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150 After Hijrah: The Battle for God

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Re: 150 After Hijrah: The Battle for God

Postby porkenbeans on Wed Nov 04, 2009 3:30 am

Incandenza wrote:You guys are substantially missing the point here.

I am telling you that your current gameplay elements are impossible for the actual software that powers CC to process. The gameplay would have to be extensively modified to fit within the current capabilities of said software. To ignore me to to potentially put a lot of time and effort into a map that may never ever ever be playable. And CC's xml would have to undergo substantial upgrades to make all your gameplay elements possible. This will most likely never happen. And before you ask, I don't know anything you don't, but I've been here long enough to know how slowly things change.

By focusing on the aesthetics of the upside-down map, you're missing my main point. This map does not work. And may never.

If you wish to proceed with this exact gameplay, then best of luck gentlemen. But you're wasting your time, and the time of anyone that's posted here hoping to improve your map.
Hey there bert, The game play is fair discussion, and that sort of feedback is most welcomed. The nonsensical mumbo jumbo about up and down, north and south, ...is NOT.
For me if you will, please list the items that do not meet code requirements.
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Re: 800 AD: The Battle for God

Postby Raskholnikov on Wed Nov 04, 2009 3:46 am

Sigh..... Please read the new post I made at the top of this thread. That will answer all your XML issues. Thanks.

For your info, those rules that rattled you were part of my very first draft, when I was still planning on having territories with borders rather than cities connected by roads. I resolved all issues to my satisfaction by replacing territories with cities connected by roads and connecting the cities in a way which most closely resembles what I wanted to achieve in the first place, all whilst keeping gameplay very simple and remaining within current XML abilities.

In brief: there are strictly NO outstanding XML problems for this game. Can we please move on from this non-issue?
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Re: 150 After Hijrah: The Battle for God

Postby Incandenza on Wed Nov 04, 2009 3:53 am

Raskholnikov wrote:Sigh..... Please read the new post I made at the top of this thread. That will answer all your XML issues. Thanks.


See, how hard was that? The sigh was pretty unnecessary though. I just saved you months of pointless work, I would think you'd be a bit more appreciative.

porkenbeans wrote:The nonsensical mumbo jumbo about up and down, north and south, ...is NOT.


Looks like you guys are definitely getting off on the right foot. Your passage through the foundry should be swift and drama-free. Well done. =D> =D> =D>
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Re: 800 AD: The Battle for God

Postby natty dread on Wed Nov 04, 2009 3:54 am

Religious Sites (6): Autodeploy 3 armies per turn; Jerusalem: Autodeploy 6 armies per turn once conquered by a player.


This is definitely not supported by xml...
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Re: 800 AD: The Battle for God

Postby Raskholnikov on Wed Nov 04, 2009 3:59 am

It is exactly the same deployment system as New World or Pelloponesian war. Neutral starting points don't begin generating bonuses until conquered. That's all I meant. Sorry if you understood anything else.

If you mean that Jerusalem on its own cannot have 6 armies self-deploy per turn, then we can scale it back to whatever works. But I am not aware why this would be impossible.
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Re: 800 AD: The Battle for God

Postby Raskholnikov on Wed Nov 04, 2009 4:02 am

No Incandeza, all you did is give me a huge headache because you didn't bother to actually read this thead but simply took .44's post as the latest version when in fact it was the very first. I had resolved these issues long ago. So the sigh was justified and your gratuitous selff-congratulations were not.

Btw:

But having the map turned 180 degrees is a pretty indefensible decision. You're actively impeding recognition under the guise of "confronting players with a view that they're not used to."


What kind of utter crap is this??? I mean really.... I am impeding recognition by rotating the globe 180 degrees? For whom exactly? Have you never seen other representations of the globe that the traditional one with Europe at the top and centre? What can you possibly think this is??? Middle Earth?? Ok I'll stop here otherwise i might say things i will regret. Just please spare me your totally gratuitous and unjustified attacks.

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The projection used for this world map, also known as the "Dymaxion Map," was created by Buckminster Fuller, distinguished mathematician, inventor and 20th century visionary. The map began as a sketch,
"The One-Town World" in 1927. "By 1954, after working on the map for several decades," Fuller finally had a "satisfactory deck plan of the six and one half sextillion tons Spaceship Earth."

