Moderator: Cartographers




Thanks. To be honest, I kinda figured I'd get someone else to do the XML for this one...40kguy wrote:this is an awesome map, have fun coding.

If you are serious about this, I can do the codingnatty_dread wrote:Thanks. To be honest, I kinda figured I'd get someone else to do the XML for this one...40kguy wrote:this is an awesome map, have fun coding.

Thanks.40kguy wrote:now that i actually read whats suppose to happen, i do want this map to be made, seems fun.
I would be happy to get you to do the XML. You already have experience from R&C, so coding another massive, complex strategic map should be a walk in the park for youOliverFA wrote:If you are serious about this, I can do the codingBut of course, all the final words about gameplay decisions would continue to be yours. Or to say in other words, I don't want to take ownership from you in any way.
Yes, any territory that is not on the building side. "Hex territory" could also work. I didn't want to use "land territory" because I thought it could be mistaken as only the "regular" land territories...OliverFA wrote:By the way, sorry to be nitpicking. But I am not sure I understand what it means "at least 1 barracks or not building territory". By "non-building" it means a territory in the geographic map? What about something like "at least 1 barrack or hex territory"?
As a compromise, I was thinking of adding routes so that each port can attack 2 nearest ports (instead of 1 like now).OliverFA wrote:About ports, I think that it also makes more sense that all ports can attack all the other ports. This area looks like an internal sea, and usually internal seas work in that way.
I think it will be clear as day they are not territories when players see that they have no army numbers...OliverFA wrote:I like having hexes in the water to count the range. However, it is also true that they can be mistaken as territories.

2 routes per port, except for port 3, which is a sort of "hub" - it connects to all other ports. But it also divides the ports to two groups, 1-3 and 3-5. Now the connections are open on both sides of the sea respectively, but not between the sides - which increases the strategic value of the central port.OliverFA wrote:I like that compromise. It's not "any port to any port" but it is more open than the previous version. I think that the 2 routes per port idea fits well in the gameplay.

I don't know, it's basically waiting at this point...OliverFA wrote:So. Can we say that the draft is finished?


That sounds like a good idea. I'll try to do something like that.OliverFA wrote:Maybe if you want to continue with the top-down style, you could make the icon like drawong the main streets in the city. Right now we can see many buildings, but no main streets in the city, and maybe that's the reason why it looks a bit strange. Try drawin a couple or three of main streets for each city.

You can PM nobodies. I think MrBenn has been pressed for time lately.natty_dread wrote:Any word on this?
Is this not going to be moved before the XML update?