Re: Thyseneal: V 3.6 ::REVAMP::

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natty dread
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Re: Re: Thyseneal: V 3.1

Post by natty dread »

here's 888:s

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The Bison King
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Re: Thyseneal: V 3.1

Post by The Bison King »

Thanks, but take a look at the one I just posted.
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natty dread
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Re: Re: Thyseneal: V 3.1

Post by natty dread »

Yeah you have r333:s, there's 1 digit too much. You only need 888:s fitted.
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The Bison King
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Re: Thyseneal: V 3.1

Post by The Bison King »

Oh, well sweet! I was thinking everything fit pretty well even with the extra digit. A few places are a little snug but nothing strikes me as "unreadable"
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mattattam
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Re: Re: Thyseneal: V 3.1

Post by mattattam »

Having the legend boxes with a white background takes too much attention away from the map. I liked them better with a slight blue background or something softer.
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The Bison King
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Re: Thyseneal: V 3.1

Post by The Bison King »

Having the legend boxes with a white background takes too much attention away from the map. I liked them better with a slight blue background or something softer.


Thank you.
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Lionz
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Post by Lionz »

Any timetable? You've got some serious skill perhaps. I'm waiting impatiently for an adjacent and no spoils Thyseneal game maybe. : )
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ender516
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Re: Thyseneal: V 3.1

Post by ender516 »

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The Bison King
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Re: Thyseneal: V 3.2 with XML v1.0

Post by The Bison King »

[bigimg]http://i28.tinypic.com/t5i1k5.jpg[/bigimg]

[bigimg]http://i26.tinypic.com/2v9q6hz.jpg[/bigimg]

Seeing the XML inspired me to hurry up and do a new draft. I synchronized the Island bonuses, and I made the legend look as neat and clean as I possibly could.

I'm waiting impatiently for an adjacent and no spoils Thyseneal game maybe. : )


Me to brother, I'll totally throw down with you when this is out.
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ender516
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Re: Thyseneal: V 3.2 with XML v1.0

Post by ender516 »

Okay, here is version 1.1 of the XML:


The only thing changed was the removal of some borders to separate Dalmus from Cancallus Desert and Itheria. Dalmus is only accessible by the roads connecting it to Theraland and Chunjaris.

Since you have been graphics tweaks, TBK, I am forced to make a few comments. Caspiar does not appear on the mini-map, while Dalmus does, but seems misplaced and miscoloured. And also in the mini-map, the border betweem Tytheria and The Desert seems to be drawn too far west.
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The Bison King
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Re: Thyseneal: V 3.2 with XML v1.0

Post by The Bison King »

Caspiar does not appear on the mini-map

I can add that

And also in the mini-map, the border betweem Tytheria and The Desert seems to be drawn too far west.


I don't think that really matters.

I'm gonna be gone over the week end, I'll see you guys Monday or so...
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ender516
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Re: Re: Thyseneal: V 3.2 with XML v1.0

Post by ender516 »

The only way it would matter would be if those two zones were hard for the colour-blind to distinguish and the line on the mini-map was needed to clarify which zone Hellengar is in.

Have a good weekend!
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Lionz
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Post by Lionz »

Down for an 8 player, standard, automatic, sequential, no spoils, adjacent, and sunny Thyseneal game sometime? You want red Bison?
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The Bison King
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Re: Thyseneal: V 3.3 with XML v1.1

Post by The Bison King »

I'm Back!
[bigimg]http://i25.tinypic.com/2dtnmg7.jpg[/bigimg]

[bigimg]http://i25.tinypic.com/t6arv6.jpg[/bigimg]


Down for an 8 player, standard, automatic, sequential, no spoils, adjacent, and sunny Thyseneal game sometime? You want red Bison?


I'm not big on No Spoils, but I'll do it. I'll send you an invite when it becomes possible.
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The Bison King
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Re: Thyseneal: V 3.3 with XML v1.1

Post by The Bison King »

Ender516, great work on the XML, I just read through it and only found 1 mistake. You had credited the Lyalian Bonus value as being +4, a couple versions ago I trimmed it down to +3. Also if you want to remove the word "valley" from the territory "Dunfunf Valley" and move the troop counter to where that word was, just let me know. But if you have enough room we'll just leave it.
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ender516
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Re: Re: Thyseneal: V 3.3 with XML v1.1

Post by ender516 »

Okay, I will fix the Lyalia bonus. I don't remember putting the Dunfunf troop counter on top of the word "Valley", but I think I was constructing the XML based on the small map, and letting the Wizard auto-place the large coordinates. Since you don't have room for "Valley" on the small map, it might be cleaner to remove it altogether.

You have "Rolloland" on the small map and "Rollaland" on the large. In the PM you sent me with the list of territories for the XML, you had "Rolloland", so that is what I used.

The places where I was concerned that things might be too cramped are in the Azuran/Chancella/Arleus axis. On the small map, the Azuran troop counter covers virtually the whole territory with just two digits. This might make it hard to see what bonus znoe it is part of. If you also think it is a problem, I would suggest moving the Arleus label south, the Arleus city icon southwest, and likewise the Chancella and Azuran borders.