The Dymaxion Map is the only flat map of the entire surface of the earth that reveals our planet as it really is an island in one ocean without any visible distortion of the relative shapes and sizes of the land areas, and without splitting any continents.

Traditional world maps reinforce the elements that separate humanity and fail to highlight the patterns and relationships emerging from the ever evolving and accelerating process of globalization. Instead of serving as "a precise means for seeing the world from the dynamic, cosmic and comprehensive viewpoint," the maps we use still cause humanity to "appear inherently disassociated, remote, self-interestedly preoccupied with the political concept of its got to be you or me; there is not enough for both."

All flat world map representations of the spherical globe contain some amount of distortion either in shape, area, distance or direction measurements. On the well-known Mercator world map, Greenland appears to be three times its relative globe size and Antarctica appears as a long thin white strip along the bottom edge of the map. Even the popular Robinson Projection, now used in many schools, still contains a large amount of area distortion with Greenland appearing 60 percent larger than its relative globe size.

The map projection used for this map, also know as the "Dymaxion Map," was created by R. Buckminster Fuller, distinguished mathematician, inventor and 20th century visionary. It is the only flat map of the entire surface of the Earth which reveals our planet as one island in one ocean, without any visually obvious distortion of the relative shapes and sizes of the land areas, and without splitting any continents.

Fuller's view was that given a way to visualize the whole planet with greater accuracy, we humans will be better equipped to address challenges as we face our common future aboard Spaceship Earth.

The word Dymaxion, Spaceship Earth and the Fuller Projection design are trademarks of the Buckminster Fuller Institute. All rights reserved. Reversing the Transformation: drawing courtesy Pat Chipman.
Dymaxion = Dynamic + Maximum + Tension.

Can we now please stop being so aggressive and negative about all this and move on? After all this is supposed to be fun, not such a pain...
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Re: 800 AD: The Battle for God

Postby natty dread on Wed Nov 04, 2009 4:06 am

Oh, I think I misread. Somehow I didn't see that jerusalem there, I thought you wanted the religious sites to first autodeploy +3 and +6 when conquered... silly me.

Disregard my last post then.
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Re: 800 AD: The Battle for God

Postby Raskholnikov on Wed Nov 04, 2009 4:07 am

LOL no I'm glad we clarified this. Thanks for your comments - much appreciated.
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Re: 800 AD: The Battle for God

Postby Incandenza on Wed Nov 04, 2009 4:51 am

You know, rask, aggressive hostility is not considered a virtue. I'm trying to comment on your map, trying to help you improve it to the best of my abilities, and you're telling me to f*ck off. I can only assume that anyone else commenting on your map will receive the same treatment. Good luck with that.
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Re: 800 AD: The Battle for God

Postby Raskholnikov on Wed Nov 04, 2009 5:10 am

Ok Inc. Let's call a truce and take this as a lesson learned for both of us. Your constructive and informed criticism is always welcome. Thank you for the time you devoted to this.
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Re: 150 After Hijrah: The Battle for God

Postby porkenbeans on Wed Nov 04, 2009 2:56 pm

Looks like you guys are definitely getting off on the right foot. Your passage through the foundry should be swift and drama-free. Well done. =D> =D> =D>

What would you have us do ?
Bow down and kiss your ring ?

Maybe if you took a little more time to study the project that someone has worked long and hard on, then use that intelligence that I know you possess, to offer your incites, ...you would get a little more respect. Instead, you have come off as just barely skimming the thread, and then just go off on your tangent, about how it is not cool to shake up peoples worlds. Comon Man.
Rask has put a great deal of time and effort, into the thinking of this map. He should be afforded just a little bit of respect, when you offer your suggestions, er, (edicts).
I am NOT saying that you should temper or censer your comments, just please try to use a little more time and effort, before you go trashing someones work. It should not surprise you that someone would get defensive, when off the top of your head, you rattle off some nonsensical crap, that is from way out in left field somewhere.
I have no problem with the code issues that you have brought up. And it looks like they have been settled. But, all of that other silliness, is a slap in the face. I know that you probably did not intend it to be so, but that is what it felt like from this end.
...I hope you can understand. :P
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Re: 150 After Hijrah: The Battle for God

Postby AndyDufresne on Wed Nov 04, 2009 6:43 pm

Feedback, as always, is a two-way banana. No one likes to see their legitimate comments tossed aside ("Why should I even come back and help then?"), and no one likes to see their work and vision tossed aside ("Why do I ever bother at all then?").

