Page 14 of 23
Posted: Wed Feb 27, 2008 2:16 pm
by Cyclecycle
(can't wait to play it!)
Looks thrilling!!!

Posted: Thu Feb 28, 2008 12:18 am
by Natewolfman
is there a way to make the yellow and orange ports stand out alittle more? its not a big deal at all but the red, blue, and green really pop out at you, but i actually had to search for yellow and orange lol, great map though! i cant wait to play this one
Posted: Thu Feb 28, 2008 12:24 am
by gimil
Natewolfman wrote:is there a way to make the yellow and orange ports stand out alittle more? its not a big deal at all but the red, blue, and green really pop out at you, but i actually had to search for yellow and orange lol, great map though! i cant wait to play this one
Ill see what I can do

Posted: Thu Feb 28, 2008 7:14 am
by rebelman
nice honest explanations above coleman - as the terrs are what they are at this stage your only option is to adjust the neutrals a bit although I think if you are unsure about this it might best to hold off until it gos live and some games are played on it although that's far from ideal - if only we had a test site for this kind of stuff

Posted: Thu Feb 28, 2008 7:35 am
by gimil
rebelman wrote:nice honest explanations above coleman - as the terrs are what they are at this stage your only option is to adjust the neutrals a bit although I think if you are unsure about this it might best to hold off until it gos live and some games are played on it although that's far from ideal - if only we had a test site for this kind of stuff

We probably could change thet terrs anymore anyway, weve shuffled then around as best we possible could.
Posted: Thu Feb 28, 2008 9:54 am
by yeti_c
yeti_c wrote:Coleman wrote:XML: http://members.cox.net/gyrigo/CC/Copy%2 ... wWorld.xmlI think we need to get everything together in one post, but this terminal I'm working from sucks so maybe later.
Anyway, that xml is functional and should be correct. The coordinates aren't quite perfect yet, but they are roughly in the right spots.

Missed this - will take a look at sometime soon... possibly tonight.
C.
Gonna be busy til Saturday night - will check it for you then...
I'll have a fair bit of time on my hands that night - so if you can get the other ones ready for then (supermax/iraq) I'll look at those too...
C.
Posted: Thu Feb 28, 2008 2:56 pm
by Coleman
rebelman wrote:nice honest explanations above coleman - as the terrs are what they are at this stage your only option is to adjust the neutrals a bit although I think if you are unsure about this it might best to hold off until it gos live and some games are played on it although that's far from ideal - if only we had a test site for this kind of stuff

Actually I plan to alter start positions. If I get a ton of feedback that Spain never wins or Britian wins too much I'd probably want to alter how many armies they start with by 1 and see if things improve. With how open the map is though I think a lot of what happens will be based more on player behavior then layout, and being able to predict and react to said behavior.
All I've really proven with my play testing is how things go if everyone behaves the same way or in a given set of ways, I can't ever truely emulate real play.
Edit: Anyway, from dealing with lack a lot as a CA here is what I can do to balance after it goes live:
1) Adjust neutral values.
2) Adjust the starting armies in the start positions.
That's literally it. He is very opposed to anything that alters core gameplay and borders as it does very bad things to current games and his log program. He'll allow it only when the borders/bonuses don't work as the map shows.
Posted: Sun Mar 02, 2008 4:48 am
by Elijah S
Don't get me wrong, I like the idea and the gameplay, but the colors nearly put me to sleep.
When I look at this one the overall affect looks "muddy".
I know you're going for a look of antiquity but IMO you should be able to achieve that and still have a color scheme that pops a little.
For what it's worth, I'd sample a few other colors and mess with the levels.
Posted: Wed Mar 05, 2008 11:02 pm
by gimil
Coleman when you get hte chance, send me an email with the XML attached. My browser doesnt seem to like me copy and pasting the XML . . .
Posted: Thu Mar 13, 2008 10:05 pm
by gimil
Heavy modified graphics, will update with large and XML test results ASAP.

Posted: Fri Mar 14, 2008 12:01 pm
by Wisse
gimil wrote:Coleman when you get hte chance, send me an email with the XML attached. My browser doesnt seem to like me copy and pasting the XML . . .
right click it and say, "save to disk/computer (or whatever it says)" or it can say "download to desktop (or something else)" or something like "save as ..." do that and it's on your desktop
Posted: Fri Mar 14, 2008 2:05 pm
by gimil
Wisse wrote:gimil wrote:Coleman when you get hte chance, send me an email with the XML attached. My browser doesnt seem to like me copy and pasting the XML . . .
right click it and say, "save to disk/computer (or whatever it says)" or it can say "download to desktop (or something else)" or something like "save as ..." do that and it's on your desktop
Ive already got it.
Posted: Fri Mar 14, 2008 4:24 pm
by InkL0sed
It's just occurred to me... but I think the numbering on this map will cause many of the same problems as on Feudal Wars. People (including me) may occasionally confuse Comanche 2 with Inuit 2, or Dutch 2 with Mapuche 2, or Portuguese 2 with Mapuche 2.
I suggest you re-number the territories (Mapuche 2 especially seems to need to be some other number). Mostly they're OK; I can't seem to find any other places where there might be such a confusion.
Posted: Fri Mar 14, 2008 4:29 pm
by gimil
InkL0sed wrote:It's just occurred to me... but I think the numbering on this map will cause many of the same problems as on Feudal Wars. People (including me) may occasionally confuse Comanche 2 with Inuit 2, or Dutch 2 with Mapuche 2, or Portuguese 2 with Mapuche 2.
I suggest you re-number the territories (Mapuche 2 especially seems to need to be some other number). Mostly they're OK; I can't seem to find any other places where there might be such a confusion.
nice catch buddy ill do that for the next update

