Moderator: Cartographers

Not scrapped it but until a way can be found to implement it, I will stick with this.Sniper08 wrote:the right side of the river bed just doesnt look right to be but since i have no graphical skill i cant make a sugg to fix it.
have you decided to scrap the ibutho bonus system? instead just giving +2?

FixedTaCktiX wrote:A few more typoes to correct:
"Chieftains control..." and the other bad spellings of Chieftain.
Fixed the river by running the sandy shale along the whole edge.TaCktiX wrote:As for the river, it's because the right side of the river doesn't "dip" below the bushes and road which by reason are "above" it. I would consider a drop shadow on the bushes to fix the disparity.
And I know this is getting graphically-oriented, but I'm running out of gameplay issues at present. All the textures except the British core and the river look under-detailed compared to those and the impassables. It's missing the overall crispness that some sections of the map have terrifically. This is the same problem with the little men: crispness. If they didn't seem like they were indistinct, they'd look better.
zimmah wrote:i don't see any front line.


The little figures may come back. Just trying out new ideas to see if people like them.Sniper08 wrote:why change the ppl to colours and symbols? i liked the way the zulus were before this and i like the british soldiers on bromhead and chard.
as for the river the right side looks thicker than the left and it looks more raised on the side than the left


Just gone and fixed the banks. Should look better for the next update. looking at getting the figures back in. The current emblems are traditional Zulu shapes and colours so they match the map but just look bloody awful.Sniper08 wrote:well i definetly dont like the change,the characters were great for the map as it gave a historical feel to it.
also Ayize left bank looks completely different to the rest of the left bank,it looks a lot thicker .

Here, here.Seamus76 wrote:Looking good Koontz.
I much prefer the figures over the emblems as well.



That's not good enough. To put it bluntly, that's a cop out - you can't just say "well, they'll know how it works after they play a few games" - a map's rules need to be obvious from the first game.koontz1973 wrote:People, if they are confused at first should work it out after a few rounds or a game.




if koon really wants this bonus system, i think this is the best way to explain it or atleast build the bonus system around this suggestion.natty_dread wrote: I would suggest something like this:
Holding a Chieftain gives you:
+2 for each 2 Zulus in the same ibutho
An odd number of Zulus above 2 gives an extra +1




this certainly provides more early-game options than 5 neutrals for +3 auto-deploy. the castle in castle lands, which is +2 auto-deploy, has 4 neutrals and it's not always taken.koontz1973 wrote:How about 3 neutrals and +2AD. for the same reasons as above.
code these as underlying neutral start positions otherwise, in 2-player and 3-player games, at least one player will probably start with +3 for holding 4 river warriors. underlying neutral means that a region will start as neutral only if not allocated to a player as a start position.koontz1973 wrote:11 territs start as river warriors (Need to be programmed with start position) Max of 3 per player.
consider whether it's more advantageous to set the 19 decaying regions (instead of the 19 adjacent to the 7 kings) as the second category of start positions. many won't play dust bowl again because they've started a game with many more decaying regions than their opponent.koontz1973 wrote:19 territs surround the 7 kings (Need to be programmed with start position), Max of 5 per player.