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Factories [Vacation]

Posted:
Fri Nov 30, 2007 3:39 pm
by Coleman
Vacation: At one point I stopped and had to ask myself, "Do I really want to play this?" The answer was no. Should I change my mind it will return.
Concept/Gameplay: Coleman
Artwork: Telvannia
Version 6
Small:
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ORIGINAL POST
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I threw this together today while I was bored, but the idea has been in my head for a while:
203 Territories (Only 6 not neutral)
6 Continents (airlifts)
Small (600 x 350):
this is similar to Age of Realms:Might as far as the conquest gameplay goes, but until players capture Airlifts (the 4 territory H squares) they don't actually get to deploy anything.
The layout is very much not set in stone, I'm also considering changing the airlift bonus from a flat +2 to a +1 per factory that is connected to it by roads.

Posted:
Fri Nov 30, 2007 4:09 pm
by yeti_c
I suggest you use a better image maker!!!!!! (For all those uninitiated I'm being sarcsatic!)
Liking the idea... will keep looking on this one!!
C.

Posted:
Fri Nov 30, 2007 4:14 pm
by Herakilla
this sounds awesome!

Posted:
Fri Nov 30, 2007 4:43 pm
by Coleman
If anyone wants to help me part of my vision here is to have easy to move around tiles that look good no matter what configuration I have them in.
Obviously I need several one tile factories.
I'll also need 11 road tiles (actually probably only 4 as they could rotate to any position I need) and an airlift (or several airlifts) that looks good no matter how it is rotated.
My goal is a top down appearance for everything. I'll be using Google Earth for inspiration on how to make good top down factories, heliports, airports, ect.
However, if anyone felt inspired and wants to try their hand at making some of these I'd probably happily use them and give you author status on the map for graphics.
EDIT: I'm undecided on wilderness. In my mind is kind of a dead grass look but I'd also be happy with heavily damaged pavement and nuclear fallout looking stuff.

Posted:
Fri Nov 30, 2007 4:54 pm
by mibi
factories? why factories? i dunno, the theme could use some work.

Posted:
Fri Nov 30, 2007 4:59 pm
by Coleman
I could make them vaults but I don't want to get in trouble with the nice folks that make Fallout so I'm going with more of a robot future apocalypse theme that I hope will be more desirable when the graphics start to become more fleshed out.
Each player is representative of a carefully crafted AI program whose only goals are expansion and the destruction of robot armies belonging to other AI.

Posted:
Fri Nov 30, 2007 5:14 pm
by mibi
Coleman wrote:I could make them vaults but I don't want to get in trouble with the nice folks that make Fallout so I'm going with more of a robot future apocalypse theme that I hope will be more desirable when the graphics start to become more fleshed out.
Each player is representative of a carefully crafted AI program whose only goals are expansion and the destruction of robot armies belonging to other AI.
woah... from the map I thought it was just a "take your goods to the factory and get points for making products and stuff" I think you need some more killer robots or something.

Posted:
Fri Nov 30, 2007 5:37 pm
by Coleman

Yeah sorry. I expect giant broken robots to be in some of my wilderness squares. Plus when I have my actual legend there will be more indication of this in the design.

Posted:
Fri Nov 30, 2007 5:44 pm
by Jesse710
I like it! I think it is almost great just how it is, Plain and Simple. Don't give it colour. Why are some F's capitallized and some not?

Posted:
Fri Nov 30, 2007 5:47 pm
by Coleman
The capital F territories are places where a player can start the game (like the castles in Age of Realms). The lower case f are random factories around the map. They are functionally the same as the capital F but players don't start with them.

Posted:
Fri Nov 30, 2007 6:07 pm
by Herakilla
my question, is a factory going to be the same size as one tile road? lol you can increase the factories to 2x2 and that would allow more roads to connect to them

Posted:
Fri Nov 30, 2007 10:24 pm
by The Weird One
I have a suggestion for the graphics. I think it would be kinda cool if the graphics for the different squares were similar to that of old video games. can't think of any examples off the top of my head right now, but I'm sure it shouldn't be too hard to find.

Posted:
Fri Nov 30, 2007 10:29 pm
by wcaclimbing
the compass in the corner says "can only attack HORIZONTALLY"
im guessing that is a typo, cause this map would fail without vertical attacks...
other than that...
QUENCH!!!!!!!!!!!!11!!!one!!!!!!!!!!!!!1!!!!!
...
(just joking... dont quench...)
EDIT: this map seems way too similar to AoR to get passed by the forums. its basically the same thing, just different settings....
Single starting location (Castles/Factories)
Lots of neutrals everywhere.
Easy paths to get around (ports/roads)
so far, it just looks to me like a modern version of AoR...

