[Abandoned] Research & Conquer
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Re: Research & Conquer (Working Title) (V1 P1 & 5)
A test of how to fit the map description in the space we have

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Emperor_Metalman
- Posts: 78
- Joined: Fri May 25, 2007 5:45 pm
Re: Research & Conquer (Working Title) (V1 P1 & 5)
I'd suggest making the legend slightly bigger.
Re: Research & Conquer (Working Title) (V1 P1 & 5)
Thanks for the advice. I used a size 7 letter. I suppose a size 8 would also work, and be more easy to read.Emperor_Metalman wrote:I'd suggest making the legend slightly bigger.
By the way, about the text itself. Is it understandable enough? Or does it take a bit too much effort to understand?
Re: New Concept: Research (V1 P1 & 5)
I know that there was some discussion about having the same-sized large/small maps when ConquerMan was in development, but cannot remember the outcome...OliverFA wrote:Hey MrBenn. Just a small question. I have already asked at the begining of the thread. But just in order to have everything clear, ¿which size am I allowed to use for my map? Can I use the bigger dimensions? And do I have to make small and big versions, or can I just make the big version?MrBenn wrote:I think this map will need to utilise as much available space as possible... and that will mean using more height
Thanks in advance for your answers
As far as the sizes you can use, the folliwng is taken from the mapmaking handbook:
- 1. SMALL MAP: WIDTH up to 630 px; HEIGHT 600 px
2. LARGE MAP: WIDTH up to 840 px ; HEIGHT 800 px.
3. SIZE DIFFERENTIAL: A large map must be noticably larger than their small map; 9% larger is required but 33.3% (1/3rd) is recommended.
4. NOTE: Mapmakers are encouraged to make their large maps smaller than the maximum size limits when possible to eliminate scrolling to attack/read the sidebar info.

PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
Re: Research & Conquer (Working Title) (V1 P1 & 5)
Thanks for your answers, MrBenn, 
I just checked Conquer Man thread and looks like it had the 600x630 size. So I suppose that means that the small map has to be no bigger than that size.
So we'll try to fit everything in 630x600
I just checked Conquer Man thread and looks like it had the 600x630 size. So I suppose that means that the small map has to be no bigger than that size.
So we'll try to fit everything in 630x600
- max is gr8
- Posts: 3720
- Joined: Sat Jan 21, 2006 6:44 am
- Location: In a big ball of light sent from the future
Re: Research & Conquer (Working Title) (V1 P1 & 5)
*Cough* world 2.1 *cough*, you can go over, just you need to be careful when doing so.
‹max is gr8› so you're a tee-total healthy-eating sex-addict?
‹New_rules› Everyone has some bad habits
(4th Jan 2010)
‹New_rules› Everyone has some bad habits
(4th Jan 2010)
Re: Research & Conquer (Working Title) (V1 P1 & 5)
Ops! You are right. World 2.1 is 700x610 pixels. It was in front of my nose all the time and I didn't see it! Thanks for your help Max!max is gr8 wrote:*Cough* world 2.1 *cough*, you can go over, just you need to be careful when doing so.
Re: Research & Conquer (Working Title) (V1 P1 & 5)
That's not true. World 2.1 was made before the size limits were imposed and was grandfathered in.max is gr8 wrote:*Cough* world 2.1 *cough*, you can go over, just you need to be careful when doing so.
Re: Research & Conquer (Working Title) (V1 P1 & 5)
Then we are in the same position as before. I suppose that some offitial word would help us in this point.ZeakCytho wrote:That's not true. World 2.1 was made before the size limits were imposed and was grandfathered in.max is gr8 wrote:*Cough* world 2.1 *cough*, you can go over, just you need to be careful when doing so.
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Emperor_Metalman
- Posts: 78
- Joined: Fri May 25, 2007 5:45 pm
Re: Research & Conquer (Working Title) (V1 P1 & 5)
OliverFA wrote:Thanks for the advice. I used a size 7 letter. I suppose a size 8 would also work, and be more easy to read.Emperor_Metalman wrote:I'd suggest making the legend slightly bigger.
By the way, about the text itself. Is it understandable enough? Or does it take a bit too much effort to understand?
I don't understand what you mean by +25 science points per turn.
Re: Research & Conquer (Working Title) (V1 P1 & 5)
It means that if you own the "Research Boost" territory (aka you have researched "Research Boost") then you get 25 armies directly deployed to that territoriy that turn.Emperor_Metalman wrote:OliverFA wrote:Thanks for the advice. I used a size 7 letter. I suppose a size 8 would also work, and be more easy to read.Emperor_Metalman wrote:I'd suggest making the legend slightly bigger.
By the way, about the text itself. Is it understandable enough? Or does it take a bit too much effort to understand?
I don't understand what you mean by +25 science points per turn.
Maybe it could be changed to: Research boost: +25 autodeploy per turn
Re: Research & Conquer (Working Title) (V1 P1 & 5)
600x630 is maximum size of small map at the moment - you won't be allowed to go over.
C.
C.

