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Arms Race! [Quenched]

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Arms Race! [Quenched]

Postby WidowMakers on Sat Dec 08, 2007 12:19 am

ImageImageImageImageImage
=================================================================
FINAL VERSION
Version 18 may 21st 2008
XML: http://www.fileden.com/files/2007/6/15/ ... %21_18.xml
Graphics did not change
Large: http://img242.imageshack.us/img242/7189 ... 17lwd1.png
Small: http://img72.imageshack.us/img72/9812/a ... 17slb0.png
=-=======================================================
Version 17 April 21th 2008
Changed St. Petersburg to Leningrad
XML: http://www.fileden.com/files/2007/6/15/ ... %21_17.xml
http://img242.imageshack.us/img242/7189 ... 17lwd1.png
http://img72.imageshack.us/img72/9812/a ... 17slb0.png


Version 16 April 15th 2008

http://img241.imageshack.us/img241/2428 ... 15lmg3.png
http://img255.imageshack.us/img255/7649 ... 16sce1.png

Version 15 March 31st 2008

XML: http://www.fileden.com/files/2007/6/15/ ... %21_15.xml

Large: http://img241.imageshack.us/img241/2428 ... 15lmg3.png
Small: http://img238.imageshack.us/img238/2161 ... 15sgp7.png

Large 88: http://img404.imageshack.us/img404/6346 ... 88lkp2.png
Large 888: http://img442.imageshack.us/img442/6595 ... 88lzo1.png

Small 88: http://img374.imageshack.us/img374/5641 ... 88sdo0.png
Small 888: http://img384.imageshack.us/img384/8143 ... 88sjc4.png

Version 14 March 21st 2008

1) Changed the Silo graphic
2) Changed <name>USA Nukes Armed</name> to <name>USA NUCLEAR STRIKE IMMINENT!</name>
3) Removed the -235 decay from teh MISSILE LAUNCH
4) Replaced #3 with 15 killer neutrals that respawn at the beginning of occupying players turn.
5) maker the nuclear strike bonus for from +25 to +50. That seems more realistic. You now have 50 armies (plus the rest of your bonuses) to attack the +15 neutrals on the Missile launch and then Destroy the other side of the globe.

XML: http://www.fileden.com/files/2007/6/15/ ... %21_15.xml
Large: http://img301.imageshack.us/img301/7321 ... 14log9.png
Small: http://img329.imageshack.us/img329/1197 ... 14sgb8.png

http://img301.imageshack.us/img301/7321 ... 14log9.png
http://img329.imageshack.us/img329/1197 ... 14sgb8.png


Version 13 March 20th 2008

I think everything is fixed.
-All XML
-changed gameplay per mibi's request

XML: http://www.fileden.com/files/2007/6/15/ ... %21_14.xml
Large: http://img175.imageshack.us/img175/8104 ... 13lzm8.png
Small: http://img401.imageshack.us/img401/5113 ... 13sin8.png


http://img175.imageshack.us/img175/8104 ... 13lzm8.png
http://img401.imageshack.us/img401/5113 ... 13sin8.png

http://img210.imageshack.us/img210/6096 ... esloq5.png
http://img401.imageshack.us/img401/6325 ... esshy7.png


Version 12 March 12th 2008
Changes:
-I fixed the president/premiere issue. They are now both represented.
-Better explanation for the MISSILE LAUNCH decay
-Made the bonus easier to read (yellow)
-Better explanation for how to get the +25 NUKE bonus
-Explained how silos 1 way attack the launch platforms
-MISSILE LAUNCHES now BOMBARD Everything (except other missile) and attack the opposite silo.
-Surrounding cities can attack the silos but the silos cannot attack back (arrows on map)
-XML should be OK, only needs the coordinates for the territories.

XML: (coordinates are not done)
http://www.fileden.com/files/2007/6/15/ ... %21_12.xml
http://img524.imageshack.us/img524/6761 ... kelmy7.png
http://img517.imageshack.us/img517/9590 ... kesum2.png


Version 11 Feb 13th 2008

Changes:
-President is now Head of State
-Edited legend
-color coded the instructions for better readability
-used symbols instead of words for spy bombardment
-added spies attack spies. This allows the maps to be linked slightly. That way the maps can never be unwinable (see next fix)
-MISSILE LAUNCH can bombard foreign territories (NOT MISSILE)
-better explained decay on missile launch

http://img518.imageshack.us/img518/8274 ... a2sfu4.png

Version 10 Feb 12th 2008

Fixed:
- The +25 bonus text now reads Entire Missile instead of only warhead
- Spelled Miisile properly in legend, new reads missile
- Added "opposing missile" to the bombardments for the missile launch territory.
http://img521.imageshack.us/img521/1507 ... a2lbp7.png
http://img352.imageshack.us/img352/8914 ... a2srq7.png[/quote]


Version 9 Feb 10th 2008

Fixed:
-Move signature
-Fix Title Graphic
-Change Target Acquisition to Launch Codes
-Try to get Spy and Silo icons into legend
-Increase the glow for the russian bunkers on the large map?

BLANK MAPS
http://img98.imageshack.us/img98/5452/a ... 09ler4.png
http://img161.imageshack.us/img161/7871 ... 09ssu8.png

88's Map
http://img504.imageshack.us/img504/188/ ... lylmy5.png
http://img88.imageshack.us/img88/4722/a ... lysnf5.png
88's players and 2's for neutral starting positions
http://img259.imageshack.us/img259/4894 ... a2lok2.png
http://img139.imageshack.us/img139/8458 ... a2shr0.png

================================================
ORIGINAL POST

Hello everyone. Here is an idea that mibi approached me with.

I have agreed to do the graphics based on his initial design.
We will both be overseeing the development of this map.

So here it is.
-Players start out on any of the 18 blue X's.
- bu collecting different territories (uranium, scientist, etc) you gain armies.
-But the real way to kill your opponents is with a nuclear strike.
-If at the beginning of your turn you hold the target acquisition, the president and the entire missile (i know the maps justs says the warhead but that will be fixed) you get +20 to bombard any city of the opposing country.

Well?
http://img227.imageshack.us/img227/3989 ... 01lbx1.jpg
I am currently working on getting the graphics updated in an orderly fashion for both the large and small maps. But for now this is good enough to get the discussion going.

WM
Last edited by WidowMakers on Wed May 21, 2008 3:33 pm, edited 24 times in total.
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Postby edbeard on Sat Dec 08, 2007 12:26 am

a couple of nitpicky things that I'm positive you will fix, but I'll mention them anyway

1. do you mean that spies can attack or bombard? I don't think XML allows both

2. the missiles and +20 bonus probably needs to explain that they all need to belong to either US or USSR


other than that I don't see any problems, but I'll stew on it a bit. good job so far guys
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Postby Coleman on Sat Dec 08, 2007 12:45 am

We don't have code for players to start on only one of the blue x spots. So hopefully you know that these will be split equally as if the map had only 18 territories, right?
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Postby Keredrex on Sat Dec 08, 2007 1:16 am

Awesome idea... You may want to put Some Flag like symbols on the ICBM's to distinguish...Myabe blue for us red for Ussr otherwise looks really cool
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Postby edbeard on Sat Dec 08, 2007 1:41 am

Coleman wrote:We don't have code for players to start on only one of the blue x spots. So hopefully you know that these will be split equally as if the map had only 18 territories, right?


they do. he said any of the 18 X's
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Postby Coleman on Sat Dec 08, 2007 1:43 am

The wording of that implied to me that he meant any one. Otherwise why not say players start with the blue x's?
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Postby yeti_c on Sat Dec 08, 2007 3:15 am

It would be great if you could force the +20 to be deployed on the warhead...

Sadly the XML won't allow that.

C.
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Postby edbeard on Sat Dec 08, 2007 4:10 am

Coleman wrote:The wording of that implied to me that he meant any one. Otherwise why not say players start with the blue x's?

I think he was killing two birds with one stone by also giving us the number of starting territories. Do you think they should put these notes about territories starting neutral, and the ones that don't into the legend?



so the XML will only let autodeploy occur on a territory bonus huh?

sounds like another mibi map needs a XML update.



edit: I noticed a few things. I'm not saying whether these are bad or good. Just a few things we should probably ponder.

1. Of the 'bonus' or 'special' type territories, all except two scientists, two uraniums, and one silo are located adjacent to only one territory. And, all of these occur in the US.

2. Of the X territories, only Chicago does not border a 'bonus' type of territory.

3. None of the special territories are named. Are they going to be numbered, or maybe named by location? by number would be simpler, but names might be more 'exciting'
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Postby yeti_c on Sat Dec 08, 2007 5:50 am

edbeard wrote:so the XML will only let autodeploy occur on a territory bonus huh?


Yep.

sounds like another mibi map needs a XML update.


You could have a slight modification to the XML which could work ->

Code: Select all
<continent>
  <name>Push The Button</name>
  <components>
    <component>Pres</component>
    <component>Target Aquisition</component>
    <component>Misslie</component>
  </components>
  <bonus>20</bonus>
  <deploy>warhead</deploy>
</continent>


To keep it simple - only one deploy tag could exist...

If no deploy tag - continental bonus is as normal.

SOmeone wanna shove this into the XML suggestions thread... I've gotta run.

C.
Last edited by yeti_c on Sat Dec 08, 2007 6:15 am, edited 2 times in total.
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Postby Incandenza on Sat Dec 08, 2007 6:05 am

Please continue with this map. I've been hoping for a proper nuclear war map for some time now.
THOTA: dingdingdingdingdingdingBOOM

Te Occidere Possunt Sed Te Edere Non Possunt Nefas Est
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Postby yeti_c on Sat Dec 08, 2007 6:15 am

Incandenza wrote:Please continue with this map. I've been hoping for a proper nuclear war map for some time now.


I'm loving this idea too...

Again - I said this in Oaktowns map...

Should be called "Global Thermonuclear War".

C.
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Postby mibi on Sat Dec 08, 2007 7:37 am

Coleman wrote:We don't have code for players to start on only one of the blue x spots. So hopefully you know that these will be split equally as if the map had only 18 territories, right?


all other territories are neutral so yes, it's like there are only 18 territories. There may be some conventional warfare in the beginning, but if you get kicked off too one side, the only way back is an arms race.
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Postby mibi on Sat Dec 08, 2007 7:39 am

edbeard wrote:a couple of nitpicky things that I'm positive you will fix, but I'll mention them anyway

1. do you mean that spies can attack or bombard? I don't think XML allows both

2. the missiles and +20 bonus probably needs to explain that they all need to belong to either US or USSR


other than that I don't see any problems, but I'll stew on it a bit. good job so far guys


1.spies can bombard only. 2. noted.
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Postby mibi on Sat Dec 08, 2007 7:42 am

yeti_c wrote:It would be great if you could force the +20 to be deployed on the warhead...

Sadly the XML won't allow that.

C.



well by that time, chances are you probably wont have armies still left on the enemies turf. you have to get though 20 neutrals to launch the missile. it should also be noted that the launch circle can bombard foreign territories, not attack, so you will need to deploy on thr warhead to do some damaged.
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Postby WidowMakers on Sat Dec 08, 2007 8:49 am

edbeard wrote:I think he was killing two birds with one stone by also giving us the number of starting territories. Do you think they should put these notes about territories starting neutral, and the ones that don't into the legend?
Bottom left corner. And yes teh X's were just to show where all players start with armies but not predetermined spots

1. Of the 'bonus' or 'special' type territories, all except two scientists, two uraniums, and one silo are located adjacent to only one territory. And, all of these occur in the US.
Good that what the ideas are for. This is the map mibi gave me to clean up. So any suggestions. Do we want each side to be identical when it comes to land gamesplay? I think there needs to be variation within borders that way it does not turn into a symetrical board with 2 sides equal.

2. Of the X territories, only Chicago does not border a 'bonus' type of territory.
Maybe Chicago can border teh Uranium int eh middle of teh US as well?

3. None of the special territories are named. Are they going to be numbered, or maybe named by location? by number would be simpler, but names might be more 'exciting
Already thought of that and will take suggestions. The big issue will be what can get stuffed into the small map. I also will be setting up Army boxes to the right of each special symbol. because the numbers almost entirely block the symbol that is there, making it hard to read.

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Postby WidowMakers on Sat Dec 08, 2007 8:51 am

yeti_c wrote:
Incandenza wrote:Please continue with this map. I've been hoping for a proper nuclear war map for some time now.


I'm loving this idea too...

Again - I said this in Oaktowns map...

Should be called "Global Thermonuclear War".

