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Posted: Wed Dec 26, 2007 1:40 pm
by cairnswk
Blitzaholic wrote:I would vote for B, but see no poll


Blitzaholic...what are u talking about.

Re: Waterloo: V26 (p24) [Final Forge]

Posted: Wed Dec 26, 2007 1:55 pm
by RjBeals
cairnswk wrote:Poll Results

How Should Napoleon's Waterloo map be represented?
A. Standard Risk Style Territory Map like Classic 30% [ 8 ]
B. Standard Risk Style Using Different Shapes for Artillery, Cavalry, & Infantry 57% [ 15 ]
C. An Attack line map like Pearl Harbor with icons 11% [ 3 ]
D. Another Option - please explain in thread. 0% [ 0 ]

Total Votes : 26


He's probably speaking of this old poll in your first post.

Posted: Wed Dec 26, 2007 6:01 pm
by cairnswk
Version 28.
This map has now been split in two...a large and small version.

Image

Image

http://i155.photobucket.com/albums/s282 ... o_V28S.jpg

http://i155.photobucket.com/albums/s282 ... o_V28L.jpg

Posted: Sat Dec 29, 2007 9:07 pm
by asl80
beautiful, beautiful

unless this is already finished, i'd like to see the road look not so 3d/round edged

Posted: Sat Dec 29, 2007 11:06 pm
by cairnswk
asl80 wrote:beautiful, beautiful

unless this is already finished, i'd like to see the road look not so 3d/round edged


asl80...in order to achieve that i'd have to remove the terts from near the roadside or place a layer over the top of the road....both would achieve disastrous results with the terte bevelling. Sorry.

Posted: Tue Jan 01, 2008 12:24 pm
by lanyards
Here are the XML coordinate tests for the small map:

Small Test 88:
Image

Small Test 888:
Image

Concerns:

1) On the small map, the following coordinate numbers go off the map when having three or more digits: Ziethen 05, Ziethen 06, v. Blucher 03.

To fix the Ziethens, you can switch the army circle with the Calvary graphic. For the v. Blucher 03, it doesn't go off for three digits, and I don't think that four digits will be necessary. So I don't think you will need to change that one.

2) On the large map, I'm thinking you will either have to make your army circles one pixel longer or one pixel shorter for heighth and length. The army count is always either one pixel too far down or too far up, and always too far left or too far right. It is impossible to have to coordinates centered.


--lanyards

Posted: Tue Jan 01, 2008 12:31 pm
by yeti_c
Still loving this map Cairns... just thought I'd drop in to say great work...

C.

Posted: Tue Jan 01, 2008 3:16 pm
by cairnswk
lanyards wrote:
Concerns:

1) On the small map, the following coordinate numbers go off the map when having three or more digits: Ziethen 05, Ziethen 06, v. Blucher 03.

To fix the Ziethens, you can switch the army circle with the Calvary graphic. For the v. Blucher 03, it doesn't go off for three digits, and I don't think that four digits will be necessary. So I don't think you will need to change that one.

2) On the large map, I'm thinking you will either have to make your army circles one pixel longer or one pixel shorter for heighth and length. The army count is always either one pixel too far down or too far up, and always too far left or too far right. It is impossible to have to coordinates centered.


--lanyards


laynards, can you post the xml link on this thread please?

Posted: Tue Jan 01, 2008 3:38 pm
by lanyards

Posted: Tue Jan 01, 2008 3:55 pm
by cairnswk


Thanks for that...here are the new images for your centering....still posted as version 28...F5 if you can't see the changes. :)

Large army shadows reduced to 24 x 18, and small ones on those terts you requested re-positioned.

http://i155.photobucket.com/albums/s282 ... o_V28S.jpg

http://i155.photobucket.com/albums/s282 ... o_V28L.jpg

Posted: Tue Jan 01, 2008 3:56 pm
by cairnswk
yeti_c wrote:Still loving this map Cairns... just thought I'd drop in to say great work...

C.


Appreciate your thoughts yeti_C! :)

Posted: Wed Jan 02, 2008 4:03 am
by cairnswk
I would lilke to ask if someone can start checking the xml for this map.
I have done some checking, but I would lilke someone more experienced to go over it. Perhaps Yeti_C or Forza AZ if they have the time?

Posted: Wed Jan 02, 2008 4:30 am
by cairnswk
cairnswk wrote:
yeti_c wrote:Still loving this map Cairns... just thought I'd drop in to say great work...

C.


Appreciate your thoughts yeti_C! :)


Question for gameplay. The current xml allows artillery terts to attack neighbouring terts and take them over. Do we want this, or should artillery only be allowed to bombard?