Posted: Fri Mar 14, 2008 11:36 pm
by InkL0sed
I think you should also switch Comanche 6 with Comanche 7, as someone who attacks from Spanish 2 also might confuse Comanche 7 with Aztec 7. I think that's the only place I didn't mention before.
EDIT: Also Inuit/Comanche 4.
Posted: Sun Mar 16, 2008 2:10 pm
by AndyDufresne
Inkl0sed makes some good suggestions, territory numbering systems usually bring about more errors than name driven systems, but with a few alterations (as suggested) they can be snuffed to a minimum.
I must say that I love most everything about the map...the border around it is superb! A few will be turned off by its general lack of 'brightness/whiteness' but I think it has spot on look to it.
Is it my eyes or is the compass slightly off balance? North seems to be leaning right, but it may just be a trick on my unfortunate eyes!
The title font corresponds nicely with the other text on the map, but since it is the title, may want to consider adding a little more flare, just so it isn't so bland.
Also, the "equator" text could perhaps use a little touch to it...so it may stand out like Atlantic and Pacific Oceans.
Lastly, I know this was decided on many months ago...but name "Landing Points" just don't seem very time-period esque for the map. If you are into considering a change, perhaps something like Moorings, though that may not accurately capture the notion you are trying to convey!
--Andy
Posted: Sun Mar 16, 2008 7:58 pm
by gimil
AndyDufresne wrote:Inkl0sed makes some good suggestions, territory numbering systems usually bring about more errors than name driven systems, but with a few alterations (as suggested) they can be snuffed to a minimum.
I must say that I love most everything about the map...the border around it is superb! A few will be turned off by its general lack of 'brightness/whiteness' but I think it has spot on look to it.
Is it my eyes or is the compass slightly off balance? North seems to be leaning right, but it may just be a trick on my unfortunate eyes!
The title font corresponds nicely with the other text on the map, but since it is the title, may want to consider adding a little more flare, just so it isn't so bland.
Also, the "equator" text could perhaps use a little touch to it...so it may stand out like Atlantic and Pacific Oceans.
Lastly, I know this was decided on many months ago...but name "Landing Points" just don't seem very time-period esque for the map. If you are into considering a change, perhaps something like Moorings, though that may not accurately capture the notion you are trying to convey!

--Andy
Thanks andy ill look into everything there.
For the compass it is slightly of balance becasue it points to the true north. It used to be straight up but we rotated the map slightly for space reasons.
Posted: Sun Mar 23, 2008 10:51 am
by dunc_2007
It probably doesnt mean much coming from someone with 7 games under his belt, but this is the map I'm looking forwarde to the most out of all the final forge maps. Such a cool new gameplay style! Keep it up man!
Re: The New World (Ver 19, Pg 19) [Final Forge]
Posted: Fri Mar 28, 2008 7:45 pm
by lanyards
Ok Gimil. Done with fixing errors and checking through the XML. Everything is fixed except corrdinates if they need to be fixed, but I have a few questions:
1) Why did all the homelands have 10 neutrals on them?
2) Starting position tags are not needed because every territory has neutrals on them except the homelands, correct?
--lanyards
Re: The New World (Ver 19, Pg 19) [Final Forge]
Posted: Fri Mar 28, 2008 7:57 pm
by gimil
lanyards wrote:Ok Gimil. Done with fixing errors and checking through the XML. Everything is fixed except corrdinates if they need to be fixed, but I have a few questions:
1) Why did all the homelands have 10 neutrals on them?
2) Starting position tags are not needed because every territory has neutrals on them except the homelands, correct?
--lanyards
Homelands have a 10 neutral on them so that when a homeland starts without a player on it, it sits with 10 neutral rather than the default 3. Thats why the starting positions where put in with the neutrals. (Coleman says it works)
Re: The New World (Ver 19, Pg 19) [Final Forge]
Posted: Sat Mar 29, 2008 3:29 am
by yeti_c
[quote="gimil"][quote="lanyards"]Ok Gimil. Done with fixing errors and checking through the XML. Everything is fixed except corrdinates if they need to be fixed, but I have a few questions:
1) Why did all the homelands have 10 neutrals on them?
2) Starting position tags are not needed because every territory has neutrals on them except the homelands, correct?
--lanyards[/quote]
Homelands have a 10 neutral on them so that when a homeland starts without a player on it, it sits with 10 neutral rather than the default 3. Thats why the starting positions where put in with the neutrals. (Coleman says it works)[/quote]
This is a great example of side effect coding being used for the good!!
C.
Re: The New World (Ver 19, Pg 19) [Final Forge]
Posted: Sat Mar 29, 2008 10:22 am
by gimil
Its also a great example of why we miss coleman about these parts . . .
Re: The New World (Ver 19, Pg 19) [Final Forge]
Posted: Sun Mar 30, 2008 8:43 am
by bryguy
[quote="gimil"]Its also a great example of why we miss coleman about these parts . . .[/quote]
where [b]IS[/b] coleman btw?
Re: The New World (Ver 19, Pg 19) [Final Forge]
Posted: Sun Mar 30, 2008 8:43 am
by gimil
On a leave of absence. Real and stuff you know

Re: The New World (Ver 19, Pg 19) [Final Forge]
Posted: Sun Mar 30, 2008 8:46 am
by gimil