Often the best thing to do about a point, instead of arguing pages about something, is to put a quick draft of something. That way, comments are addressed to a degree (and can be even more so should they need be), and those in favor of the otherside/vision can point out how this does not benefit the map/gameplay/etc (or conversely, how it, or a part of it, can be incorporated this way).

Bananas.


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Re: 150 After Hijrah: The Battle for God

Postby porkenbeans on Wed Nov 04, 2009 6:47 pm

Thanks Andy,
Noted and filed. ;)
You are the b&&a m&. \:D/
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Re: 150 After Hijrah: The Battle for God

Postby natty dread on Wed Nov 04, 2009 6:49 pm

You are the b@@a m@.


Batata mat? :-s
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Re: 150 After Hijrah: The Battle for God

Postby porkenbeans on Wed Nov 04, 2009 6:55 pm

natty_dread wrote:
You are the b@@a m@.


Batata mat? :-s
:lol: OOOps, is this better ? B&&A M&
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Re: 150 After Hijrah: The Battle for God

Postby natty dread on Wed Nov 04, 2009 7:31 pm

bandanda mand? :lol:
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Re: 150 After Hijrah: The Battle for God

Postby porkenbeans on Wed Nov 04, 2009 8:26 pm

natty_dread wrote:bandanda mand? :lol:
The "d" is usually silent when pronouncing an ampersand. :P
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Re: 150 After Hijrah: The Battle for God

Postby natty dread on Wed Nov 04, 2009 8:28 pm

:geek:
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Re: 150 After Hijrah: The Battle for God

Postby porkenbeans on Thu Nov 05, 2009 9:25 pm

OK, I will try once more to win you over to this view of the subject. I really think that it gives us more room in the crowded areas. I have laid out some possible icons, That you might like. We can really decide on that later. If you try drawing out your territs and connection lines over this world view, I think that you will have a much easier time of it, and things will be a bit less crowded.
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Re: 150 After Hijrah: The Battle for God

Postby natty dread on Fri Nov 06, 2009 1:47 am

That looks quite nice imo.
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Re: 150 After Hijrah: The Battle for God

Postby Raskholnikov on Fri Nov 06, 2009 2:04 am

Thanks Pork. Can you plz post this image without the sympols and compass? And maybe, if possible, with an added Siciliy? loool

Any chance you can lower the globe to cover the black "space" at the bottom and include a bit more of Africa on top? That would really help!

Great job!
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Re: 150 After Hijrah: The Battle for God

Postby porkenbeans on Fri Nov 06, 2009 3:20 am

natty_dread wrote:That looks quite nice imo.
What is imo ?
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Re: 150 After Hijrah: The Battle for God

Postby Raskholnikov on Fri Nov 06, 2009 3:21 am

imo: in my opinion
imho: in my humble opinion
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Re: 150 After Hijrah: The Battle for God

Postby porkenbeans on Fri Nov 06, 2009 3:29 am

Raskholnikov wrote:Thanks Pork. Can you plz post this image without the sympols and compass? And maybe, if possible, with an added Siciliy? loool

Any chance you can lower the globe to cover the black "space" at the bottom and include a bit more of Africa on top? That would really help!

Great job!
Will do.
Oh yeah, I forgot to add a bunch of islands. Will do on the next update.
I thought that we could put the legend at the bottom. The space view, and feel, gets lost when the planet is taking up all of the picture. I think that I have enough room in Africa for you to lay out your territs. We can just try the legend at the bottom, and if it doesn't work for you I can always move the planet down. But lets take a look at it before I move it. OK ? ;)
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Re: 150 After Hijrah: The Battle for God

Postby porkenbeans on Fri Nov 06, 2009 3:31 am

Raskholnikov wrote:imo: in my opinion
imho: in my humble opinion
:D Yes I think that someone told me that before. Memory is the first thing to go aye ?
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