[Abandoned] Marooned

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zimmah
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Re: Marooned

Post by zimmah »

AndyDufresne wrote:I like the possibility of of Killer/Reverting Neutrals--kind of like hacking your way through the brush with a machete---only have it to grow back.


--Andy


maybe at every cross-section (where 3 or more routes meet) have a reverting neutral that resets to 2 or 3 (should be quite low otherwise it will become frustrating)
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zimmah
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Re: Marooned

Post by zimmah »

Industrial Helix wrote:Interesting... I wonder if the initial decay for the food places is possible with the XML though. Actually, I think you might be able to pull it off if you make it a negative bonus coupled with something else...


yes, you can make the territory a continent of it's own and have it give 5 armies and also have decay on it.
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MrBenn
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Re: Marooned

Post by MrBenn »

This looks intersting, and the graphics have stepped up from the first draft (I'm sure I recall a Lost map that was a bit like this)...
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Industrial Helix
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Re: Marooned

Post by Industrial Helix »

I'm not sure I understand "Each food region loses 2 troops if held when you begin." I mean, I understand troop decay, but the XML doesn't allow for beginning conditional settings. Couldn't you just code them as neutral?

Please post the date of the latest update in the thread title.
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Re: Marooned

Post by ManBungalow »

Industrial Helix wrote:I'm not sure I understand "Each food region loses 2 troops if held when you begin." I mean, I understand troop decay, but the XML doesn't allow for beginning conditional settings. Couldn't you just code them as neutral?

Please post the date of the latest update in the thread title.

It's just troop decay.

I feel that "XXXX loses 5 troops" is too vague to someone who isn't experienced on CC, who may then go "WHEN?", "WHAT?", "HOW?", "WHO?" and so on. That's just my way of clarifying the matter. It's probably covered in the FAQ section, but all the same...I guess it's not necessary, and apparently confusing. Anywho, I do have an update planned, but limited chances to properly get on with it.

Thanks for the input everyone, and keep watching the seas.

Title will be updated accordingly.
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OliverFA
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Re: Marooned [05/27 : last update]

Post by OliverFA »

Maybe you could change "when you begin" by "at the start of your turn". Just pointing a possible solution.
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thehippo8
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Re: Marooned [05/27 : last update]

Post by thehippo8 »

Hope you are keeping your energy up!

I liked whitestazn88's idea about pithy things that give you extra bonuses ... water bottle, Devil's Little Firelighters, Anorak, trashy novel, sunglasses, moccassons ... etc ... maybe they can wash up on the beaches?
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davedbates
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Re: Marooned [05/27 : last update]

Post by davedbates »

I really like this map as well. Having so many territories is interesting, and the idea of stacking on shelters and "risk"ing your troops is pretty much what the game should be about right?
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Gillipig
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Re: Marooned [05/27 : last update]

Post by Gillipig »

Great idea but I'd like to see a win condition! Logically how to escape! Holding certain territs which together would allow one to get of the islands! You could make a raft territ and some other territs needed to make the raft float or something. Alternatively you could make a distress call option to somehow call for help. I'd like to see a win condition on this map because I think it's one of the few maps that it fits naturally on!
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Re: Marooned [05/27 : last update]

Post by ManBungalow »

Thanks for the comments thus far, I've taken many good suggestions into account and put them on the new map and outlined some of my thoughts on the progress on page one.

[bigimg]http://i495.photobucket.com/albums/rr317/ManBungalow/MAROONED.png[/bigimg]
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thenobodies80
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Re: Marooned [08/08 : last update]

Post by thenobodies80 »

Could you please add a slrt of label to your territories? Temporary names would suffice (like N1, G1, F1)

The concept is interesting and it's a map I would like to see move forward in the next future.
A first step in the right direction could be to add numbers to the image, it will be easier to understand how the map will play, i think that neutrals will play an important role on your map, specially because you have victory conditions on the map and you need to be sure to give to all the players an equal chance to achieve it at the start.

waiting your numbers ;)
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Gillipig
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Re: Marooned [08/08 : last update]

Post by Gillipig »

