Poker Club [Quenched]

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Which version is easier to see the army numbers on?

Poll ended at Thu Oct 02, 2008 6:09 am

Version 12
2
22%
Version 13
7
78%
 
Total votes: 9

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BBoz
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Re: Poker Club [Quenched]

Post by BBoz »

12 might be a little better, but would like to see the circles behind the numbers to be white so they stand out.

I would really like to see a map with single number armies, like 3's on everything with a mix in of neutrals if that was possible. The double armies helps them show up easier.
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yeti_c
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Re: Poker Club [Quenched]

Post by yeti_c »

BBoz wrote:12 might be a little better, but would like to see the circles behind the numbers to be white so they stand out.

I would really like to see a map with single number armies, like 3's on everything with a mix in of neutrals if that was possible. The double armies helps them show up easier.


I'll put up some single digits ones later.

C>
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HoosierMama
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Re: Poker Club [Quenched]

Post by HoosierMama »

Gray scale would be perfect.
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yeti_c
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Re: Poker Club [Quenched]

Post by yeti_c »

HoosierMama wrote:Gray scale would be perfect.


What does this mean?

C.
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BBoz
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Re: Poker Club [Quenched]

Post by BBoz »

Yeti,

I fooled around on my own a bit and something else you may want to try is darkening up the reds on the cards. More to about a maroon color. It still is red enough that it doesn't look weird on the map, but is a few shades darker than the player army colors, so it looks like they show up better, at least in the little corner I tried it on.
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Re: Poker Club [Quenched]

Post by WidowMakers »

pamoa wrote:For me the problem is not the card bg color but the red and black figures, red above all.
They are graphically too similar with armies numbers and as you can not change the numbers you maybe can act on figure, but I don't know how for the moment.
I really don't understand this at all. The card text colors (red and black) are only similar to the red 88's. I really find it hard to see how a red diamond card text makes yellow, cyan, blue, green ,magenta, gray and white hard to read. Please explain more.

WM
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pamoa
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Re: Poker Club [Quenched]

Post by pamoa »

pamoa wrote:For me the problem is not the card bg color but the red and black figures, red above all.
They are graphically too similar with armies numbers and as you can not change the numbers you maybe can act on figure, but I don't know how for the moment.

WidowMakers wrote:I really don't understand this at all. The card text colors (red and black) are only similar to the red 88's. I really find it hard to see how a red diamond card text makes yellow, cyan, blue, green ,magenta, gray and white hard to read. Please explain more.

"only similar to the red 88's", well not exactly all numbers have a black border which should help to differenciate it from it's background but in this case it's blending with the black/white/red graphic language of cards. So maybe the sloution could be haing a color let's say pale blue for the card bg. I know I just said the contrary before, but I try to help thinking loud.
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HoosierMama
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Re: Poker Club [Quenched]

Post by HoosierMama »

gray scale = shades of black & white
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yeti_c
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Re: Poker Club [Quenched]

Post by yeti_c »

HoosierMama wrote:gray scale = shades of black & white


Yes I know that - but how do you want it applied to the map?

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MrBenn
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Re: Poker Club [Quenched]

Post by MrBenn »

Perhaps the suggestion is for pale grey army shadows? I'm not too sure that would help though?
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Pilfer8
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Re: Poker Club [Quenched]

Post by Pilfer8 »

The Royal Flush (Clubs) is way too easy to aquire in the top left. IMO

Otherwise I love the map.

Dan
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BBoz
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Re: Poker Club [Quenched]

Post by BBoz »

Cool.. That reminds me.. Yeti, what do you think of the Jc and Jh swap to address the club flush issue?
HoosierMama
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Re: Poker Club [Quenched]

Post by HoosierMama »

yeti_c wrote:
HoosierMama wrote:gray scale = shades of black & white


Yes I know that - but how do you want it applied to the map?

C.


