Moderator: Cartographers
surebbqpenguin wrote:couldy you make the white territorya little less... white? it kind of hurts my eyes to look at. if you could tint it just a tiny bit... so that it still white enough to be called white but doesn't leave an afterimage when i look away
edbeard wrote:only way to know how the gameplay is going to be is to let it loose in the real world
It is impossible. Every subgroup will have a neutral starting army. it will be impossible to start with any bonus other than the territory count bonus.bbqpenguin wrote:i love the cream color instead of white. you're an angel
also, i don't actually expect anyone to know this, but i wonder what the probability of starting for with the 454 bonus would be.
oaktown wrote:edbeard wrote:only way to know how the gameplay is going to be is to let it loose in the real world
the last map I said this about was Das Schlos.
WidowMakers wrote:It is impossible. Every subgroup will have a neutral starting army. it will be impossible to start with any bonus other than the territory count bonus.bbqpenguin wrote:i love the cream color instead of white. you're an angel
also, i don't actually expect anyone to know this, but i wonder what the probability of starting for with the 454 bonus would be.
It is just for this map. Since there are so many territories, it is easy to assign many of the starting neutral and not affect initial bonuses and use up most of the map.bbqpenguin wrote:wow really? that's great. is that exclusive to this map or i that universal for all maps? i know i've started with a continent before but i always though they should figure out a way to prevent that
I do have to agree with you on the difficulty (or lack there of) of the maze. But once I made teh walls and everything, plus the bonus areas, there was not much else that could be done.Natewolfman wrote:I dont know if i would call this a maze though No real dead ends, not majorly at least, it would be a VERY easy one if it were an actual maze but that aside it looks really good, im looking forword to this one
AndyDufresne wrote:Hm, I actually like the idea of the Killer Neutrals you have. It's like a real Hedge Maze...I.E. you can follow along the designated path, or if you feel like it...you can cut through the Hedge (though this grows back amazingly fast).
The graphics I'm not sure about. Top notch looking, but it looks more like an online arcade game...perhaps Bejeweled.
Maybe consider going with a Hedge theme or a Field (as in corn, wheat, etc) maze.
--Andy
max is gr8 wrote:I agree, but can there be a loop of overrides? If you take 2 paths you get double bonus. I presume.
max is gr8 wrote:Well in some games it wouldn't be, have you seen builders games.
edbeard wrote:they're not 'random neutrals'. they're placed for the specific reason of stopping a bonus from the drop. you say you don't like this but with this many bonus regions, it's much more likely someone will start with one. rather than leave the game to chance of a good drop, widowmakers has decided to cancel out these opportunities making the game probably a bit more even from the start.
WidowMakers wrote:Can I get my "Game Play Pending NEW XML Feature" stamp too oak?
Thanks
natty_dread wrote:I was wrong
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