
Moderator: Cartographers







Mr.Benn, thnobodies80, or iancanton to be specific.RedBaron0 wrote:Gotta pm someone in blue, and show them your update.
I am concerned that if I make the circles gradually bigger then they won't fit in the smaller map version. I have tried this before and it looked real bad. But thank you for your comment. When I make the smaller map version I will try to see if I can fit in a slight increase.Industrial Helix wrote:I'd say start with the necessary size circles in the back and then grow gradually bigger.
Honestly, I don't understand what you mean? I think you wanted to say:Beko the Great wrote:Add more bonus, like hold the 4 vertices of the big cube = 2 and hold one line between the main vertexes (don't know the exact word in english... In portuguese is "aresta"), that means 4 territories as well, = 2... Don't know, just to diversify the gameplay
They already have a slight 3D feeling with a shadow side and a lighter side, just as on the rods between the balls.Beko the Great wrote:Give the spheres a more three-dimensional look. They seem without volume, just white cyrcles.
Ah in my always way too much altering of a post I make, I actually forgot to specify what I meant by making the attack routes more interesting.paulk wrote:@ karelpietertje
Thanks for commenting, although I really didn't understand what you wanted to say.
Maybe you spent too much time in the 5th dimension?

Continue working on the large map, and then when everything is just about right then you can work on the small map. This way you won't have to work on two at the same timepaulk wrote:Before I go ahead and work on the smaller map I wonder if it is possible to get the big map approved from the mods?
Yes, of course I have thought of this.karelpietertje wrote:In the 2D maps there are things like mountains or rivers, impassables.
have you thought about this? because symmetrical maps turn out to get a little boring.
and with this extra dimension, this has even more symmetries
Exactly my plan thenisaiah40 wrote:Continue working on the large map, and then when everything is just about right then you can work on the small map. This way you won't have to work on two at the same time
I would love to try out different versions of game play to see what might fit best.SultanOfSurreal wrote:Is the center too powerful? Every territory is getting +1, plus +1 for each square, and +3 for the cube. Holding the whole thing nets 17 troops, for 8 territories. Granted you have to keep every one of them defended to hold it for a turn. But even still...
agreed. in a 2-player game, if u allocate start positions and no neutrals to the yellow points, then player 1 will start with 7 troops to deploy plus 4 auto-deployed, while player 2 is likely to have only 6 to deploy plus 2 auto-deployed, since player 1 will attack player 2's yellows immediately. this is a substantial advantage for player 1. whether each yellow ought to start with 1, 2 or 3 neutrals is a matter for debate. welcome back to the foundry, paulk!ustus wrote:just a concern, but if the yellow squares in the center are autodeploy, then they need to start off neutral.
I had that explained on page 1paulk wrote:Initial placement:
All yellow verticles/balls start with neutral 2.
Old trashed idea:
To avoid unfair starting positions the yellow vertices are divided between the players so you get 2 yellow vertices in a 2-4 player game and 1 in 5-8 player games.
The rest of the inner yellow vertices start as neutral.
All other (outer) vertices are randomly divided.