Posted:
Mon Dec 03, 2007 11:20 am
by Coleman
It isn't AoR. There will be no territory bonus and you need to actually go find and capture 4 territory groups (airlifts) to be allowed to chose where any armies go as the factories grow by 1 on their own every turn.
Learning to manage this factory backlog will be a key strategy here as later in the game you probably won't want those armies at the factories much anymore.
I am willing to say this is similar to AoR in the way all other maps are to Classic. I am using Conquest Gameplay (all neutrals except starting positions) but nothing else. There are no resource pairs and my version of villages deploy on their own and the starting 'castles' are the same as the villages.
My main goal here is making something that looks good and in the end has tiles (both small and large versions) that I can then give to someone else or rearrange myself to make a good 2.0 version that will be the full 600x600 and 800x800.
I've been working on roads. I'm not sure if I want to go for realism or be a bit more cartoonish yet. I'll probably try both and see what people like better.

Posted:
Mon Dec 03, 2007 11:25 am
by yeti_c
Coleman wrote:It isn't AoR. There will be no territory bonus and you need to actually go find and capture 4 territory groups (airlifts) to be allowed to chose where any armies go as the factories grow by 1 on their own every turn.
Learning to manage this factory backlog will be a key strategy here as later in the game you probably won't want those armies at the factories much anymore.
I am willing to say this is similar to AoR in the way all other maps are to Classic. I am using Conquest Gameplay (all neutrals except starting positions) but nothing else. There are no resource pairs and my version of villages deploy on their own and the starting 'castles' are the same as the villages.
My main goal here is making something that looks good and in the end has tiles (both small and large versions) that I can then give to someone else or rearrange myself to make a good 2.0 version that will be the full 600x600 and 800x800.
I've been working on roads. I'm not sure if I want to go for realism or be a bit more cartoonish yet. I'll probably try both and see what people like better.
Make this epic - and not too quick and you're ace!!
C.

Posted:
Wed Dec 05, 2007 7:10 am
by yeti_c
Hey Coleman...
Here's a thought - one I like...
How's about make the territories bonus never give anything...?
I.e. you don't get your +3 every turn...
So you only ever get autodeployed troops...
This would lead to some really epic games...
Adjacent forts would rule too!!! Bring it on!!
C.

Posted:
Wed Dec 05, 2007 9:22 am
by Coleman
I already have that in the legend.

In all caps too.
Glad great minds still think alike though.

Posted:
Wed Dec 05, 2007 9:25 am
by yeti_c
Coleman wrote:I already have that in the legend.

In all caps too.
Glad great minds still think alike though.
Ah I missed that one!! Doh...
Problem is that "Territory bonus" means one that is auto deployed...
"Territories bonus" is the bonus you get for holding several territories...
People might get confused!
C.

Posted:
Wed Dec 05, 2007 9:26 am
by Coleman

I'm sure that can be arranged when something more then a really really ugly draft is posted.

Posted:
Wed Dec 05, 2007 9:28 am
by yeti_c
Coleman wrote:#-o I'm sure that can be arranged when something more then a really really ugly draft is posted.
Sweet.
C.

Posted:
Tue Dec 18, 2007 1:39 am
by yeti_c
Poke
C.

Posted:
Wed Dec 19, 2007 1:22 pm
by Coleman
*pokes yeti_c back with a vengeance*
Take this!!!
Version 2 (With Roads! - Thanks Tel!)
Known Issue: some of the roads don't synch together quite right, I'll repair this by next version.

Posted:
Wed Dec 19, 2007 1:26 pm
by Bad Speler
My first concern is that the roads are a bit dark, and armies would be hard to see on them. This means you would have to use army shadows, but a grid of them i would assume wouldnt look too graphically appealing.

Posted:
Wed Dec 19, 2007 1:28 pm
by Coleman
I could also just increase the brightness on everything across the board.
Although I think the roads just seem really dark because most of everything else is still white, we'll see further down the road I think.

Posted:
Wed Dec 19, 2007 1:35 pm
by Bad Speler
Increasing the brightness across the board should work if needed, or maybe just increasing the brightness of the roads, depending on what you have planned for the rest of the white spots