the L01/L02 border appear in the middle of the road like M02/M03. It looks weird right now. (maybe just me)

Does HS1 border A05? I doubt it, but I'll bet this question comes up. Maybe add a few more bricks to that wall.


Fixed....next version

Posted: Thu Nov 29, 2007 3:53 pm
by cairnswk
onbekende wrote:This is going to take long, and orginized probably not.

(kill all the underlines of Artillery/Cavalry/Infantry)

First the legend:
Artillery: Located on both sides of Brussels Road. Each Artillery can bombard any enemy territory on the same side.
Cavalry: Can attack adjacent and the next territory's
commanders is good

Idea: give the 2 foto's a red/blueish bachground according to there nation/alliance


Fixed...all done next version.


now some terr reviews :D (def is only normal defence, not bombards in)

Imp. Guard:
7 territories, 6 need defence, 7 can attack terr, 7 border cont. => Bonus of 7 (seems good, use it)

D'erion:
10 terr, 9 def, 9 attack, 7 cont => Bonus of 10 (I would choose 9, but 10 is good aswell)
Remarks:
- D'erion only has 10 terr, you numbered to 11 (forgot 4)
- Perhaps move infantry man of D06 (will be named D05) above the army "circle".
- Space the army circle and the cavalry sign a bit out of eachother, also center them like D08 (wll be named D07)

Lobau:
7 terr, 6 def, 6 attack, 9 cont => Bonus of 7 (seems well)
- switch in L07 the armycircle/sign with its name
- Make L05 the same colors as all the others, missed it once :D

Reille:
8 terr, 6 def, 8 attack, 6 cont => bonus of 7 (Think more of a 6)

Ney:
6 terr, 5 def, 6 attack, 7 cont => Bonus of 6 (Seems good, all those horses make it worth it)

Uxbridge:
6 terr, 6 def, 6 attack, 7 cont => Bonus of 7 (Perhaps a 6 thou, horses are good, but not that good)

Clinton:
9 terr, 7 def, 7 attack, 9 cont => Bonus of 8 (Perhaps just 7, but 8 is fine aswell)
- Can you allighn the artillery signs under the armycircle like in C03?

Picton:
11 terr, 9 def, 11 attack, 9 cont => Bonus of 10 (10 will do)

Alton:
7 terr, 7 def, 7 attack, 4 cont => Bonus of 7 (keep it 7, perhaps even an 8 because its location)

Chässe:
3 terr, 2 def, 2 attack, 2 cont => Bonus of 2 (just 2, nothing more)

Bülow:
10 terr, 6 def, 9 attack, 5 cont => Bonus of 8 (8 fine, 7 too, you decide)

Ziethen:
6 terr, 4 def, 6 attack, 2 cont => Bonus of 5 (4 is better)


All bonuses implemented...up for review though! :wink: