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Re: Classic Cities :Pot Mosbi [10.1.12] V8/P14 GP finished?

Posted: Sat Jan 28, 2012 11:55 pm
by Victor Sullivan
cairnswk wrote:
Victor Sullivan wrote:
cairnswk wrote:
Victor Sullivan wrote:
Victor Sullivan wrote:Looks okay to me! Graphically speaking, I'm not digging the texture :|

-Sully

To clarify on my post, I think the texture is a little odd; it doesn't quite fit. More importantly, I think it makes the map look a lot more busy than it needs to be. If you want to use a texture, I suggest something much more subtle. Hopefully this helps :?

-Sully

So you want something that is flatter. without the lumps and bumps?

I mean, I think it could work, so long as it's more subtle.

-Sully

And you are only talking about the ground texture - not the mountains?

Correct.

-Sully

Re: Classic Cities :Pot Mosbi [29.1.12] V9/P15 GP finished?

Posted: Sun Jan 29, 2012 12:30 am
by cairnswk
A request from Sully to make the ground texture more subtle...hope this works ;)

Version 9
Image

Re: Classic Cities :Pot Mosbi [29.1.12] V9/P15 GP finished?

Posted: Sun Jan 29, 2012 9:41 am
by isaiah40
Okay, before the stamp comes out I just want to confirm a couple of things from ian's suggestion a little while ago:
are we looking at 104 regions total, 3 starting neutrals, 1 existing normal neutral plus normal neutrals on the 3 extra regions i requested?

Normal +1 for 3 regions and 1 underlying neutral start position per player? if so, then this gives 29 regions each for 1v1, 22 for 2v2, 19 for 3v3 and 11 for 4v4 and this is good for a stamp.

Does this look about right about right cairns? I couldn't find exactly where ian made his request, so I'm going by what he pm'd me. Let me know and we can get this stamped!! ;)

Re: Classic Cities :Pot Mosbi [29.1.12] V9/P15 GP finished?

Posted: Sun Jan 29, 2012 1:59 pm
by iancanton
isaiah40 wrote:3 starting neutrals

i actually meant 3 killer neutrals.

ian. :)

Re: Classic Cities :Pot Mosbi [22 Nov] V8 Probabilities

Posted: Sun Jan 29, 2012 4:33 pm
by cairnswk
iancanton wrote:...
my usual bĂȘte noire. saraga needs a neutral start, so does saut nambis and probably waigani too. ...


iancanton wrote:
isaiah40 wrote:3 starting neutrals

i actually meant 3 killer neutrals.

ian. :)


isaiah40, This is the only communication i can find from ian about starting neutrals.

From my understanding:
Idlers Solwara, Pot Mosbi Pasis, Walters Solwara - are killer neutrals resetting to 2 at the beginning of each turn - these are the 3 killer neutrals ian referred to above.
Tokarara - 2 starting neutral
Saraga, Waigani, and Gabatu - 3 starting neutral (requested from ian above)

I also think a neutral is needed on Karabosea - since Boroko is a 3 terr region also.

I've also re-worked the army circles, and sorry Sully, but some positions have changed due to manouevering to fit in.

Please F5 to see the changes in V9 above.

This makes a total of 104 - 8 neutrals = 96 starting terr's.

Re: Classic Cities :Pot Mosbi [22 Nov] V8 Probabilities

Posted: Sun Jan 29, 2012 5:18 pm
by iancanton
thanks, cairns. 28 for 2-player, 22 for 4-player, 15 for 6-player and 12 for 8-player. hmm. how do we fix that for trips and quads?

ian. :)

Re: Classic Cities :Pot Mosbi [22 Nov] V8 Probabilities

Posted: Sun Jan 29, 2012 5:21 pm
by isaiah40
iancanton wrote:thanks, cairns. 28 for 2-player, 22 for 4-player, 15 for 6-player and 12 for 8-player. hmm. how do we fix that for trips and quads?

ian. :)

Could we add in another starting neutral? I would think that should work.

Re: Classic Cities :Pot Mosbi [22 Nov] V8 Probabilities

Posted: Sun Jan 29, 2012 5:38 pm
by cairnswk
iancanton wrote:thanks, cairns. 28 for 2-player, 22 for 4-player, 15 for 6-player and 12 for 8-player. hmm. how do we fix that for trips and quads?

ian. :)

NP ian. my pleasure. :)

isaiah40 wrote:
iancanton wrote:thanks, cairns. 28 for 2-player, 22 for 4-player, 15 for 6-player and 12 for 8-player. hmm. how do we fix that for trips and quads?

ian. :)

Could we add in another starting neutral? I would think that should work.

Sure, where would you like it - perhaps 3 neutral on Bigpela Gavman Distrik?

Re: Classic Cities :Pot Mosbi [29.1.12] V9/P9 GP finished?

Posted: Sun Jan 29, 2012 7:02 pm
by isaiah40
That could work, though I was thinking of one of the utilities or parks. Any way would be fine with me.

Re: Classic Cities :Pot Mosbi [29.1.12] V9/P9 GP finished?

Posted: Sun Jan 29, 2012 7:07 pm
by cairnswk
isaiah40 wrote:That could work, though I was thinking of one of the utilities or parks. Any way would be fine with me.

Ah BGD is one of the utilities - it's purple :idea:

Re: Classic Cities :Pot Mosbi [29.1.12] V9/P9 GP finished?

Posted: Sun Jan 29, 2012 7:11 pm
by isaiah40
cairnswk wrote:
isaiah40 wrote:That could work, though I was thinking of one of the utilities or parks. Any way would be fine with me.