C.
Actually since it is partly mibis map it would be called

Global Thermonuclear War!
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Postby WidowMakers on Sat Dec 08, 2007 8:56 am

Keredrex wrote:Awesome idea... You may want to put Some Flag like symbols on the ICBM's to distinguish...Myabe blue for us red for Ussr otherwise looks really cool
I am actually making teh missile look like teh Titan 2 (USA) and teh SS-18 (USSR) the will me profiles of teh actual missile with some of the decorations.

And I am going to try and make the map look like 1960-70 radar screens. But we shall see.

I don't know if color is more important that theme (with radar all text, cities and map will be bright green with a dark green monitor (US and bright amber with dull brown monitor (USSR).

So what would you rather see before I start?:
    1) Cleanup version of this style of map
    2) Same layout as above but mono color radar screens that fit the technology of the period


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Postby WidowMakers on Sat Dec 08, 2007 8:58 am

edbeard wrote:1. do you mean that spies can attack or bombard? I don't think XML allows both
XML allows both for the same territory

edbeard wrote:2. the missiles and +20 bonus probably needs to explain that they all need to belong to either US or USSR
Agreed. I will update next time

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Postby yeti_c on Sat Dec 08, 2007 9:28 am

WidowMakers wrote:
edbeard wrote:1. do you mean that spies can attack or bombard? I don't think XML allows both
XML allows both for the same territory[quote]

XML does - but what about the game engine...

There's only one set of dropdowns...

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Postby jasnostj on Sat Dec 08, 2007 9:54 am

That map is the Russian Federation, not USSR. And what about Alaska?
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Postby WidowMakers on Sat Dec 08, 2007 10:42 am

yeti_c wrote:XML does - but what about the game engine...

There's only one set of dropdowns...

C.
I agree but when you attack the game knows you advance troops and when you bombard the game knows you kill the troops and a neutral replaces them. I am pretty sure.

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Postby spiesr on Sat Dec 08, 2007 11:04 am

Yeti, I think that they can attack some places and bombard others...
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Postby mibi on Sat Dec 08, 2007 11:28 am

the game play as envisioned should work like this.

1v1:

each player starts with 9 territories randomly on the two countries. Most likely a player will be strong on one and weak on the other. So the players try to kick each other off the country they are strongest on, since only when your oponent is weak or banish from your motherland are you truly free to be able to take down the neutrals needed for various bonuses and such. Once each player is relegated to one of the countries, the arms race begins. Of course if you are noticeably weaker than your opponent you can use the spies to slow your opponents arms race by attacking the scientists, or got for a full stop by attacking one of the necessary components of a nuclear launch.

The only way to win the game if your opponent is on the other country is through the launch bombardments. You can still bombard your opponent without nuclear capability, but think of this as just conventional missiles, with limited damage. A first nuclear strike will be almost fatal, if not completely.

That is how it is suppose to work, we will tweak the game play to try to make this as possible as possible.

for 3,4,5,6 player games, it will be similar, except you have dominate everyone else on your continent first, the two strongest players will then arms race to the end.
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Postby WidowMakers on Sat Dec 08, 2007 11:48 am

I just noticed a major problem. Once a player is removed from one of teh countries, they have no way to actually attack back. They can bombard with teh spy or missile but not actually reclaim and territories. And since the missile can only bombard cities and the spy can only bombard presidents, scientists and target acquisitions, a player can just sit back in the bunkers and uranium and the game will never end.

To solve this I think teh spices should be able to attack, not bombard. That way there is a link back and fort between the USA and USSR.

Thoughts

WM
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Postby mibi on Sat Dec 08, 2007 12:10 pm

WidowMakers wrote:I just noticed a major problem. Once a player is removed from one of teh countries, they have no way to actually attack back. They can bombard with teh spy or missile but not actually reclaim and territories. And since the missile can only bombard cities and the spy can only bombard presidents, scientists and target acquisitions, a player can just sit back in the bunkers and uranium and the game will never end.

To solve this I think teh spices should be able to attack, not bombard. That way there is a link back and fort between the USA and USSR.

Thoughts

WM


The missile launch can attack every territory, problem solved. Making the spies able to attack opens up a whole new can of worms, people invading via the pies and leaving the missile rather useless.

If the missile can attack any of the other territories then there is only one issue left, after you have defeated your opponent from your own land, you wont be able to get any more cards, since its bombard only from there on out, and you dont get cards for bombardment. But this is not really a central issue anyways.
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