The WHOLE map :)
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BBoz
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Re: Poker Club [Quenched]

Post by BBoz »

HoosierMama wrote:The WHOLE map :)


That would make the armies show up better, but I think it will ruin the poker room/table aesthetic.
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Re: Poker Club [Quenched]

Post by HoosierMama »

Nah, wouldn't hurt to try it. As it is now, it's way too difficult to see what's going on.
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zunzee
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Re: Poker Club [Quenched]

Post by zunzee »

http://www.conquerclub.com/game.php?game=3321924

Shouldn't Full House receive a bonus of 9 armies a turn? And Four of a kind 11 armies?



2008-09-30 21:08:54 - empyreal13 receives 10 armies for holding Four of a Kind
2008-09-30 21:08:54 - empyreal13 receives 1 armies for 20 territories
2008-09-30 21:08:58 - empyreal13 deployed 11 armies on King of Spades
2008-09-30 21:09:22 - empyreal13 fortified 7 of Hearts with 3 armies from 9 of Diamonds
2008-09-30 21:16:07 - weathergeek104 receives 8 armies for holding Full House
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Herakilla
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Re: Poker Club [Quenched]

Post by Herakilla »

zunzee wrote:http://www.conquerclub.com/game.php?game=3321924

Shouldn't Full House receive a bonus of 9 armies a turn? And Four of a kind 11 armies?



2008-09-30 21:08:54 - empyreal13 receives 10 armies for holding Four of a Kind
2008-09-30 21:08:54 - empyreal13 receives 1 armies for 20 territories
2008-09-30 21:08:58 - empyreal13 deployed 11 armies on King of Spades
2008-09-30 21:09:22 - empyreal13 fortified 7 of Hearts with 3 armies from 9 of Diamonds
2008-09-30 21:16:07 - weathergeek104 receives 8 armies for holding Full House


its 8+1 = 9. its set like that because right now the XML cant deal out 0 armies for a territory bonus so the xml for this map says you always get 1 army and then the rest are in the card bonus. if you notice all the bonuses give one less than they should but the 1 makes up for it
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joshrising
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Re: Poker Club [Quenched]

Post by joshrising »

Just finished a game...very fun map. I do think that it can really reward those who get cards first (or luck with dice), as you have so few armies after battling neutral that you can get wiped out very easily. I got lucky--got cards right away in a flat game, and rolled through everyone in about 5 turns. I might suggest starting off with more than 3 armies on each of your territories. Maybe 5 or 6? Could make it more interesting. Just a thought...
scottp
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Re: Poker Club [Quenched]

Post by scottp »

6c looks like it touches both 4h and 7s, to me - however it does not. the graphic is misleading, as the corners are clearly "clipped".
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BBoz
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Re: Poker Club [Quenched]

Post by BBoz »

scottp wrote:6c looks like it touches both 4h and 7s, to me - however it does not. the graphic is misleading, as the corners are clearly "clipped".


Based on looking at the map, they should be "adjacent". You saying they aren't?
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yeti_c
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Re: Poker Club [Quenched]

Post by yeti_c »

The 6 of clubs touches and borders the 4 of Hearts & the 7 of Spades.

C.
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Gilligan
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Re: Poker Club [Quenched]

Post by Gilligan »

I don't know if this has been brought up, but the Ace of Hearts and 9 of Clubs look like they could touch.
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WidowMakers
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Re: Poker Club [Quenched]

Post by WidowMakers »

Gilligan wrote:I don't know if this has been brought up, but the Ace of Hearts and 9 of Clubs look like they could touch.

That is because they do.
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Re: Poker Club [Quenched]

Post by Gilligan »

9 of Clubs and Ace of Hearts? Not in the XML
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Re: Poker Club [Quenched]

Post by WidowMakers »

Gilligan wrote:9 of Clubs and Ace of Hearts? Not in the XML
Sorry :oops: :oops: :oops: Stupid me. I read 9 of Hearts and Ace of Clubs. But they don't touch anyway in the image. They are close, but they don't touch.

What does everyone else think?

WM
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