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Poll to remove cities result

Posted: Mon Dec 15, 2008 5:54 pm
by OliverFA
Hi everybody, time for an update!

To this date, poll results about which 2 capitals to remove, have given those results:

  • City #1 --- 02
  • City #2 --- 04
  • City #3 --- 19
  • City #4 --- 20
  • City #5 --- 01
  • City #6 --- 01
  • City #7 --- 04
  • City #8 --- 02

Thanks everybody for voting and comenting on this issue. We are removing cities #3 and #4.

The next step is to ask CC about an official word if we are allowed to have only 6 players.

Meanwhile we wait for CC's word about this issue, I will present you the proposed technologies list for you to decide on it. See next post...

Proposed Technologies

Posted: Mon Dec 15, 2008 5:56 pm
by OliverFA
The following technologies are based in "traditional" concepts of CC maps (minium reinforcements, reinforcements per territories, continents and objectives).

  • Reinforcements (cost xx): Classic games provide a minimum of 3 reinforcements. Researching this tech would raise this number to 6 (this number will probably change) (this technology is eligible for an advanced version).
  • Territories (cost xx):Classic games provide a reinforcement per each 3 territories held. This technology would change it to 1 army per each 2 territories held.(the ratio could change in playtesting phase) (this technology is eligible for an advanced version)
  • Continents (cost xx): Having this tech will increase the bonuses provided by any continent held by 50% (the ratio could change in playtesting change) (this technology is eligible for an advanced version)
  • The Nuclear Bomb (Winning Tech) (cost xxx): This tech is an objective, and for that reason conquering it ends the game. This tech has a cost high enough to prevent it from being researched too early in the game but also low enough to make it possible to be researched for a player with a strong economy.

The following technologies are based in the "national" feature specific to CC map. Thanks to the special map design, we have a way to check a player nationality, and can thus base some features on that nationality. (more about it in its own section below).

  • The Bomb (cost xxx):Allows the player to bombard the territories surrounding his national capital. This means that he will be able to better protect his nation, but not be able to bombard other players' nations.
  • Cultural Acceptance (cost xxx):When a player conquers territories in other player's nations, he receives less income from those territories. This is because the locals are "resisting" the invaders from a foreign culture. But if the player researches this tech, he will defeat the rebels and territories from foreign nations will produce normal income.

The following technologies are based in the Research feature specific to CC map..

  • Research Boost (cost xx):Having this tech will autodeploy 10 (this number will probably change) armies each turn. These armies can be fortified to starting tech and used to research more techs. (this technology is eligible for an advanced version)
  • Spy/Saboteur (cost xx): After researching this technology, the player is able to bombard other players technologies, thus preventing them from receiving the benefical effects. (Alternatively we can enable each capital to bombard its own technologies and lab, thus freeing a tech slot)

The following tech is based in the "Resource" feature:

  • Mining (cost xx):The map will have several mines placed around the map. Those mines won't have any additional effect unless the Mining technology is researched. Once the player has this tech, each mine will produce X additional reinforcements (this number will be decided through playtesting)

Those 9 technologies are the ones that can be done with the current XML. There were other technologies proposed, but unfortunately they cannot be implemented with the current XML. I encourage you to please comment about this set.What you like, what you dislike and why. Also, to vote in the poll about which technologies to include.

Re: Research & Conquer (Please vote on Tech Tree, bottom P12)

Posted: Wed Dec 17, 2008 1:54 am
by TaCktiX
Instead of calling it "The Bomb", why not "Air Strikes" or "National Military". "The Bomb" sounds too similar to your end objective, and also makes no sense considering what it does.

Re: Research & Conquer (Please vote on Tech Tree, bottom P12)

Posted: Wed Dec 17, 2008 2:11 am
by yeti_c
"Territories" whilst OK to code - will produce a very large XML - see Conquerman - and thus slow any game down - especially with BOB running!

"Cultural acceptance" may be hard to code...

Also - it may not be very applicable for games where people have more than 1 city... (i.e. 2/3 player)

C.

Re: Research & Conquer (Please vote on Tech Tree, bottom P12)

Posted: Wed Dec 17, 2008 6:32 am
by SuicidalSnowman
Well, I like the first four a lot. I think they all make sense, and will be interesting.

I think that "The Bomb" is an interesting idea, and I think it would be valuable to have, but I don't think I would take the time to research it in a close game.

"Culture Acceptance" (How about instead we call it "Ministry of Information" like the Iraqis or "Propaganda Machine") is an interesting concept. It would also mean in 2/3 player games it would be a very viable strategy to research this tech and conquer neutrals (Baptize the non-believers!)

I think Research Boost is absolutely necessary to this game.

Mining is a cool idea, but I worry a bit about the fact that we have already had to drop two cities, and the map getting more crowded.

My thoughts, take them as you will.

