Age of Merchants - [Quenched]

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DiM
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Age of Merchants - [Quenched]

Post by DiM »

DiM wrote:Age of Merchants stats:

Total number of games so far started up on the Age of Merchants map: 72 x 100 = 7200*


Summary:
    Active: 3 x 100 = 300
    Finished: 70 x 100 = 7000
    Waiting for players: 1 x 100 = 100
Extended:

Number of Players:
    2 players: 44 x 100 = 4400
    3 players: 7 x 100 = 700
    4 players: 10 x 100 = 1000
    5 players: 3 x 100 = 300
    6 players: 10 x 100 = 1000
Game Type:
    Standard: 61 x 100 = 6100
    Terminator: 4 x 100 = 400
    Assassin: 1 x 100 = 100
    Doubles: 6 x 100 = 600
    Triples: 2 x 100 = 200
Play Order:
    Freestyle: 16 x 100= 1600
    Sequential: 56 x 100= 5600
Bonus Cards:
    Escalating: 22 x 100 = 2200
    Flat Rate: 24 x 100 = 2400
    No Cards: 27 x 100 = 2700
Fortifications:
    Chained: 20 x 100 = 2000
    Adjacent: 15 x 100 = 1500
    Unlimited: 37 x 100 = 3700
Joinability:
    Public: 66 x 100 = 6600
    Private: 5 x 100 = 500
    Tournament: 3 x 100 = 300
Round Length:
    Casual (24 hours): 68 x 100 = 6800
    Speed (5 minutes): 5 x 100 = 500
Tournament Games (31):
    - 3 Man Madness
    - NHL League
    - Home Nations 2007
    - TOP 500 Doubles League
    - CC Lieutenant+
    - Battle of the Guilds
    - World Cup Tournament
    - Tiger Tribe vs. The Horsemen of Apocalypse
    - Premier League
    - Champions League 2007/08
    - 1 v 1 New Singles League
    - Iron Man Series
    - Supreme Doubles Player League
    - Elitserien
    - FA Premier League
    - Movie Rental Mania
    - The Long Walk
    - Primera Division
    - Super Smash Bros Melee 1v1's
    - NCAA Basketball Full Season
    - World Series of Risk
    - CC World Championship
    - 3456 League
    - MLB 2007 World Series
    - Conquer Club Superstars
    - Worldwide Football hooligan Firm Clash
    - NBA Gladiators
    - NFL
    - Multiple Map King
    - CHL Season
    - 4 Man Madness
* The count is number of pages (with each 100 games by page) x number of games by page (100).




edit// yet another new poll



previous polls:

Should i continue?
yes 68% [ 37 ]
no 31% [ 17 ]
Total Votes : 54

What story do you prefer?
1 23% [ 7 ]
2 0% [ 0 ]
3 16% [ 5 ]
4 16% [ 5 ]
5 16% [ 5 ]
6 26% [ 8 ]
Total Votes : 30

What part needs improvement?
Graphics 30% [ 17 ]
Gameplay 9% [ 5 ]
Both need improvement 41% [ 23 ]
Both are ok 18% [ 10 ]
Total Votes : 55


Which version is better? (see them on page 10)
version A 25% [ 3 ]
Version B 75% [ 9 ]
Total Votes : 12

Do you want bonuses for continents? (besides those for resources)
Yes 37% [ 6 ]
No 62% [ 10 ]
Total Votes : 16

Do you like it??
Yes 68% [ 26 ]
No 31% [ 12 ]
Total Votes : 38

will i ever grow a third eye on my forehead?
yes, but only if you eat Plutonium crackers. the breakfast for champions.
28% [ 25 ]
probably if you stare long enough in the mirror
6% [ 6 ]
try voodoo. it worked when i got that second nose
8% [ 7 ]
what's an eye?
12% [ 11 ]
i have one but i won't share my secret.
4% [ 4 ]
go buy one at the local 7/11.
13% [ 12 ]
donate to nano technology research and cross your fingers
25% [ 22 ]

Total Votes : 87


latest image
Image

i was thinking of making a TTD map.
but it has a twist. there are no continents just territories.
one big blob of land with many territories.
the interesting stuff comes now.
just like TTD we have to make connections between various resources. lets' say we have on the map a lumber mill a furniture factory and a market.
if we get the lumber mill we have no bonus but if we also have the furniture factory we get +1, if we extend and conquer the market we get another +1. there will be several routes like this one. (fish warf-cannery-grocery shop; or iron mine-ammunition factory-military base)

further more we will have means of transportation. cars, trains, and planes.
cars bring us the normal bonus and have no special prerequisites, trains bring us double bonus but we need to hold a trains factory (there will be a few on the map) and planes will bring us triple bonus but we need to have the airport (only one on the map).

i'll post an image later.

is this possible to implement in thed xml?
Last edited by DiM on Tue Oct 09, 2007 6:53 pm, edited 55 times in total.
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spinwizard
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Post by spinwizard »

lol i love it...u could do like a island with the different resorses and refinerys...amazing idea!
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Post by Balsiefen »

