Fuchsia tude wrote:Why am I able to reinforce from Hafsid Caliphate to Mali Empire, but not vice versa? The map says they border, but nothing about that connection being one-way.
Reviewed and this is an issue.
Moderator: Cartographers
Fuchsia tude wrote:Why am I able to reinforce from Hafsid Caliphate to Mali Empire, but not vice versa? The map says they border, but nothing about that connection being one-way.
iancanton wrote:HitRed wrote:Only one issue - visually and intrinsically I thought Rum could attack Jerusalem. Most players will also be confused. Straighten that out somehow and it's gold!
the jerusalem border is not only a perfect circle that is very close to the troop circle but, unlike all other borders, continues unbroken into the sea till it hits land again. if the jerusalem region becomes slightly bigger and a more irregular shape whose border stops at the sea, with the troop circle itself being moved slightly further left, then this will lessen confusion. the colour used for borders blends in very well with some of the natural features, when it needs to pop out a little more.
Donelladan wrote:Some of the troops number aren't well centered in their circle.
Also find the names not really smooth/readable. Especially the legends when using the small maps.
Fuchsia tude wrote:Why am I able to reinforce from Hafsid Caliphate to Mali Empire, but not vice versa? The map says they border, but nothing about that connection being one-way.
iancanton wrote:marinid and zayyanid are adjectives, not nouns. are they caliphates, sultanates or something else? the map and xml must be amended appropriately.
ian.
xml v34c uploaded to the beta site to correct the two issues above!iancanton wrote:the xml must be amended so that mali empire can assault hafsid caliphate, with the result that mali empire troops can reinforce hafsid caliphate.Fuchsia tude wrote:Why am I able to reinforce from Hafsid Caliphate to Mali Empire, but not vice versa? The map says they border, but nothing about that connection being one-way.
oriental orthodox is mislabelled as eastern orthodox in the xml, therefore oriental orthodox never appears in the game log.

agreed. however, ayyubid sultanate has lost a bit too much territory, considering that the capital was in the northern part! how about restoring its border with sultanate of rum, with jerusalem bordering both but being separated from abbasid caliphate?Fuchsia tude wrote:That altered Jerusalem bonus looks good.
jerusalem and ayyubid caliphate no longer need to start neutral. in each of the orthodox bonuses, if we code one region as an n2 neutral, then there will be 42 starting regions. this makes the difficult islamic caliphates bonus slightly easier than before, as that player no longer has to kill a coded neutral. even so, it still deserves a higher bonus than mongol tenggerians. although i understand the use of identical bonuses for fog games, it's inconceivable that someone can hold one of the three big bonuses without an opponent already knowing which one it is.Fuchsia tude wrote:I still don't like how much more difficult Islamic is to take than the other big two religions.
Also, it looks like a player can start with all the territories of one of the Orthodoxes, giving them a huge bonus on turn 1. Three starting locations should probably be created to hold one territory each from Oriental, Eastern, and Hindu.
Maybe in the Indian Ocean?K. = Kingdom
This should be prevented by the coding we have done. A player may secure this bonus early, but there are opportunities to do the same with the other small bonusesiancanton wrote:agreed. however, ayyubid sultanate has lost a bit too much territory, considering that the capital was in the northern part! how about restoring its border with sultanate of rum, with jerusalem bordering both but being separated from abbasid caliphate?Fuchsia tude wrote:That altered Jerusalem bonus looks good.
I think you are right, whilst the game play might be marginally better it is best to get the history right with this map. Any crusade would have had to get past the ayyubids, and the crusaders only had a sliver of land on the coast. I think we keep Jerusalem as it was.
Fuchsia tude wrote:I still don't like how much more difficult Islamic is to take than the other big two religions.
Also, it looks like a player can start with all the territories of one of the Orthodoxes, giving them a huge bonus on turn 1. Three starting locations should probably be created to hold one territory each from Oriental, Eastern, and Hindu.
what does this mean?CHAMPOS wrote:getting the army bonuses more entered
Maybe it should, but it wasn't as of not too long ago, when I dropped with all three terts of one. I'm not talking about securing it early; I mean holding the entire thing before the game even begins. I think this was the game: https://beta.conquerclub.com/game.php?game=15869363CHAMPOS wrote:This should be prevented by the coding we have done. A player may secure this bonus early, but there are opportunities to do the same with the other small bonusesiancanton wrote:agreed. however, ayyubid sultanate has lost a bit too much territory, considering that the capital was in the northern part! how about restoring its border with sultanate of rum, with jerusalem bordering both but being separated from abbasid caliphate?Fuchsia tude wrote:That altered Jerusalem bonus looks good.
I think you are right, whilst the game play might be marginally better it is best to get the history right with this map. Any crusade would have had to get past the ayyubids, and the crusaders only had a sliver of land on the coast. I think we keep Jerusalem as it was.
Fuchsia tude wrote:I still don't like how much more difficult Islamic is to take than the other big two religions.
Also, it looks like a player can start with all the territories of one of the Orthodoxes, giving them a huge bonus on turn 1. Three starting locations should probably be created to hold one territory each from Oriental, Eastern, and Hindu.
So really I am thinking of keeping the same as the beta version, tidying it up, getting the army bonuses more entered and then putting the map up for final approval. What do you reckon?
thanks for your linkFuchsia tude wrote:Maybe it should, but it wasn't as of not too long ago, when I dropped with all three terts of one. I'm not talking about securing it early; I mean holding the entire thing before the game even begins. I think this was the game: https://beta.conquerclub.com/game.php?game=15869363 blossom word gameCHAMPOS wrote:This should be prevented by the coding we have done. A player may secure this bonus early, but there are opportunities to do the same with the other small bonusesiancanton wrote:agreed. however, ayyubid sultanate has lost a bit too much territory, considering that the capital was in the northern part! how about restoring its border with sultanate of rum, with jerusalem bordering both but being separated from abbasid caliphate?Fuchsia tude wrote:That altered Jerusalem bonus looks good.
I think you are right, whilst the game play might be marginally better it is best to get the history right with this map. Any crusade would have had to get past the ayyubids, and the crusaders only had a sliver of land on the coast. I think we keep Jerusalem as it was.
Fuchsia tude wrote:I still don't like how much more difficult Islamic is to take than the other big two religions.
Also, it looks like a player can start with all the territories of one of the Orthodoxes, giving them a huge bonus on turn 1. Three starting locations should probably be created to hold one territory each from Oriental, Eastern, and Hindu.
So really I am thinking of keeping the same as the beta version, tidying it up, getting the army bonuses more entered and then putting the map up for final approval. What do you reckon?
We are very happy for you to continue working on the map if you want toCHAMPOS wrote:Hi
I was hoping to resurrect this map, improve the graphics, take on the playability comments and try to get approved again. What is the process for this as it was in Beta
Thanks
Champos