Labyrinth [Quenched]

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DoomYoshi
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Re: Labyrinth [8/6] V13 Page 7

Post by DoomYoshi »

Ok, that's what I was trying to get at. So a log line would read

Doom yoshi Received 1 troop for holding 1 territory
Doomyoshi received 2 on slaves entrance

Or

Doomyoshi received 3 troops for holding 1 territory
Doomyoshi received 2 on slaves entrance

?

And yea, If it is at 4, without taking the trap you are up to +4. I would suggest going to 5 anyways though. That keeps the incentive to go for the bonus areas.
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koontz1973
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Re: Labyrinth [8/6] V13 Page 7

Post by koontz1973 »

Glad we got that settled. :mrgreen:
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koontz1973
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Re: Labyrinth [8/6] V13 Page 7

Post by koontz1973 »

Changed the reinforcements to 1 for 5 territs.
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DoomYoshi
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Re: Labyrinth [15/6] V14 Page 7

Post by DoomYoshi »

The swords bonus is probably a bit hard to hold. Not sure if that matters, just a final comment. This will be a good one.
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nolefan5311
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Re: Labyrinth [15/6] V14 Page 7

Post by nolefan5311 »

I thought we agreed to lower the neutral on Prometheus from 50 to 30? Especially with the change to 1 troop for ever 5 territs. But other than that, I honestly think we can get this one ready for the GP stamp. I will sticky it and if anyone has any issues, now is the time to make them known.
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koontz1973
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Re: Labyrinth [15/6] V14 Page 7

Post by koontz1973 »

When we talked, we agreed to keep it at 50 as it is the only part of the winning condition.
you wrote:then 50 might be for the best...honestly, we probably won't know if thats too much or too less until it hits beta
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Re: Labyrinth [15/6] V14 Page 7

Post by nolefan5311 »

You're right. We can see how it plays out in beta I guess.
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koontz1973
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Re: Labyrinth [15/6] V14 Page 7

Post by koontz1973 »

You been celebrating going blue with one to many shots that you already forgot this from a week ago. :lol:

Forgot to say thanks for the sticky.

While we wait, can I get opinions on the graphics side of things. What stays, what goes and what needs touching up.
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nolefan5311
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Re: Labyrinth [15/6] V14 Page 7

Post by nolefan5311 »

I think maybe reducing the size of the grid letters/numbers, and changing the color so that they don't blend in so much with the background?
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DoomYoshi
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Re: Labyrinth [15/6] V14 Page 7

Post by DoomYoshi »

Swords should be bigger to stand out more. The food doesn't look appetizing at all. Pegasus and trap could probably use better graphics too.
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WILLIAMS5232
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Re: Labyrinth [15/6] V14 Page 7

Post by WILLIAMS5232 »

the font in the legend is kind of hard to read. maybe you could bold it or change it to something not quite so cursivy...
or maybe put a background around it or something....

EDIT; after another look, the main problem i have with it is the top section of the background is too dark and makes the legend kind of hard to read. if you lighten that up a bit i think everything would be fine. i can read the bottom section with no problems.
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koontz1973
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Re: Labyrinth [15/6] V14 Page 7

Post by koontz1973 »

nolefan5311 wrote:I think maybe reducing the size of the grid letters/numbers, and changing the color so that they don't blend in so much with the background?

Done and brought in the fire aspect to it.
DoomYoshi wrote:Swords should be bigger to stand out more. The food doesn't look appetizing at all. Pegasus and trap could probably use better graphics too.

Bigger swords, and only god knows how long that food has been there. Traps become pits without the camo.
WILLIAMS5232 wrote:the font in the legend is kind of hard to read. maybe you could bold it or change it to something not quite so cursivy...
or maybe put a background around it or something....

EDIT; after another look, the main problem i have with it is the top section of the background is too dark and makes the legend kind of hard to read. if you lighten that up a bit i think everything would be fine. i can read the bottom section with no problems.

Lighter background. Let me know if the legend is still hard to read and will try a different approach.
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DoomYoshi
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Re: Labyrinth [18/6] Page 1/8

Post by DoomYoshi »

Legend is much easier to read now. I like the new Pegasus and traps and swords.
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nolefan5311
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Re: Labyrinth [18/6] Page 1/8

Post by nolefan5311 »

I agree with everything Doom said. Pegasus' look really cool. Have you thought about making the swords the same as the swords for major, but larger? Think that would be a cool touch.
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SaviorShot
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Re: Labyrinth [18/6] Page 1/8

Post by SaviorShot »

Nice map. I Can't wait for the beta
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Re: Labyrinth [18/6] Page 1/8

Post by nolefan5311 »

A couple more things I think need clarification before the stamp...