Ah BGD is one of the utilities - it's purple :idea:

Ah so it is!! that will work then.

Re: Classic Cities :Pot Mosbi [29.1.12] V9/P9 GP finished?

Posted: Sun Jan 29, 2012 7:29 pm
by cairnswk
isaiah40 wrote:
cairnswk wrote:
isaiah40 wrote:That could work, though I was thinking of one of the utilities or parks. Any way would be fine with me.

Ah BGD is one of the utilities - it's purple :idea:

Ah so it is!! that will work then.

Cool, i'll adjust the map and re=post. Thanks :)

Re: Classic Cities :Pot Mosbi [29.1.12] V9/P9 GP finished?

Posted: Thu Feb 02, 2012 12:28 am
by cairnswk
cairnswk wrote:
isaiah40 wrote:
cairnswk wrote:
isaiah40 wrote:That could work, though I was thinking of one of the utilities or parks. Any way would be fine with me.

Ah BGD is one of the utilities - it's purple :idea:

Ah so it is!! that will work then.

Cool, i'll adjust the map and re=post. Thanks :)


Version 9 re-posted.

Image

Re: Classic Cities :Pot Mosbi [29.1.12] V9/P9 GP finished?

Posted: Sat Feb 04, 2012 1:06 pm
by Victor Sullivan
Jeez, this is like the third time I thought I posted here already, ha.

Texture looks okey dokey to me! The new troop circles, however, look pixel-y to me.

-Sully

Re: Classic Cities :Pot Mosbi [29.1.12] V9/P9 GP finished?

Posted: Sat Feb 04, 2012 1:50 pm
by cairnswk
Victor Sullivan wrote:Jeez, this is like the third time I thought I posted here already, ha.
Texture looks okey dokey to me! The new troop circles, however, look pixel-y to me.
-Sully

Yes i agree about the troop circles but it might just be something in the CD image translation.
I'll check it out. I don't think it is a major one though.

Re: Classic Cities :Pot Mosbi [29.1.12] V9/P9 GP finished?

Posted: Wed Feb 08, 2012 6:28 am
by Gillipig
I love how creative this map is! One thing though, the legend text describing that you need to hold at least one tribe to stay in the game is too small. I think you should either increase the size of it or change the text colour or texture to signalize that this is important information.

Re: Classic Cities :Pot Mosbi [29.1.12] V9/P9 GP finished?

Posted: Wed Feb 08, 2012 8:08 am
by cairnswk
Gillipig wrote:I love how creative this map is! One thing though, the legend text describing that you need to hold at least one tribe to stay in the game is too small. I think you should either increase the size of it or change the text colour or texture to signalize that this is important information.

Consider done next version. :)

Re: Classic Cities :Pot Mosbi [9.2.12] V9/P10 image adjusted

Posted: Wed Feb 08, 2012 9:45 pm
by cairnswk
After sully asked for new texture, i inadvertantly saved over the last file.
So i had to re-create from V8.
This is the adjusted version 9 with new texture, and i have returned to the old army circles, hoping they don't show the pixelation that was occuring in Coreldraw to .png translation.

Image

Re: Classic Cities :Pot Mosbi [9.2.12] V9/P10 image adjusted

Posted: Thu Feb 09, 2012 4:06 pm
by Victor Sullivan
Thumbs up! :)

-Sully

Re: Classic Cities :Pot Mosbi [9.2.12] V9/P10 image adjusted

Posted: Thu Feb 09, 2012 10:27 pm
by cairnswk
Victor Sullivan wrote:Thumbs up! :)

-Sully

Phew! Thanks Sully :)

So is there any thing else that needs to be discussed re this gameplay?

In summary, we've covered:
* map size
* golden numbers and required neutrals and probability drop tool
* starting positions and starting numbers
* bonuses
* tribe set up access to a easy/middle range bonus zone and any advantage from that
* legend arrangement for continents
* continent colour consistency with mini-map
* impassables

Graphics touched on:
* army circles
* legend colours consistent with the map
* losing condition text size
* ground texture
* trees and overall aesthetics
* text legibility
* continent placement in legend

I think that about it. :)

Re: Classic Cities :Pot Mosbi [9.2.12] V9/P10 image adjusted

Posted: Sun Feb 12, 2012 11:58 am
by Gillipig
Can't think of anything else! I don't know if you've changed the ocean much but it looks very good now at least.

Re: Classic Cities :Pot Mosbi [9.2.12] V9/P10 image adjusted

Posted: Sun Feb 12, 2012 4:26 pm
by isaiah40
Since there has been no real gameplay suggestions lately, and I'm happy with the way everything is right now, I do hereby brand this!
Image
While this has been stamped, if any other game play issues are brought up, it is still expected that the mapmaker addresses those issues.

Re: Classic Cities :Pot Mosbi [9.2.12] V9/P10 image adjusted

Posted: Sun Feb 12, 2012 4:30 pm
by cairnswk
isaiah40 wrote:Since there has been no real gameplay suggestions lately, and I'm happy with the way everything is right now, I do hereby brand this!
Image
While this has been stamped, if any other game play issues are brought up, it is still expected that the mapmaker addresses those issues.

Thank you isaiah40. :)

Re: Classic Cities :Pot Mosbi [17.2.12] V10/P10 Graphics?

Posted: Thu Feb 16, 2012 2:42 pm
by cairnswk
Version 10
A slight depth texture has been added alongside the river, plus other minor adjustments

Image

Re: Classic Cities :Pot Mosbi [17.2.12] V10/P10 CB Test adde

Posted: Thu Feb 16, 2012 9:51 pm
by cairnswk
This is the dueteranope CB test for Version 10...added to front page.

Image