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Omega Cities v4 <waiting for XML update>

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Would you like to see this map made?

 
Total votes : 0

Re: Omega Cities v4

Postby OliverFA on Wed Apr 27, 2011 8:55 am

I agree that some icons would be nicer even if that means that the map is not "all seen from the top". But of course, that's up to the mapmaker to decide ;)
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Re: Omega Cities v4

Postby natty dread on Wed Apr 27, 2011 1:32 pm

I'm going to keep the top-down style for now, but I will redesign the cities and other icons with buildings.
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Re: Omega Cities v4

Postby Victor Sullivan on Wed Apr 27, 2011 2:19 pm

Oh, your city icon in the legend is outdated now. I suppose you could wait until you redesign the city hex.
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Re: Omega Cities v4

Postby natty dread on Wed Apr 27, 2011 3:54 pm

Yep.
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Re: Omega Cities v4

Postby thenobodies80 on Sun May 08, 2011 6:02 am

OliverFA wrote:I think the main concern is to know if mods have noticed that your map is ready. For that reason is a good idea to PM nobodies as Victor suggested, just to let him now. Also, would be good to update the thread title to something that made clear you are waiting for their word.

Once we know that Foundry mods have noticed the map, we can wait for a little while.


I've noticed the map, though I personally don't like it so much. (sorry natty)

natty_dread wrote:Any word on this?

Is this not going to be moved before the XML update?


Yes, I don't want have another Trench Warfare! or Maze Craze.
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Re: Omega Cities v4

Postby natty dread on Sun May 08, 2011 7:15 am

thenobodies80 wrote:I've noticed the map, though I personally don't like it so much. (sorry natty)


That's ok, this map is certainly of a type that is not for every taste. It's massive in size, games on it will probably be long, and not everyone wants to invest that much time and effort in a game. However, the voting results seem to indicate that more people like this than don't, so I'm willing to keep working on it.

thenobodies80 wrote:Yes, I don't want have another Trench Warfare! or Maze Craze.


More like another R&C - waiting weeks in the FF for an XML update... Anyway, if that is the case, I'll put this project on hold until we hear from the XML thing. You can put this in the bin for that time if you want...

Do we still have that "waiting for xml" stamp?
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Re: Omega Cities v4

Postby OliverFA on Mon May 09, 2011 6:38 am

I think that one of the strong points of CC is that the site has a wide variety of maps covering all tastes. For this reason I think that it's good that maps like Omega Cities get developed.

Natty_dread, I know it will be a hard process to develop this map, but I also believe that when it finaly gets quenched will be very rewarding. So I encourage you to continue with the development. If you don't want to wait for the XML update, we can study possible optimizations to the code.

However, that optimization is something that it's supposed to happen eventually, so we just need to wait. You can use your time in other projects meanwhile, so waiting won't cost you much ;)
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

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Re: Omega Cities v4

Postby thenobodies80 on Mon May 09, 2011 7:48 am

OliverFA wrote:However, that optimization is something that it's supposed to happen eventually, so we just need to wait.


Asked to the Turtle how it is going... waiting a reply ;)
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Re: Omega Cities v4

Postby Victor Sullivan on Mon May 09, 2011 2:55 pm

Wait, what XML update are we waiting for?

*Please excuse the confused old man for his...well, crap, what's the word? Er... I feel like it's on the tip of my tongue... Ignorance? Hm...*

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Re: Omega Cities v4

Postby natty dread on Mon May 09, 2011 2:59 pm

The same one R&C is waiting for
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Re: Omega Cities v4

Postby Victor Sullivan on Wed May 11, 2011 4:54 pm

Which is what??? *Sully needs to read up*

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Re: Omega Cities v4

Postby 40kguy on Wed May 11, 2011 4:59 pm

wait I thought we dont need XML right now incase of name changes, bonuse changes, or something else. i also thought we where in the gameplay stage
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Re: Omega Cities v4

Postby natty dread on Thu May 12, 2011 7:06 am

This map is sort of a special case.
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Re: Omega Cities v4

Postby 40kguy on Thu May 12, 2011 2:45 pm

natty_dread wrote:This map is sort of a special case.

So you need someone to do the xml?

why dont you just split it up?
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Re: Omega Cities v4

Postby natty dread on Thu May 12, 2011 5:52 pm

No, I have someone to do the XML. This map is waiting for the XML engine to be updated to allow this map to be possible to make.
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Re: Omega Cities v4

Postby 40kguy on Fri May 13, 2011 4:10 pm

natty_dread wrote:No, I have someone to do the XML. This map is waiting for the XML engine to be updated to allow this map to be possible to make.

oooooo
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Re: Omega Cities v4

Postby Boler on Mon May 23, 2011 6:23 pm

I really like this, the ideas fantastic. I like the city upgrading. Definately go through with it.
I probably would never play it though because it would be so long. I'm sure other people would have fun though...
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Re: Omega Cities v4

Postby MrBenn on Sun Jun 26, 2011 4:53 pm

[Moved]

It would appear that development of this map has stalled. If the mapmaker wants to continue with the map, then one of the Foundry Moderators will be able to help put the thread back into the Foundry system, after an update has been made. ;-)
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Re: Omega Cities v4 <waiting for XML update>

Postby -=- Tanarri -=- on Wed Jun 29, 2011 11:51 am

I could be mistaken, but I suspect the reason the XML update is stalling this in Gameplay is because Natty is waiting to see what will be possible once the XML is released.

Nobodies... did you ever get a response from Lack? It's been a month and a half and no response posted here. Between this map and R&C, I'm really interested in knowing the progress and/or hoped for timelines.
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Re: Omega Cities v4 <waiting for XML update>

Postby OliverFA on Wed Jun 29, 2011 12:05 pm

Yes. I think that the reason why this map is stalled is because Natty is waiting for the XML update.
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

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Re: Omega Cities v4 <waiting for XML update>

Postby natty dread on Wed Jun 29, 2011 12:07 pm

Well, nobodies told me he wouldn't move this to gameplay before the XML update is done, so we're waiting for that here.
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Re: Omega Cities v4 <waiting for XML update>

Postby Gillipig on Sat Aug 06, 2011 10:23 am

Why do you want there to be a maximum territ bonus? If you have 300 territs you deserve 75 troops/turn not 10! 351 territs is that more or less than Hive? If it is less I suggest you upper it to overtake that crap map :) ! Also what type of games will fit this map? Team games, 8 players esc., fog, 1vs1 etc.?
The map reminds me of AoR quite a lot! And that's a good thing :) !
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Re: Omega Cities v4 <waiting for XML update>

Postby natty dread on Sat Aug 06, 2011 1:42 pm

Gillipig wrote:If you have 300 territs you deserve 75 troops/turn not 10!


No you don't. You get bonuses from the cities mostly. The territory bonus cap is there to accentuate the importance of the cities, so that you can't get a bonus simply for holding a shitload of land. It makes things a bit more interesting, and gives the map more strategy - you can't just blindly hoard land to get a bonus.

It also fits the theme: in this post-apocalyptic scenario, most of the land is desert that doesn't really profit you if you hold it - you get a bonus for holding the farms, mines, etc. areas that give you some resources, and even then only if you hold the corresponding buildings that enable you to benefit from those resources.

Man, I wish they'd get that xml in check, I'd love to get back to working on this thing.
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