The spears - "Will fire over walls" doesn't make sense. Do they bombard at a range of 3? Or attack? Also, maybe you can add one to each side of Prometheus so that they can attack over Prometheus?
The Sirens - "Can't attack"...does this mean they can only be forted from? Is that possible with the xml (to allow a region to fort wherever, but not attack at all?)
The Traps - I still think they could be more logically placed. The top and bottom three rows have 4 each while the entirety of the rest of the map only has 2 total. Maybe removing them from C6 and L7 would make things a little more balanced. Or maybe just having 4 total guarding the chokepoints and make them like -3 for holding one of them so that people have to fight to acquire the bonuses outside of Prometheus before risking going for Prometheus?
The Slave Entrances - Can they only be attacked via Prometheus? If not, games could end pretty quickly as one person with great dice could attack his opponents slave entrance in the first couple of turns and game over.
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koontz1973
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Re: Labyrinth [18/6] Page 1/8

Post by koontz1973 »

nolefan5311 wrote:A couple more things I think need clarification before the stamp...

The spears - "Will fire over walls" doesn't make sense. Do they bombard at a range of 3? Or attack? Also, maybe you can add one to each side of Prometheus so that they can attack over Prometheus?

Found a solution. As for the centre ones, please no for a couple of reasons. The centre ones can then hit the middle dead warrior regions, giving them an unbalanced strength. And in fog games, they would open up the middle of the board to much.
The Sirens - "Can't attack"...does this mean they can only be forted from? Is that possible with the xml (to allow a region to fort wherever, but not attack at all?)

The sirens cannot attack, they cannot fort from, in fact, the only things they can do is give you a bonus and separate the centre 4 slave entrances with extra neutrals.
The Traps - I still think they could be more logically placed. The top and bottom three rows have 4 each while the entirety of the rest of the map only has 2 total. Maybe removing them from C6 and L7 would make things a little more balanced. Or maybe just having 4 total guarding the chokepoints and make them like -3 for holding one of them so that people have to fight to acquire the bonuses outside of Prometheus before risking going for Prometheus?

This would really slow games down as no one would go for Pro until they had locked up the outside first. Will take out A8,C7,L10,N9. Will bung then in the centre where the food and swords are. Then the food and swords go where the traps where. :lol:
The Slave Entrances - Can they only be attacked via Prometheus? If not, games could end pretty quickly as one person with great dice could attack his opponents slave entrance in the first couple of turns and game over.

Slaves entrances can be attacked. Lose it and you are not out. My reckoning it would take 3 goes with great dice to hit a slaves entrance, but no one would do it.

    Corner to nearest one - 8 neutrals
    Centre to centre - 12 neutrals
    Start of 5 troops 3+2 auto deploy.
    2 rounds of 3 deployable troops.

This is a total of 11 troops. With the auto deploys on the slaves entrance, you will hit a stack of 6 if a player does not fort out every turn, and with the fire killer neutral, they will not for a few turns and it is built up. Once it has been taken losing the slaves entrance is not game over. :-s That player still has troops in the field of battle and by that time may even have a bonus, spoils (if they are in play). So a counter attack is more than possible. No one apart from the silly would hit a slave entrance like you said in a fog game. In a sunny game, you have time to see what is happening and counter.

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nolefan5311
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Re: Labyrinth [19/6] Page 1/8

Post by nolefan5311 »

I like what you did with the spears. But maybe change the red outline to blue or something? It doesn't stand out very well against the green background.

Everything else you said makes sense, I just wanted a little clarification. Were you going to move the traps around?

Regardless, I think this is ready. I will go ahead and stamp it later this afternoon.
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koontz1973
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Re: Labyrinth [19/6] Page 1/8

Post by koontz1973 »

Will do, just a tad busy at the moment with mags map.
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koontz1973
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Re: Labyrinth [19/6] Page 1/8

Post by koontz1973 »

Moved the traps. Kept the food and swords also in the middle but place an extra food where one of the old traps where. Also kept 2 of the traps in place.
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Re: Labyrinth [19/6] Page 1/8

Post by nolefan5311 »

Let's get this one moved to the next stage. Congrats koontz!

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koontz1973
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Re: Labyrinth [19/6] Page 1/8

Post by koontz1973 »

Thanks nole,

OK guys, lets go over the graphics again.
Same questions...
    What stays
    What goes
    What needs touching up

Will go over this, this week to line up all of the symbols and text.

Nole, are you doing the xml on this one for me or would you prefer an easier one to start with?
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Re: Labyrinth [19/6] Page 1/8

Post by nolefan5311 »

This one shouldn't be too difficult, I can handle it. Time consuming, lol, but pretty straighforward.
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Re: Labyrinth [19/6] Page 1/8

Post by chapcrap »

I think red color for the spear was better than the color it was changed to.
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Re: Labyrinth [19/6] Page 1/8

Post by nolefan5311 »

chapcrap wrote:I think red color for the spear was better than the color it was changed to.


You don't think it caused a contrast issue? I'm green/red colorblind so I was having difficulties.
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