Love the game :D it doesn't work on my computer any more though

still, sounds like a good idea
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Post by DiM »

before i create the image i want to know if it's possible to implement in the xml, because without that there's no point in making the map.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Post by cairnswk »

DiM.....30,000 votes for this idea...can't wait to see the graphics....i cannot advise on the XML. :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
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Post by spinwizard »

yes i think it is, u can have contenents belonging 2 differeint contenents. how would u explain this on the map?
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Post by DiM »

i never made a xml but the logic would be this:

A) hold timber - bonus 0
B) hold furniture factory - bonus 0
C) hold market - bonus 0
D) hold A+B - bonus 1
E) hold D+C - bonus 2
F) hold airport - bonus 0
G) hold F+D - bonus 3
H) hold F+E - bonus 6

regarding the graphics i want to do something simple and clear.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Post by yeti_c »

DiM wrote:i never made a xml but the logic would be this:

A) hold timber - bonus 0
B) hold furniture factory - bonus 0
C) hold market - bonus 0
D) hold A+B - bonus 1
E) hold D+C - bonus 2
F) hold airport - bonus 0
G) hold F+D - bonus 3
H) hold F+E - bonus 6

regarding the graphics i want to do something simple and clear.


For merely holding the countries then this is easy - however if you wanted routes then it would be very tricky - as it would be tricky to define what the routes were (unless you forced it on the map with Transport links too?)

Does that help?

C.
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Post by DiM »

yeti_c wrote:
DiM wrote:i never made a xml but the logic would be this:

A) hold timber - bonus 0
B) hold furniture factory - bonus 0
C) hold market - bonus 0
D) hold A+B - bonus 1
E) hold D+C - bonus 2
F) hold airport - bonus 0
G) hold F+D - bonus 3
H) hold F+E - bonus 6

regarding the graphics i want to do something simple and clear.


For merely holding the countries then this is easy - however if you wanted routes then it would be very tricky - as it would be tricky to define what the routes were (unless you forced it on the map with Transport links too?)

Does that help?

C.


just holding the territories, forcing the players to also hold several other continents to make a path is something i proposed some time ago but i was told it can't be done.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Post by Jack0827 »

this sounds interesting. it would be like playing a new game
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Post by DiM »

i see there is support. i'll start doing the image
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Post by KEYOGI »

Sounds good if you can pull it off.
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Post by DiM »

KEYOGI wrote:Sounds good if you can pull it off.


i hope i can do it.

i started making a grid like map. something really simple because i like how conquer 4 feels. so i wanted something like that, but i think i'll try a more classic aproach using the earth map.
i'll also try designing the maps to accomodate transport routes.

i'll also modify the gameplay a bit.

there will be trains ships and planes.

to transport by train you need to have the resource and the market on the same continent, to transport by ship you need 2 harbours on different continents and by plane you need 2 airports.
the connections will be done by owning territories from the resource to the market or from the resource to the harbour/airport and from the harbour/airport to the market.

also there could be another thing:
for example you have an iron mine in Russia. now you have several options. either sell it in Germany by connecting to the market there (own iron mine territory and market territory) or sell it in australia by owning a harbour in russia and another in australia + a market in australia)

different continents will have different prices.

North America gives +3 for delivering iron and + 5 for delivering silicone
while africa gives +4 for iron and +1 for silicone.

making users also do connections means i have to do at least 100 territories and that's too much. probably i'll just stick to owning the resource and the market (plus airoport and harbours)
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Post by unriggable »

DiM wrote:
KEYOGI wrote:Sounds good if you can pull it off.


i hope i can do it.

i started making a grid like map. something really simple because i like how conquer 4 feels. so i wanted something like that, but i think i'll try a more classic aproach using the earth map.
i'll also try designing the maps to accomodate transport routes.

i'll also modify the gameplay a bit.

there will be trains ships and planes.

to transport by train you need to have the resource and the market on the same continent, to transport by ship you need 2 harbours on different continents and by plane you need 2 airports.
the connections will be done by owning territories from the resource to the market or from the resource to the harbour/airport and from the harbour/airport to the market.

also there could be another thing:
for example you have an iron mine in Russia. now you have several options. either sell it in Germany by connecting to the market there (own iron mine territory and market territory) or sell it in australia by owning a harbour in russia and another in australia + a market in australia)

different continents will have different prices.