Re: Research & Conquer (Please vote on Tech Tree, bottom P12)

Posted: Wed Dec 17, 2008 5:17 pm
by OliverFA
TaCktiX wrote:Instead of calling it "The Bomb", why not "Air Strikes" or "National Military". "The Bomb" sounds too similar to your end objective, and also makes no sense considering what it does.


Thanks for your comments TaCktiX :-)

Yes, "Air Strikes" or "National Military" sound way much better than "The Bomb"! I like "Air Strikes", because it seems a more descriptive name than "National Military". Isn't it? "National Military" lacks the "Air" word in its name.

Re: Research & Conquer (Please vote on Tech Tree, bottom P12)

Posted: Wed Dec 17, 2008 5:54 pm
by OliverFA
yeti_c wrote:"Territories" whilst OK to code - will produce a very large XML - see Conquerman - and thus slow any game down - especially with BOB running!

"Cultural acceptance" may be hard to code...

Also - it may not be very applicable for games where people have more than 1 city... (i.e. 2/3 player)

C.


Thanks for your comments, yeti_c :-)

"Territories"... I knew it would be a very hard work to code, and I am OK with it. But I didn't new that it could slow down the game. I think I would like to try anyway, and, depending on the test results, keep that technology or remove it from the final product. In case that this (or any other) technology needs to be removed we can substitute it with an "advanced" technology.

That's how I thougt to code "Cultural Acceptance": As you know, each player has 2 starting territories: The capital and the Laboratory. The way the map has been designed, a particular laboratory can only be owned by a player or be neutral. From that initial setup, the only thing that can happen is that an enemy bombards the laboratory and turns it to a neutral territory. But player other than the original owner can ever own or reconquer a laboratory. For that reason, I want to use the laboratory to check "nationality".

Then, I have to create 7 different continents. The first continent contains only the country. The secons territory contains the country plus its matching lab. And the 5 other continents contain the country plus each one of the "cultural acceptance" technologies.

Hope that this explanation made sense.

The thing with 2 and 3 player games can be a bit more complicated. I will think about it and see if my method also works for that kind of games.

Thanks again for sharing your knowledge with us.

Re: Research & Conquer (Please vote on Tech Tree, bottom P12)

Posted: Wed Dec 17, 2008 6:00 pm
by OliverFA
SuicidalSnowman wrote:Well, I like the first four a lot. I think they all make sense, and will be interesting.

I think that "The Bomb" is an interesting idea, and I think it would be valuable to have, but I don't think I would take the time to research it in a close game.

"Culture Acceptance" (How about instead we call it "Ministry of Information" like the Iraqis or "Propaganda Machine") is an interesting concept. It would also mean in 2/3 player games it would be a very viable strategy to research this tech and conquer neutrals (Baptize the non-believers!)

I think Research Boost is absolutely necessary to this game.

Mining is a cool idea, but I worry a bit about the fact that we have already had to drop two cities, and the map getting more crowded.

My thoughts, take them as you will.


Thanks again for your comments, SuicidalSnowman. You thougts are very valuable :-)

I think it is ok that some players research "The bomb" (after TaCktiX suggestion we are renaming it to "Air Strikes" ;-) ) and some don't. The key is to know if this technology will be a technology that will be researched sometimes or a technology that will never be researched. If we are in the first case, then that's exactly what we want, because it introduces more variety. If we are in the second case, we don't want it. Because it would be a waste of space in the board.

Re: Research & Conquer (Please vote on Tech Tree, bottom P12)

Posted: Mon Dec 22, 2008 8:58 pm
by gimil
After some investigation, I have reason to believe that this map has been worked on (mostly or in part) my t-o-m. The official verdict on banned members making maps is simply not aloud.

For now this thread has been locked, and if oliver wants details he is more than welcome to drop me a PM and I will discuss the matter with him.

Sorry for the inconvenience.

[locked]

Re: Research & Conquer (Please vote on Tech Tree, bottom P12)

Posted: Wed Jan 07, 2009 7:42 pm
by gimil
I am pleased to announce that oliver will be continuing this map. I will let him give out the details :)

[unlocked]

Re: Research & Conquer (Please vote on Tech Tree, bottom P12)

Posted: Wed Jan 07, 2009 7:43 pm
by the.killing.44
good =D> got another GFX guy?

.44

Re: Research & Conquer (Please vote on Tech Tree, bottom P12)

Posted: Wed Jan 07, 2009 7:54 pm
by TaCktiX
<-- The new graphics artist. There will be a delay on creating a new version as I confer with Oliver about what look he wants, and any other new details. That, and I'm still waiting for my new computer to have a motherboard to put it all together. Stupid out-of-stock RMA.

Re: Research & Conquer (We are OPEN!)

Posted: Thu Jan 08, 2009 3:50 pm
by OliverFA
First of all, I would like to say that I am really pleased to welcome TaCktiX on board as the new graphics artist and co-author. :) It's a great honour to have such important member of the CC community as a map colleague! =D>

I also would like to thank everybody for the support received, and the mods for helping me to find a way to continue the map.

