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Posted: Mon Jan 07, 2008 3:55 pm
by cairnswk
onbekende wrote:so how does the gang member attack routes now work? (or give all routes)
giving all routes would be silly, onbekende, but i can understand why you say that.
However, a gang member with a gun icon can attack across a street to another gang member with a gun icon only, such as roger touhey to sam giancano.
There are still some things that have to sort out in that respect for the likes of charles birger....next version.
Posted: Mon Jan 07, 2008 3:56 pm
by cairnswk
Blitzaholic wrote:great design cairnsk
Thanks Blitzaholic.

Posted: Mon Jan 07, 2008 3:59 pm
by edbeard
cairnswk wrote:onbekende wrote:so how does the gang member attack routes now work? (or give all routes)
giving all routes would be silly, onbekende, but i can understand why you say that.
However, a gang member with a gun icon can attack across a street to another gang member with a gun icon only, such as roger touhey to sam giancano.
There are still some things that have to sort out in that respect for the likes of charles birger....next version.
so can roger touhey attack Charles Birge and Southside O'Donnels? Or, David Miller?
Maybe having different gun icons would be easier? So, I can attack ENEMY people with the SAME gun?
Posted: Mon Jan 07, 2008 4:20 pm
by onbekende
different guns is a win-win idea
Posted: Mon Jan 07, 2008 6:05 pm
by Herakilla
onbekende wrote:different guns is a win-win idea
i agree
and thanks to oak for supporting my thoughts and getting him to do it! this map should be interesting
Posted: Wed Jan 09, 2008 4:18 pm
by cairnswk
Version 8
Changes:
1. Boats instead of planes (at long last)
2. Coloured guns to determine which gangster can attack each other
3. move the police station to beside little scicily from beside david miller.
4. change to city hall bonus as suggested by mibi

Posted: Wed Jan 09, 2008 5:26 pm
by Night Strike
Not bad. I think the trucks need to be made more distinct from the other army boxes.
Posted: Wed Jan 09, 2008 5:34 pm
by yeti_c
cairnswk wrote:mibi wrote:if someone starts with the tax office, they will have it for the whole game.
what about making the city hall abd tax office +3 due to the nice corruption going on there.
OK mibi...will change in next version...thanks!
I think he meant keep the same bonuses as before - but add +3 for Tax and City Hall.
C.
Posted: Wed Jan 09, 2008 7:51 pm
by Snorri1234
Very good.
But it's stil spelled: riddled.
But otherwise it looks very good. I like the coloured guns idea.
Maybe touch the graphics a bit more? (Mainly the gangster in the picture who looks a bit bland.)
Posted: Wed Jan 09, 2008 8:14 pm
by Herakilla
those boats are beautiful, they look similar to the small fast ones that were used to outrun the prohibition fleet! nice!
Posted: Thu Jan 10, 2008 4:01 am
by cairnswk
Night Strike wrote:Not bad. I think the trucks need to be made more distinct from the other army boxes.
OK Night Strike...i'll examine this for the next version....thanks
Posted: Thu Jan 10, 2008 4:05 am
by cairnswk
yeti_c wrote:cairnswk wrote:mibi wrote:if someone starts with the tax office, they will have it for the whole game.
what about making the city hall abd tax office +3 due to the nice corruption going on there.
OK mibi...will change in next version...thanks!
I think he meant keep the same bonuses as before - but add +3 for Tax and City Hall.
C.
I understood that Yeti_C....but i decided to change it anyway to what it is...i think it makes more sense...afterall city hall is taken fro the start by one player, and even though that has to be defended, i would thgink most player would probaby not worry about this bonus too much until they have the gang bonus.
I think this bonus is even more appropriate given the corruption supposedly in those departments that could be bought, as portrayed so well in hollywood classics.
Posted: Thu Jan 10, 2008 4:06 am
by cairnswk
Snorri1234 wrote:Very good.
But it's stil spelled: riddled.
But otherwise it looks very good. I like the coloured guns idea.
Maybe touch the graphics a bit more? (Mainly the gangster in the picture who looks a bit bland.)
Will do snorri1234....thanks
Posted: Thu Jan 10, 2008 4:07 am
by cairnswk
Herakilla wrote:those boats are beautiful, they look similar to the small fast ones that were used to outrun the prohibition fleet! nice!
kewl!