I'll make a new version of the XML once you have ruled on these issues.
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The Bison King
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Re: Thyseneal: V 3.3 with XML v1.1

Post by The Bison King »

I don't remember putting the Dunfunf troop counter on top of the word "Valley"


I don't think you did I just thought it might look better.

You have "Rolloland" on the small map and "Rollaland" on the large. In the PM you sent me with the list of territories for the XML, you had "Rolloland", so that is what I used.


Thanks for bringing that to my attention. You were right too we'll go with Rolloland.

The places where I was concerned that things might be too cramped are in the Azuran/Chancella/Arleus axis. On the small map, the Azuran troop counter covers virtually the whole territory with just two digits. This might make it hard to see what bonus znoe it is part of. If you also think it is a problem, I would suggest moving the Arleus label south, the Arleus city icon southwest, and likewise the Chancella and Azuran borders.


Is there a way I can see what it looks like with the coordinates you used? It would help me make a decision.
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ender516
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Re: Re: Thyseneal: V 3.3 with XML v1.1

Post by ender516 »

Well it should all look much like the examples you pasted together, as I used those images with the Map XML Wizard to position the coordinates. Best thing to do would be to use the Official Conquer Club Mapmaker XML Tool, in particular, the Map Inspect feature. Follow these steps:

  1. Paste the URL of my XML in the "XML URL" field.
  2. Paste the URL of your small or large image in the "Map URL" field, and click the appropriate "Small" or "Large" button next to "Size of this Map".
  3. In order to check the coordinates properly, it is best to click the "Specify" button for the "Army Quantity" field, and then, in the text box, type "88" to check centering or "888" to check for overlap. The "Random" setting will generate some 1 digit values, which might be useful in some cases, but I'm not sure just when.
  4. The colours used for each player are preset to match those in a real game, but it can also be useful to change these all to "ffffff", which makes every value appear in white text, like neutral territories.
Once you have all that set up, you can click "Inspect Map" and after a bit of processing, the map will be displayed below, with a lot of text describing regions and zones (territories and continents) and you can hover your mouse over troop numbers and see icons appear on the map indicating which territories attack, bombard, and so on. (Just like BOB if you use its Map Inspect feature.)

Instead of clicking "Inspect Map", you can click "Only Test Coordinates". This simply draws the map with the troop numbers on it, and leaves things cleaner if you want to take a screenshot. Then you can save that into your graphics software, trim the edges if necessary and paste the "Test Results" here in the thread so everyone can review the positioning and start the "move Xyz 2 pixels to the right" dance. Test results with 88s and 888s on both the small and large maps will probably satisfy the process at this stage.

Take note that each time you click "Inspect Map" or "Only Test Coordinates", if you want another test, you will need to click "Specify" again, as the page always defaults back to "Random".
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The Bison King
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Re: Thyseneal: V 3.3 with XML v1.1

Post by The Bison King »

Wow thanks for the intel! that's some useful knowledge. Ok here's what I'm looking at:

Move the coordinates for Chancella a little to the left on both the large and small.

On The Large:

You:

Move the coordinates on Sarebell a little to the left.

Move the Coordinates on Servasius Up and aver to the right to the space above the word (right now it's sitting on the word.)

Me:

I'll move the word Alus a little lower

I'll move the word Cratica a little higher

On The Small:

You:

move the coordinate on Rowamar a little to the left

move the coordinate for Chancella a little further left on this one than the large

Me:

I'll move the word Ashula farther right

Denmarn farther down

Tyross farther up

Cratica farther up

and Dunmar farther down.

Got it? After this I think things will be lookin pretty damn good ;)
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The Bison King
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Re: Thyseneal: V 3.3 with XML v1.1

Post by The Bison King »

Oh! and one more thing Ender, you haven't yet added the neutral start territories into the coding yet.
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ender516
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Re: Re: Thyseneal: V 3.3 with XML v1.1

Post by ender516 »

Okay, so it's the Lyalia bonus, neutral starts of 3 troops on Rolloland and Dalmus, and a bunch of coordinate tweaks. If you can post new images, it will be easier for me to tweak positions on top of them. Also, is "Valley" going/gone from Dunfunf?
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The Bison King
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Re: Thyseneal: V 3.3 with XML v1.1

Post by The Bison King »

"Valley" going/gone from Dunfunf?


correct

it will be easier for me to tweak positions on top of them


Ok I'll have it for you in hours
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The Bison King
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Re: Thyseneal: V 3.3 with XML v1.1

Post by The Bison King »

Ok I'll have it for you in hours


Sorry, I got distracted hopefully by tonight, depends how late I'm out.
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ender516
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Re: Re: Thyseneal: V 3.3 with XML v1.1

Post by ender516 »

I got shanghaied by real life tonight as well, so I will try to hit this tomorrow.
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Lionz
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Post by Lionz »

You down for a game ender?
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