Famine V.19.3 pg1+35 [I] [Reworking]

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Continue, vacation, or abandon?

Poll ended at Wed Nov 12, 2008 2:23 pm

 
Total votes: 0

bryguy
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Post by bryguy »

Herakilla wrote:
bryguy wrote:and also plz note that when i had been starting to work on this map for the first time, i had no clue there was a feudal wars map being made. I only found out about it when i told DiM and gimil about it in a game i was doing against them


i have one thing to say about that!

BULL!


its not bull, check this game: http://conquerclub.com/game.php?game=1434606

read what we said
bryguy
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Post by bryguy »

ok im am sick and tired of people thinking that this is another version of Feudal, ITS NOT
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DiM
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Post by DiM »

bryguy wrote:ok im am sick and tired of people thinking that this is another version of Feudal, ITS NOT


instead of arguing here better do that next update and show people that this map has potential.
“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
bryguy
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Post by bryguy »

DiM wrote:
bryguy wrote:ok im am sick and tired of people thinking that this is another version of Feudal, ITS NOT


instead of arguing here better do that next update and show people that this map has potential.


yea im right now reducing the size of the numbers, adding names, and anything else i can think of
bryguy
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Post by bryguy »

oh and for the names, im having to just make up names
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Post by bryguy »

Image
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edbeard
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Post by edbeard »

I'd like the Fishing Dock to have some type of graphic with it. All the other ones have one. And, I'm not talking about the dock. Other non-resource places have a dock.


Famine is not explained well enough. People aren't going to know what that means. Something like that has to be spelled out a bit more.
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Coleman
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Post by Coleman »

note: this poll was concluded before a real draft was provided so the results make sense, nobody knew what was going on. Could benefit a retake.

Do u like this idea??
    Yes - 25% [ 4 ]
    No - 75% [ 12 ]
Total Votes : 16
bryguy
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Post by bryguy »

edbeard wrote:I'd like the Fishing Dock to have some type of graphic with it. All the other ones have one. And, I'm not talking about the dock. Other non-resource places have a dock.


ok yea, i thought about that yesterday, but didnt have time to add anything


edbeard wrote:Famine is not explained well enough. People aren't going to know what that means. Something like that has to be spelled out a bit more.


ok, what do u suggest?? something like that the larger the territory number, the more famine affects it?
Last edited by bryguy on Thu Jan 24, 2008 8:29 am, edited 1 time in total.
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Tieryn
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Post by Tieryn »

It has to be made so that a person can completely understand what is going to happen to their troops at the beginning of a turn, without them having to read the accompanying forum thread :P. "Beware of famine" is not enough of an explanation. Perhaps "Famine affects the lands, each territory will lose x armies (depending on size? not sure how this is working) unless a nearby resource is held...
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Tieryn
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Post by Tieryn »

also. how far away can a resource be to fix famine? do you just have to hold one resource, and no famine affects you? that's not logical, that pears will stop you losing armies in Moor, or whatever.

Also perhaps colour code for severity of famine???
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Post by bryguy »

Tieryn wrote:also. how far away can a resource be to fix famine? do you just have to hold one resource, and no famine affects you? that's not logical, that pears will stop you losing armies in Moor, or whatever.


hmm, thats true, how about something like that 1 resource will counter famine 3-6, and 2 will counter famine 7-10, and 3 will counter famine 11?

Tieryn wrote:Also perhaps colour code for severity of famine???


hmm, thats a good idea, but could u explain a little more?
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Post by bryguy »

Tieryn wrote:It has to be made so that a person can completely understand what is going to happen to their troops at the beginning of a turn, without them having to read the accompanying forum thread :P. "Beware of famine" is not enough of an explanation. Perhaps "Famine affects the lands, each territory will lose x armies (depending on size? not sure how this is working) unless a nearby resource is held...



oh ok, how about "Famine affects the land, the larger famine number, the more it affects you"???
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DiM
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Post by DiM »

i have a problem with the gameplay. with famine to be more exact. if i understand this right if you have 11 terits or more you have -5 bonus.
and that' a real problem because in theory nobody can win this game.