Posted: Thu Jan 10, 2008 12:46 pm
by Telvannia
few things:
Bit pixelated around by the edge of the river...
Also you got a bonus for a complete gangster mob and the city hall and tax. But what counts as a gang, only two of you bonus groups are called a gang, but i cant just be those two, so is it all the ones with the gun behind the name... but the canadians could hardly be counted as a gang...
So to save you reading all that, you might want to show what counts as a gang better, if it is all but the canadians remove the gun background from there bonus and make it a boat.
Posted: Thu Jan 10, 2008 4:50 pm
by cairnswk
Telvannia wrote:few things:
Bit pixelated around by the edge of the river...
Also you got a bonus for a complete gangster mob and the city hall and tax. But what counts as a gang, only two of you bonus groups are called a gang, but i cant just be those two, so is it all the ones with the gun behind the name... but the canadians could hardly be counted as a gang...
So to save you reading all that, you might want to show what counts as a gang better, if it is all but the canadians remove the gun background from there bonus and make it a boat.
Thanks Telvannia...i'll work on this later today.
Posted: Thu Jan 10, 2008 5:00 pm
by yeti_c
Am I right in saying - The best way to get around is by the "public utilities"?
It's the Only way to attack City Hall.
C.
Posted: Thu Jan 10, 2008 5:18 pm
by edbeard
I guess I'll talk bonuses since I can't think of anything else that needs doing. I'm going to use the formula because well...I just don't feel like doing all that simple math and I don't have an excel file where I can just plug in numbers.
The orange area is a bit too high. Racketteers. I'd say a +3 would be plenty. You might even argue +2 would be fine.
I'd say you should probably lower the mafia bonus. I just don't think it warrants the same bonus as the prohibition gang.
Possibly you might want to lower all the big bonuses by 1 or 2 since movement is now restricted somewhat.
One graphical thing I noticed is that the border between Breweries and Southside O'Donnells is not straight. Not sure if you mean for it to be straight or not though.
Posted: Thu Jan 10, 2008 8:06 pm
by cairnswk
yeti_c wrote:Am I right in saying - The best way to get around is by the "public utilities"?
It's the Only way to attack City Hall.
C.
Yes Yeti_C...its the only way to attack City Hall or the tax department -> is to control a public utility.
I don't know if its the best way to get arround...there are many other attack routes via the yellow dotted lines and the gangsters being able to attack each other.
Posted: Thu Jan 10, 2008 8:09 pm
by cairnswk
edbeard wrote:I guess I'll talk bonuses since I can't think of anything else that needs doing. I'm going to use the formula because well...I just don't feel like doing all that simple math and I don't have an excel file where I can just plug in numbers.
The orange area is a bit too high. Racketteers. I'd say a +3 would be plenty. You might even argue +2 would be fine.
I'd say you should probably lower the mafia bonus. I just don't think it warrants the same bonus as the prohibition gang.
Possibly you might want to lower all the big bonuses by 1 or 2 since movement is now restricted somewhat.
One graphical thing I noticed is that the border between Breweries and Southside O'Donnells is not straight. Not sure if you mean for it to be straight or not though.
Thanks edbeard....The graphical issue needs fixing, it's a propogation thing upwards where the original small version line is not straight. Fixed next version.
ON the bonuses....i hear what you are saying, and i have to re-calculate all those now that gameplay has changed...so keep watch!
Posted: Thu Jan 10, 2008 8:15 pm
by AndyDufresne
I'm impressed with the Chicago feeling injected into this map now. It has a little more look and feel to it...

I like it.
--Andy
Posted: Thu Jan 10, 2008 8:22 pm
by cairnswk
AndyDufresne wrote:I'm impressed with the Chicago feeling injected into this map now. It has a little more look and feel to it...

I like it.
--Andy
Kewl....that's gotta be a bonus!

Posted: Fri Jan 11, 2008 12:55 am
by cairnswk
Version 9.
Changes:
1. Borders on legend changed from dots to art-deco style lines - not so Broadway
2. Bonuses changed and tidied
3. Truck fronts given green tinge
4. Comment from the gangster
5. Bullet holes added to give effect
6. Giggle Juice Trucks changed to Any4 +3...because some gangs already have 3 trucks and would have a definite advantage.
7. City Hall Bonus made "any of the six gangster mobs" to clarify what is in the legend.
8. Red lights added to two terts....implied
9. Various little graphic touches...

Posted: Fri Jan 11, 2008 1:02 am
by Night Strike
Wow, the bullets look sharp.
The trucks are much improved. I might be satisfied with that, but I think it could stand out a little more (I know you're trying to preserve the coloring/feel). With that, coloring the roofs of those house territories black or something could really help it out.
Posted: Fri Jan 11, 2008 1:07 am
by Herakilla
i just wanna say for the record that most of the smugglers were american, the canadians just brewed the beer mostly