I think the mountain gives the map more depth! Without it there wasn't any real center in the map. Cool that you chose to adopt my win condition idea :) =D> ! I assume you need food for the journey so that's why you've got food as a requirement. My only concern is that in a fog game one player might win a game a little too easily by claiming 3 food territs and 2 driftwood territs in the first couple of rounds! I think the beacon might be a popular territ to take in large games and is therefore a meaningful territ even if it has nothing to do with the win condition!
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Re: Marooned [08/08 : last update]

Post by ManBungalow »

Region naming/numbering and proposed neutral values coming up.
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Re: Marooned [08/08 : last update]

Post by ManBungalow »

Update with region names:

[bigimg]http://i495.photobucket.com/albums/rr317/ManBungalow/MAROONED_02.png[/bigimg]
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Seamus76
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Re: Marooned [09/08 : last update]

Post by Seamus76 »

I haven't looked in a while, but I really like where this is going. The colors are nice. I need to digest the gameplay, as well as territory naming, and get back with some comments, but if nothing else I love it for the Pink Floyd reference.
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Re: Marooned [09/08 : last update]

Post by whitestazn88 »

how even is the drop? i don't think you need to make every cove equidistant from all the starting points, but maybe the ones further will have more bonuses in a close range.
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Re: Marooned [09/08 : last update]

Post by ManBungalow »

Bumping for some T.L.Comments and attention in general while I add neutral values and potentially add another cove. Incidentally, I think coves should have high neutral values, and the winning condition should serve more as a long-game tie-breaker than as a means of winning every game.
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Joodoo
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Re: Marooned [09/08 : last update]

Post by Joodoo »

Sorry if I missed this in the first post but how many territories are there in total?
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Re: Marooned [09/08 : last update]

Post by ManBungalow »

Joodoo wrote:Sorry if I missed this in the first post but how many territories are there in total?

183 regions, I believe.
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Gillipig
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Re: Marooned [09/08 : last update]

Post by Gillipig »

ManBungalow wrote:
Joodoo wrote:Sorry if I missed this in the first post but how many territories are there in total?

183 regions, I believe.

I got it to 182 :) ! (122+8+8+20+15+3+1+5=182) That is if you haven't accidentally skipped a number when awarding them names.
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Re: Marooned [09/08 : last update]

Post by ManBungalow »

Gillipig wrote:
ManBungalow wrote:
Joodoo wrote:Sorry if I missed this in the first post but how many territories are there in total?

183 regions, I believe.

I got it to 182 :) ! (122+8+8+20+15+3+1+5=182) That is if you haven't accidentally skipped a number when awarding them names.

Looks like you missed 'normal region' 123, which is out of place on the left-hand side.

These aren't the final region names, of course. So there are essentially currently probably hopefully 183 regions, give or take one or two.
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Gillipig
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Re: Marooned [09/08 : last update]

Post by Gillipig »

ManBungalow wrote:
Gillipig wrote:
ManBungalow wrote:
Joodoo wrote:Sorry if I missed this in the first post but how many territories are there in total?

183 regions, I believe.

I got it to 182 :) ! (122+8+8+20+15+3+1+5=182) That is if you haven't accidentally skipped a number when awarding them names.

Looks like you missed 'normal region' 123, which is out of place on the left-hand side.

These aren't the final region names, of course. So there are essentially currently probably hopefully 183 regions, give or take one or two.

You're correct :) ! This map is quite advanced to still be in the draft room. Have you asked the foundry assistants what you'll have to do to get this moved to foundry workshop? I think it's good enough to be moved!
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Re: Marooned [09/08 : last update]

Post by ManBungalow »

Foundry assistants, what do I have to do to get this moved to the Foudry Workshop?

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Re: Marooned [09/08 : last update]

Post by Bruceswar »

+1 for getting it moved. I think it is ready for the next stage.
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Re: Marooned [09/08 : last update]

Post by DiM »

there are several maps waiting to be moved from drafting room to main foundry but it seems Industrial Helix has some medical problems. probably the stamping will be done when he returns, or earlier if some other CA can do it.
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