Moderator: Cartographers
koontz1973 wrote:I understand now about Baird. Will see to a solution tonight.
Victory conditions are rarely used unless you really need to. Now that I see your point clearly, I can see that a reduction is in order. How about 5 or 7?
DoomYoshi wrote:I love the new ships.
Are the starting positions mapped out so that if you start with Alston, you also start with AS1 (the red start)?
Seamus76 wrote:Why do the ships in the legend have red flags, but the ships on the map do not? The ships in the legend seem to have more detail as well.
koontz1973 wrote:Seamus76 wrote:Why do the ships in the legend have red flags, but the ships on the map do not? The ships in the legend seem to have more detail as well.
Ship in legend and on the map are the same in every detail. The ones in the the legend though have been brought out (duplicated that layer) to aid gameplay. Without them, a couple of people where wondering what an Exploratorum was as I had ships all around the board. And before you ask, no I will not be bringing the ones on the map out like that.
Seamus76 wrote:koontz1973 wrote:Seamus76 wrote:Why do the ships in the legend have red flags, but the ships on the map do not? The ships in the legend seem to have more detail as well.
Ship in legend and on the map are the same in every detail. The ones in the the legend though have been brought out (duplicated that layer) to aid gameplay. Without them, a couple of people where wondering what an Exploratorum was as I had ships all around the board. And before you ask, no I will not be bringing the ones on the map out like that.
Ok, you can't say they are "the same in every detail", and then say the ones in the legend are different. They are not the same, and the ones on the legend look better so why not make the ones on the map look better? Obviously you don't have to bring the ones on the map out more, but somewhere along the way I'm sure someone else will point it out or ask them to be changed.
Just a little nit-pick, while I'm sure you would rather some constructive info. Sorry
DoomYoshi wrote:Fawkner is the strongest starting position. He can connect his 2 starts by taking a 1 neutral. Also, that 1 neutral borders the objective. Singleton could take it also. Since his island start is in the middle of nowhere behind a bunch of other starters, his ideal first turn would be to start gobbling the SW continent.
Dawson and Mair Doubles team: unstoppable. They can kill yellow turn 1. There may be other little things like this, I will keep looking.
DoomYoshi wrote:Fawkner is the strongest starting position. He can connect his 2 starts by taking a 1 neutral. Also, that 1 neutral borders the objective. Singleton could take it also. Since his island start is in the middle of nowhere behind a bunch of other starters, his ideal first turn would be to start gobbling the SW continent.
Dawson and Mair Doubles team: unstoppable. They can kill yellow turn 1. There may be other little things like this, I will keep looking.
koontz1973 wrote:DoomYoshi wrote:Fawkner is the strongest starting position. He can connect his 2 starts by taking a 1 neutral. Also, that 1 neutral borders the objective. Singleton could take it also. Since his island start is in the middle of nowhere behind a bunch of other starters, his ideal first turn would be to start gobbling the SW continent.
Dawson and Mair Doubles team: unstoppable. They can kill yellow turn 1. There may be other little things like this, I will keep looking.
Doom, remember, these positions are not the only things to start with. The outer islands all so start but with random deployment. So no, no one can be eliminated first turn but like a lot of larger team games, maybe it can be done. As for the different starts, they are deliberate so every game you have to come up with a different strategy. As you rightly said, for some, it is better to head into the middle but with the decays it makes it harder to hold. For others, the outside is better.
DoomYoshi wrote:koontz1973 wrote:DoomYoshi wrote:Fawkner is the strongest starting position. He can connect his 2 starts by taking a 1 neutral. Also, that 1 neutral borders the objective. Singleton could take it also. Since his island start is in the middle of nowhere behind a bunch of other starters, his ideal first turn would be to start gobbling the SW continent.
Dawson and Mair Doubles team: unstoppable. They can kill yellow turn 1. There may be other little things like this, I will keep looking.
Doom, remember, these positions are not the only things to start with. The outer islands all so start but with random deployment. So no, no one can be eliminated first turn but like a lot of larger team games, maybe it can be done. As for the different starts, they are deliberate so every game you have to come up with a different strategy. As you rightly said, for some, it is better to head into the middle but with the decays it makes it harder to hold. For others, the outside is better.
Oh. I thought the outer islands started neutral. My bad.
AndyDufresne wrote:Looking really terrific. Like the new glow and colors and the slanted names.
Is there a reason why Arctous looks all special font wise, and Meridiem doesn't? I may have missed something.
--Andy
AndyDufresne wrote:I kind of liked the special color / text for the central region of both maps...! That is what I meant.
--Andy
AndyDufresne wrote:These two maps are probably my two favorites of yours.
--Andy
nolefan5311 wrote:I will post some things in the next few days koontz. Have been busy with holiday things the past couple days.
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