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Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Sat Oct 15, 2011 10:38 am
by Gillipig
I don't have much to say because I can only see thing I like with this map. Here's a virtual pat on the back

!!
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Sat Oct 15, 2011 1:44 pm
by MrBenn
The large map is missing the ripples around the ships.
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Sat Oct 15, 2011 2:59 pm
by Victor Sullivan
Ace Rimmer wrote:got on tonight. Updated first post.
Thanks!
-Sully
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Sat Oct 22, 2011 2:18 pm
by Ace Rimmer
updated images on first page in-place. They should be final, just waiting on XML (any update?) from sully.
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Sat Oct 22, 2011 4:14 pm
by Gillipig
Yes, I can't wait to play it!!! This could be a new favorite of mine. It's got the looks, all depends on how well it flows with 1v1 though!
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Sun Oct 23, 2011 12:46 am
by Victor Sullivan
Ace Rimmer wrote:updated images on first page in-place. They should be final, just waiting on XML (any update?) from sully.
Sh-Boom!
http://www.fileden.com/files/2010/12/18 ... risis1.xmlJust make sure you drop those 10s on the launch buttons. Also, you should use the mapmaker tool and screenshot the coords I used (with 888s) to make sure they look okay to everyone. I'd do it myself, but I'm on my laptop, whose (?) screen is too small.
-Sully
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Wed Oct 26, 2011 7:36 pm
by Victor Sullivan
Here you go, Ace:
Been a busy week, so I haven't had much time to get on (end of the quarter).
-Sully
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Sat Nov 12, 2011 4:57 pm
by Ace Rimmer
Haven't forgotten this. XML looks decent, but needs the starting positions added. I'm gonna try to get to that but frankly I've been trying for two weeks.
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Sun Nov 13, 2011 8:17 am
by thenobodies80
On my part I have no big suggestions for this map, the only one could be to work a bit on the text in the legends of your big version. The one you have on the small looks less fuzzy and more clean. Although it could sound strange, it's easier for me to read the legends on the small than on the big.
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Sun Nov 13, 2011 9:04 am
by Flapcake
thenobodies80 wrote:On my part I have no big suggestions for this map, the only one could be to work a bit on the text in the legends of your big version. The one you have on the small looks less fuzzy and more clean. Although it could sound strange, it's easier for me to read the legends on the small than on the big.
Same for me, the text in the small version is sharp and easy to read, when in the big one its soft and blury, it looks clearly best in in the smalle version.
Im realy looking forward to play your beautiful map

Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Sun Nov 13, 2011 9:55 am
by Ace Rimmer
Ace Rimmer wrote:After looking at was was possible with the XML, I decided to add starting positions to eliminate dropping the ship bonus. There will be 6 starting positions, each with one US and one USSR ship. Each person will get a max of 2, with the unused ones being starting neutrals. In 2p/3p games, that means each player will start with 2 of each type of ship, and in 4p-6p games, each person will start with one of each ship. In 7p/8p, the starting positions are ignored, but there is only a 17% chance of someone dropping 3 ships. We can keep the +1 for 3 bonus without having anyone drop it. To do this, Provomyy and USS Randolph were changed to a neutral 3 each, in addition to changing B-59 from neutral 2 to neutral 3 (so all neutral ships match).
That's what I originally wrote about starting positions.
Here are my thoughts:
USS Belle Grove and Krasnyy Kaukaz
USS Gearing and Ognevoy
USS Cambria and Tashkent
USS Eldorado and Reshitelnyy
USS Norfolk and Azou
USS Shadwell and Volya
Asking Sully to update his XML via PM
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Sun Nov 13, 2011 1:20 pm
by Victor Sullivan
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Sun Nov 13, 2011 1:45 pm
by koontz1973
Ace Rimmer wrote:Ace Rimmer wrote:After looking at was was possible with the XML, I decided to add starting positions to eliminate dropping the ship bonus. There will be 6 starting positions, each with one US and one USSR ship. Each person will get a max of 2, with the unused ones being starting neutrals. In 2p/3p games, that means each player will start with 2 of each type of ship, and in 4p-6p games, each person will start with one of each ship. In 7p/8p, the starting positions are ignored, but there is only a 17% chance of someone dropping 3 ships. We can keep the +1 for 3 bonus without having anyone drop it. To do this, Provomyy and USS Randolph were changed to a neutral 3 each, in addition to changing B-59 from neutral 2 to neutral 3 (so all neutral ships match).
That's what I originally wrote about starting positions.
Here are my thoughts:
USS Belle Grove and Krasnyy Kaukaz
USS Gearing and Ognevoy
USS Cambria and Tashkent
USS Eldorado and Reshitelnyy
USS Norfolk and Azou
USS Shadwell and Volya
Asking Sully to update his XML via PM
If a starting position is ignored,, would the ships start as normal or would they start as neutral as you have coded them as such? If this is so, then the small games are OK, but the larger games would start with a lot of neutrals on the fleets considering as there are only 7 US and 9 USSR ships.
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Sun Nov 13, 2011 7:28 pm
by Ace Rimmer
For 2 to 6 player games the unassigned ones would be neutral. For 7+ players the positions would be ignored and they would be shuffled like other territs.
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Sun Nov 13, 2011 9:38 pm
by Victor Sullivan
Ace Rimmer wrote:For 2 to 6 player games the unassigned ones would be neutral. For 7+ players the positions would be ignored and they would be shuffled like other territs.
Nope. They would be neutral in 7- and 8-player games.
-Sully
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Mon Nov 14, 2011 12:25 am
by koontz1973
I would guess you would need to have all of the ships as a separate starting position placed with a normal territ, with a max of 3 given out in games. Not sure or the probabilities of dropping a bonus that way for the ships, but it should be small enough to be done. Sully should be able to give you the probabilities.
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Mon Nov 14, 2011 4:51 pm
by Ace Rimmer
Victor Sullivan wrote:Ace Rimmer wrote:For 2 to 6 player games the unassigned ones would be neutral. For 7+ players the positions would be ignored and they would be shuffled like other territs.
Nope. They would be neutral in 7- and 8-player games.
-Sully
Sorry sully but I am right and you are wrong. Ask Oliver or another XML guru.
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Mon Nov 14, 2011 5:01 pm
by Victor Sullivan
Ace Rimmer wrote:Victor Sullivan wrote:Ace Rimmer wrote:For 2 to 6 player games the unassigned ones would be neutral. For 7+ players the positions would be ignored and they would be shuffled like other territs.
Nope. They would be neutral in 7- and 8-player games.
-Sully
Sorry sully but I am right and you are wrong. Ask Oliver or another XML guru.
The territories are coded as neutrals. The only thing that can override that is starting positions. If there are too few starting positions, the starting positions code is ignored and the territories are then coded as neutral.
-Sully
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Tue Nov 15, 2011 11:37 am
by Ace Rimmer
Then the 12 listed should not be coded as neutral in the XML if memory serves. I want them divided up if there are 7 or 8 players, but not for 6 or less. I think positions not used go neutral so they don't have to be neutral thru XML.
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Wed Nov 16, 2011 6:53 am
by Victor Sullivan
Ace Rimmer wrote:Then the 12 listed should not be coded as neutral in the XML if memory serves. I want them divided up if there are 7 or 8 players, but not for 6 or less. I think positions not used go neutral so they don't have to be neutral thru XML.
If they're not coded as neutral, I believe that causes problems. If nothing else, the excess positions won't be coded neutral, but will be dealt out as normal.
-Sully
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Wed Nov 16, 2011 9:29 am
by Gillipig
I keep looking after the beta stamp but can't find it. Boys, lets stamp this shit!! (shit as in something good

)
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Thu Nov 17, 2011 11:05 am
by Ace Rimmer
Gillipig wrote:I keep looking after the beta stamp but can't find it. Boys, lets stamp this shit!! (shit as in something good

)
As soon as we iron out the XML beta should not be an issue. I just sent a pm to oliver to ask for help.
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Tue Nov 22, 2011 5:40 pm
by OliverFA
Hello guys, as this issue with knowing exactly what happens with unused started positions is very important, I have asked for extra confirmation. I will get back to you as soon as we have that confirmation.
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Wed Nov 23, 2011 1:03 pm
by Ace Rimmer
Thanks Oliver. FYI for everyone - I won't be back on the computer until Dec 12th at the earliest. Hopefully sully will have an updated XML by then and we can get that checked so we can get beta by the end of the year.
Re: Cuban Missile Crisis [22 Sept 2011] (supersize p7)
Posted: Wed Nov 23, 2011 1:42 pm
by Victor Sullivan
Ace Rimmer wrote:Thanks Oliver. FYI for everyone - I won't be back on the computer until Dec 12th at the earliest. Hopefully sully will have an updated XML by then and we can get that checked so we can get beta by the end of the year.
Thumbs up!
-Sully