North America gives +3 for delivering iron and + 5 for delivering silicone
while africa gives +4 for iron and +1 for silicone.

making users also do connections means i have to do at least 100 territories and that's too much. probably i'll just stick to owning the resource and the market (plus airoport and harbours)


Smells like impossibility.
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Post by DiM »

unriggable wrote:
DiM wrote:
KEYOGI wrote:Sounds good if you can pull it off.


i hope i can do it.

i started making a grid like map. something really simple because i like how conquer 4 feels. so i wanted something like that, but i think i'll try a more classic aproach using the earth map.
i'll also try designing the maps to accomodate transport routes.

i'll also modify the gameplay a bit.

there will be trains ships and planes.

to transport by train you need to have the resource and the market on the same continent, to transport by ship you need 2 harbours on different continents and by plane you need 2 airports.
the connections will be done by owning territories from the resource to the market or from the resource to the harbour/airport and from the harbour/airport to the market.

also there could be another thing:
for example you have an iron mine in Russia. now you have several options. either sell it in Germany by connecting to the market there (own iron mine territory and market territory) or sell it in australia by owning a harbour in russia and another in australia + a market in australia)

different continents will have different prices.

North America gives +3 for delivering iron and + 5 for delivering silicone
while africa gives +4 for iron and +1 for silicone.

making users also do connections means i have to do at least 100 territories and that's too much. probably i'll just stick to owning the resource and the market (plus airoport and harbours)


Smells like impossibility.


yeah i know it's really hard to pull this off but i'll give it a try. :roll:
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Post by DiM »

i started working on the map but the pc crashed and i had no save. the good part is i decided todo another approach on the subject and got this result.
give me your suggestions.
and BTW it will be called Age of Merchants or something like that, not TTD.

Image


edit// the mountains in the lower continent are impassable. i forgot to add that in the map.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Post by DiM »

added a pirate hideout. owning it gives a negative bonus to the other players :twisted:
i'm waiting for suggestions.

Image

edit// i still forgot to add the mountains are impassable :oops:
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Post by Jack0827 »

I liked the origanal thought. I think that now you are maby making it a bit to confusing but it could be just me
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Post by DiM »

Jack0827 wrote:I liked the origanal thought. I think that now you are maby making it a bit to confusing but it could be just me


this one is exactly like the original TTD the only thing is that instead of having a trains and airplanes we have ships and pirates :)
it's the same principle. get the resources and transport them to the market.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Post by Molacole »

I'm not a big fan of the current text. I had to get real close to read it.

How would that -1 work in team games? I like the different type of bonus rewards though and I hope you stay with it. I think it will bring a lot of strategy to the game and will require a lot of team work for team games. If you could darken the pictures a bit more I think that would help too.
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Post by yeti_c »

Molacole wrote:I'm not a big fan of the current text. I had to get real close to read it.

How would that -1 work in team games? I like the different type of bonus rewards though and I hope you stay with it. I think it will bring a lot of strategy to the game and will require a lot of team work for team games. If you could darken the pictures a bit more I think that would help too.


The pirate cove idea won't work - it's a nice idea but impossible to code into the XML...

Having said that - once you have a finished map - give me a shout and I'll code you up some XML - or alternatively if you wanna learn I can teach you how to code it up. (You've picked up photoshop quickly - XML is a breeze in comparison)

C.
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Post by Samus »

yeti_c wrote:
Molacole wrote:I'm not a big fan of the current text. I had to get real close to read it.

How would that -1 work in team games? I like the different type of bonus rewards though and I hope you stay with it. I think it will bring a lot of strategy to the game and will require a lot of team work for team games. If you could darken the pictures a bit more I think that would help too.


The pirate cove idea won't work - it's a nice idea but impossible to code into the XML...

Having said that - once you have a finished map - give me a shout and I'll code you up some XML - or alternatively if you wanna learn I can teach you how to code it up. (You've picked up photoshop quickly - XML is a breeze in comparison)

C.



Well my question is, what constitutes "holding" it? If you take it your turn, does the next player get -1? That doesn't seem fair at all.
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Post by WidowMakers »

THIS IS GREAT. Owning different parts of each island and still getting bonus. Great. As everyone has said, this changes the gameplay alot. I like where this is heading.

One thing. Basically most everyone else already said this. It is too hard to read. Making the text and markings darker would help. maybe instead of having a pirate cove, you could have 3 or 4 "X" marks the spots. These would be places that treasure was buried. You only get bonus for owning them all (by owning them all you know where the treasure is).

I would not even have connecting lines across the water. You already stated that all harbors can attack all harbors. There are your connecting lines. The map can be made more compact or expanded now because you have no need to connect the islands.
Image
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Post by GreecePwns »

This map has a great concept, but as i stated in the other thread (with a couple more problems i found):

1. Symbols on the land could be made a little more clear, or a lot more actually
2. I agree with the text. Either make it bigger or change the font.
3. Is there a way in the XML to give negative bonuses if other players own a country?
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Post by DiM »

thanks guys for the feedback.
1. symbols can be made clearer. it no problem.
2. text can also be changed.
3. since there can be no negative bonus, i'll do something else. owning the pirate cove and one of the X's gives you +2 bonus. there will be 4 Xs and only one pirate cove. the explanation is that you have a bunch of pirates that work for you and stash gold in a treasure chest.
4. the connections are there because just the ports don't provide enough mobility and somebody could build up a lot of forces in the 2 ports and simply own a continent. this way you can infiltrate on the coast line and conquer a mine or a cattle farm.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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