Moderator: Cartographers
Coleman wrote:Mind if I try to build symbols closer to those that fit? I could give you a set later of a few attempts. I just don't like that the calvary is flags.
The infantry and artillery are actually probably as good as possible. Couldn't you try something like a knight chess piece instead of a flag?
asl80 wrote:Haha - no worries, cheers for the words. But "tell him he's dreaming" would have sufficed.
(I trust you get the reference)
Anyway, good luck, i look forward to seeing it move along in any case.
Reakon you could maybe take coleman up on his offer with the symbols though, see what he comes up with.
yeti_c wrote:Your army number on the large are too big!!!
C.
yeti_c wrote:Artillery wording...
Why not something like...
"Artillery can bombard any enemy position"
That way you don't need to mention bands and so forth...
Also it should mention that Artillery shouldn't be able to attack anyone (just bombard)
C.
cairnswk wrote:yeti_c wrote:Artillery wording...
Why not something like...
"Artillery can bombard any enemy position"
That way you don't need to mention bands and so forth...
Also it should mention that Artillery shouldn't be able to attack anyone (just bombard)
C.
OK...i guess it is feasible for this to occur... iwas thinking of keeping it within ranges, but as you pointed out this might alleviate the band idea....which in itself woudl be good.
and will add the bit about bombard also in next version.
Should the artillery only be able to bombard directly in front of its position? Given that Ajax is working and brings up the terts that one can attack to, would this work?
Coleman wrote:I'm confused for once.
The nameplates help explain how the places are named right?
Why is D'erlon in codes and in a name plate. What is codes even about? (EDIT: Nevermind, it's an example of how places are named... It's going to need improving)
There are 2 CA2 territories.
A place down by BI1 and BC1 with an infantry inside doesn't even have a name.
BC2 is a really confusing territory, but I'm not sure how to improve it.
NI1's 1 is poorly placed, nudge left?
The tree in wellington is hideous (sorry) does it have some sort of historical significance? Why is it there?
unriggable wrote:Artillery is useless in this, i suggest you fix it's role.
edbeard wrote:Any reason that Wellington and Ney's commander icons have bolder edges?
edbeard wrote:if that's the case those are the words he should use.
Also, I know it's not a bombard. You just read what I wrote incorrectly. I was talking about both the artillery and calvary at the same time. So, the wording was quite confusing.
Herakilla wrote:whats the differnce from YC1's commander and the others? its signifacantly different visually
edbeard wrote:is there a difference between "directly in front of it" and "any surrounding territory?"
Also same question for two territories in advance. (Also, I suggest you change that to "up to two")
I think you just mean these can bombard any territory it is directly connected to, and any territory up to two moves away (respectively), but the way you worded it might confuse people when they play the map for the first time.
Are there going to be bonuses for holding all of a commander's section?
Are there going to be bonuses for holding H, LHS, and CL (whether separate or combined)?
Any reason that Wellington and Ney's commander icons have bolder edges?
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