Need to sort this one out....i will put up a three day poll...starting 7:30pm Jan 2 EST.

Posted: Wed Jan 02, 2008 4:55 am
by cairnswk


Lanyards....just some errors if i can advise...aftrer using Kevin C checker.
1. wellington needs to be able to attack U01?
2. B08 can attack B05? It shouldn't be able to?
3. L06 can attack L03 but not L04?

That's all i could find for now, please check again.

I gotta say, with those bobmardments and cavalry, you've done a fantastic job with this xml. Be very proud of yourself. :D

Posted: Wed Jan 02, 2008 5:41 am
by Lone.prophet
option 2 seems best in my opion

Posted: Wed Jan 02, 2008 6:00 am
by yeti_c
Yeah - Artillery should only be able to bombard...

C.

Posted: Wed Jan 02, 2008 10:22 am
by bryguy
this stinks, here are the results so far:


1. (cant rememeber what it says): 1
2. (cant remember what it says either): 5



and im the 1 on the first one

Posted: Wed Jan 02, 2008 4:08 pm
by lanyards
cairnswk wrote:


Lanyards....just some errors if i can advise...aftrer using Kevin C checker.
1. wellington needs to be able to attack U01?
2. B08 can attack B05? It shouldn't be able to?
3. L06 can attack L03 but not L04?

That's all i could find for now, please check again.

I gotta say, with those bobmardments and cavalry, you've done a fantastic job with this xml. Be very proud of yourself. :D


Thanks. The cavalry was very complicating and confusing, and I didn't expect to get too few errors. But about the ones you found:

1) You are correct, I'll fix that.
2) No, it should be able to. B08 borders B10 which borders B05. Right?
3) L06 borders L02 which borders L03, so it should be able, but it should not be able to attack L04. Please correct me if I'm wrong.

What is this Kevin C checker? Where do I find it?

Thanks for the help. :)


--lanyards

Posted: Wed Jan 02, 2008 4:27 pm
by cairnswk
lanyards wrote:
cairnswk wrote:


Lanyards....just some errors if i can advise...aftrer using Kevin C checker.
1. wellington needs to be able to attack U01?
2. B08 can attack B05? It shouldn't be able to?
3. L06 can attack L03 but not L04?

That's all i could find for now, please check again.

I gotta say, with those bobmardments and cavalry, you've done a fantastic job with this xml. Be very proud of yourself. :D


Thanks. The cavalry was very complicating and confusing, and I didn't expect to get too few errors. But about the ones you found:

1) You are correct, I'll fix that.
2) No, it should be able to. B08 borders B10 which borders B05. Right?
3) L06 borders L02 which borders L03, so it should be able, but it should not be able to attack L04. Please correct me if I'm wrong.

What is this Kevin C checker? Where do I find it?

Thanks for the help. :)


--lanyards


In Map Making Tools...under the xml checker.

I'll check those other terts bordering again...it's almost work time again.

Posted: Fri Jan 04, 2008 7:38 pm
by lanyards
Updated XML (and final hopefully) link:
http://h1.ripway.com/lanyards/WaterlooXML.txt

--lanyards

Posted: Fri Jan 04, 2008 7:43 pm
by pepperonibread
Shouldn't it be a .xml file?

Posted: Fri Jan 04, 2008 7:47 pm
by cairnswk
pepperonibread wrote:Shouldn't it be a .xml file?

Yes pepperonibread....apparently .txt works on Kevin Cs checker also.

Lanyards...can you adjust this please.

I have just checked it again on Kevin Cs border checker and all looks good.

I will post the final images and xml link as soon as you have changed the file extension.

Posted: Fri Jan 04, 2008 8:14 pm
by lanyards
Sorry about that. Heres the real one:
http://h1.ripway.com/lanyards/WaterlooXML.xml

--lanyards

Posted: Fri Jan 04, 2008 8:21 pm
by cairnswk
lanyards wrote:Sorry 'bout that. Heres the real one:
http://h1.ripway.com/lanyards/WaterlooXML.xml

--lanyards


Thanks lanyards....did you run this through the xml checker?

Posted: Fri Jan 04, 2008 8:31 pm
by cairnswk
Lanyards....i think u need to do this for Any Three Villages....the required tags come before the override tags.


<continent>
<name>Any Three Villages</name>
<bonus>7</bonus>
<components>
<component>Chapel S Lambert 01</component>
<component>Chapel S Lambert 02</component>
<component>Mont St Jean 01</component>
<component>Mont St Jean 02</component>
<component>Plancenoit 01</component>
<component>Plancenoit 02</component>
</components>
<required>3</required>
<overrides>
<override>Any Two Villages</override>
</overrides>
</continent>