let's assume i start with cardoce castle. obviously to win i have to get out of my castle and kill the others. from cardoce obviously i'll take corn which puts me to 3 terits and a bonus of -1. which basically eliminates the corn bonus. not worth it. so i won't take corn and instead i'll build in cardoce and plan to strike the closest castle. which is elifan and the quickest route means i'll have 7 terits when i reach the castle gates. that means i'll have -3 from famine so i'll have just +1 per turn. with such a shitty bonus and with all the troops i lost battling neutrals i surely won't be able to take elifan.

basically what i'm saying is that the famine is too high. the resources are usless. if i get 5 resources i will gain nothing because i'll be so stretched famine will kill me.

so the only way to win is to sit and build on your castle and hope some guy doesn't understand what famine is and stretches too far then go on the quickest route and take his castle.

also i'm curious what will happen when a guy gets -5 for famine and +4 for castle. he'll have a negative deployment. :lol:
“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
bryguy
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Post by bryguy »

DiM wrote:i have a problem with the gameplay. with famine to be more exact. if i understand this right if you have 11 terits or more you have -5 bonus.
and that' a real problem because in theory nobody can win this game.

let's assume i start with cardoce castle. obviously to win i have to get out of my castle and kill the others. from cardoce obviously i'll take corn which puts me to 3 terits and a bonus of -1. which basically eliminates the corn bonus. not worth it. so i won't take corn and instead i'll build in cardoce and plan to strike the closest castle. which is elifan and the quickest route means i'll have 7 terits when i reach the castle gates. that means i'll have -3 from famine so i'll have just +1 per turn. with such a shitty bonus and with all the troops i lost battling neutrals i surely won't be able to take elifan.

basically what i'm saying is that the famine is too high. the resources are usless. if i get 5 resources i will gain nothing because i'll be so stretched famine will kill me.

so the only way to win is to sit and build on your castle and hope some guy doesn't understand what famine is and stretches too far then go on the quickest route and take his castle.

also i'm curious what will happen when a guy gets -5 for famine and +4 for castle. he'll have a negative deployment. :lol:


yea i have to make this more clear


see the numbers in the corners of the territorys? that tells u how much famine will affect that territory. So if a territory has a 1 in the corner, then it wont getaffected by famine, if it has an 11 in the corner, than u will lose 5 for holding it wihtout a resource
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Post by bryguy »

TO-DO(as far as i know for)
  • Make famine understandable
  • Add some graphix to the fishing dock to make it unique



let me know if i missed something
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InkL0sed
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Post by InkL0sed »

You can hold half the map with just one dock.
bryguy
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Post by bryguy »

InkL0sed wrote:You can hold half the map with just one dock.




no you cant
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edbeard
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Post by edbeard »

bryguy wrote:
InkL0sed wrote:You can hold half the map with just one dock.


no you cant


well it sure looks like Rongar is the only border from South to North
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DiM
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Post by DiM »

btw why did you "borrow" several names from AoR??
“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 bryguy »

DiM wrote:btw why did you "borrow" several names from AoR??


oh i didnt notice that i had, could u point out which ones??
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DiM
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Post by DiM »

bryguy wrote:
DiM wrote:btw why did you "borrow" several names from AoR??


oh i didnt notice that i had, could u point out which ones??


rongar, mor...

plus several others that you switched 2 letters:

like aohe instead of aheo

there may be more i didn't look at all the names.
“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
bryguy
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Post by bryguy »

DiM wrote:
bryguy wrote:
DiM wrote:btw why did you "borrow" several names from AoR??


oh i didnt notice that i had, could u point out which ones??


rongar, mor...

plus several others that you switched 2 letters:

like aohe instead of aheo

there may be more i didn't look at all the names.


didnt know rongar was from AoR, and Mor i had thought might be, but i can change both


and for aohe instead of aheo i was trying to think of names starting with a and for some reason i came up with aohe
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Post by bryguy »

Image

changes:

added rivers and lakes
added more territories
put some stuff on fishing dock
moved a beach
tried to explain famine better


sorry it took like a month to get this up
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Post by zimmah »

negatives

point 1:

i don't know what the hell you mean with 'famine'

point 2:

i don't see the purpose of the resources well enough explained

point 3:

i don't like the grapics

point 4:

the name 'fram' and 'farm' look alike too much, please change 'fram' to something else.

positives

point 1:

if worked out well enough, it could be a nice addition to the conquest maps

point 2:

finaly a map designedfor 8 players
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