Last but not least, I would like to thank t-o-m for helping this project in its early stages, and allowing it to give its first steps. We are looking for a way of crediting him for his work that will be fair for everybody.

First of all, TaCktiX and me will work on redefining map basics. Expect news in this thread soon!

Re: Research & Conquer (We are OPEN!)

Posted: Thu Jan 08, 2009 3:52 pm
by whitestazn88
glad to hear that this map is up and running again.

Re: Research & Conquer (We are OPEN!)

Posted: Thu Jan 08, 2009 4:03 pm
by OliverFA
Thanks whitestazn88 :-)

Oh, and by the way. I forgot to say that we have permission to make it a 6 players map :)

Re: Research & Conquer (We are OPEN!)

Posted: Thu Jan 08, 2009 5:19 pm
by SuicidalSnowman
Hey, glad to see this. Best of luck, I will be watching closely.

And nice to get an answer on the six players.

Re: Research & Conquer (We are OPEN!)

Posted: Thu Jan 08, 2009 8:24 pm
by MrBenn
OliverFA wrote:Thanks whitestazn88 :-)

Oh, and by the way. I forgot to say that we have permission to make it a 6 players map :)

Only if it's exceptional... remember that ;-)

Re: Research & Conquer (We are OPEN!)

Posted: Thu Jan 08, 2009 8:46 pm
by TaCktiX
MrBenn wrote:
OliverFA wrote:Thanks whitestazn88 :-)

Oh, and by the way. I forgot to say that we have permission to make it a 6 players map :)

Only if it's exceptional... remember that ;-)


I would note that due to space concerns on the small for explaining what the researches do, 6 players makes FAR more sense than trying to cram it into 8. That, and coming up with a decently-sized map for 6 players is easier than one for 8.

Re: Research & Conquer (We are OPEN!)

Posted: Thu Jan 08, 2009 8:50 pm
by gimil
TaCktiX wrote:
MrBenn wrote:
OliverFA wrote:Thanks whitestazn88 :-)

Oh, and by the way. I forgot to say that we have permission to make it a 6 players map :)

Only if it's exceptional... remember that ;-)


I would note that due to space concerns on the small for explaining what the researches do, 6 players makes FAR more sense than trying to cram it into 8. That, and coming up with a decently-sized map for 6 players is easier than one for 8.


Has nothing to do with being exceptional ;)

Re: Research & Conquer (We are OPEN!)

Posted: Thu Jan 08, 2009 10:45 pm
by TaCktiX
The research aspect alone is exceptional. If it's not feasible to do it with 8, we will have to do it with 6.

Re: Research & Conquer (We are OPEN!)

Posted: Fri Jan 09, 2009 7:54 am
by SuicidalSnowman
Question: Are you continuing with the same graphics or re-starting completely from scratch?

Re: Research & Conquer (We are OPEN!)

Posted: Fri Jan 09, 2009 9:31 am
by MrBenn
I would recommend starting again from scratch...

Re: Research & Conquer (We are OPEN!)

Posted: Fri Jan 09, 2009 11:23 am
by OliverFA
SuicidalSnowman wrote:Question: Are you continuing with the same graphics or re-starting completely from scratch?


We are re-starting from scratch. And that is the first subject that we would like to discusse with foundry members. (more in the next message)

Map Theme

Posted: Fri Jan 09, 2009 11:46 am
by OliverFA
Before starting the new graphics, we wanted to define which theme it will follow.

Among all the possible themes, the one we prefer is a World War II-ish theme. The reason is that it fits this particular concept quite well. World War II was a time when many different powers were fighting for the control of the whole world. It was a grand scale fight with scores of armies and with intensive research. Research that was focused on finding more efficient ways to kill the enemy. The weapon that finished World War II was the Nuclear Bomb, and that is exactly how the winning technology is called.

With this theme, the map would be a political map, resembling the maps from the war rooms. In such map, terrain features would not appear, unless they are relevant for the fight (aka impassables). The map will show the main power countries (the players) plus the minor/neutral countries (filled with neutral armies).

Any additional text, drawing or even the background items that will only appear in this thread but won't go into the final map, will follow this theme.

However, the geography will be a completely imaginary one. We just want the map to resemble WWII, not to mirror WWII. It's better to have completely freedom while designing the geography.

That is the theme we have choosen and the reasons why we have choosen it. We are very interested in reading your opinion, comments, and anything you have to say about our choice.

Re: Research & Conquer (Currently discussing map look)

Posted: Fri Jan 09, 2009 2:57 pm
by ZeakCytho
I'm not completely sold on the WWII theme, but I'm confident that you and Tac will come up with something pretty good :)

I would just advise against making it look antiquated, as if it were from WWII, if that's what you were planning, which I'm pretty sure is not what you were trying to say.