Highest score : 2297
Re: Research & Conquer (Working Title) (V1 P1 & 5)
That's clear enough. Thanks for the clarificationyeti_c wrote:600x630 is maximum size of small map at the moment - you won't be allowed to go over.
C.
- max is gr8
- Posts: 3720
- Joined: Sat Jan 21, 2006 6:44 am
- Location: In a big ball of light sent from the future
Re: Research & Conquer (Working Title) (V1 P1 & 5)
I think that World 2.1 should be re-made to comply (going to go on rant)
‹max is gr8› so you're a tee-total healthy-eating sex-addict?
‹New_rules› Everyone has some bad habits
(4th Jan 2010)
‹New_rules› Everyone has some bad habits
(4th Jan 2010)
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Emperor_Metalman
- Posts: 78
- Joined: Fri May 25, 2007 5:45 pm
Re: Research & Conquer (Working Title) (V1 P1 & 5)
That works better. Just make sure you specify which territory the autodeploy applies toOliverFA wrote:It means that if you own the "Research Boost" territory (aka you have researched "Research Boost") then you get 25 armies directly deployed to that territoriy that turn.Emperor_Metalman wrote:OliverFA wrote:Thanks for the advice. I used a size 7 letter. I suppose a size 8 would also work, and be more easy to read.Emperor_Metalman wrote:I'd suggest making the legend slightly bigger.
By the way, about the text itself. Is it understandable enough? Or does it take a bit too much effort to understand?
I don't understand what you mean by +25 science points per turn.
Maybe it could be changed to: Research boost: +25 autodeploy per turn
Re: Research & Conquer (Working Title) (V1 P1 & 5)
Hi all! Just a short post to let you know that I have not abandoned the project (and not planing to!) will share progress with you when it is ready for public disclosure. thanks 
Re: Research & Conquer (Working Title) (V1 P1 & 5)
Finally, an update!

I want to apologize for the long delay. The map was ready one week ago, but it has been my busy schedulle that has prevented me from uploading it before. Don't want to bore you with personal details that you don't need to know. So to make a long story short I will just say that during this week I have started working in Madrid and have been all the week busy relocating and doing all the kind of stuff that you do when you move to another city (I previously lived in Barcelona). The good part is that things are going really well
the bad part is that I have less free time for Conquer Club 
Ok, just focusing in the subject that we all care about: I thing that the graphic artist has done a really good job here. In this version, all the 88s fit in the territories. But the addition of the 88s does not harm the atractive look that the map has. On the contrary, it makes it feel more like a final map.
I would really appreciate if you could comment about this version to help us improve it and approach the final version. In particular, we need to know where to place the impassables.
Thanks to all in advance

I want to apologize for the long delay. The map was ready one week ago, but it has been my busy schedulle that has prevented me from uploading it before. Don't want to bore you with personal details that you don't need to know. So to make a long story short I will just say that during this week I have started working in Madrid and have been all the week busy relocating and doing all the kind of stuff that you do when you move to another city (I previously lived in Barcelona). The good part is that things are going really well
Ok, just focusing in the subject that we all care about: I thing that the graphic artist has done a really good job here. In this version, all the 88s fit in the territories. But the addition of the 88s does not harm the atractive look that the map has. On the contrary, it makes it feel more like a final map.
I would really appreciate if you could comment about this version to help us improve it and approach the final version. In particular, we need to know where to place the impassables.
Thanks to all in advance
Re: Research & Conquer (Working Title) (V2 P1 & 8)
[Advanced Draft]

PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
Re: Research & Conquer (Working Title) (V2 P1 & 8)
Hey MrBenn. Sorry for asking. But... could you please tell me what I have to do with your [advanced draft] comment? If I have to do something, of course.
I apologize for not knowing in andvance. But that's my first map. You know.
I apologize for not knowing in andvance. But that's my first map. You know.
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Emperor_Metalman
- Posts: 78
- Joined: Fri May 25, 2007 5:45 pm
Re: Research & Conquer (Working Title) (V2 P1 & 8)
I'd suggest removing the water around the edges of the map as it doesn't seem to have any useful function.
Also, the capital bonus should be increased.
Basic bombing should be a tech, but advanced bombing would ruin gameplay balance
Also, the capital bonus should be increased.
5.3-Bombing: (Needs to be decided if this feature will be included or not)
Basic bombing would be able to attack an area on the map surrounding the capital. Advanced bombing would allow to bombard the full map."
Basic bombing should be a tech, but advanced bombing would ruin gameplay balance
This is a good idea. However, there should be a tech that allows you to cause polticial unrest.6.3-Political Unrest: (Optional)
If the player loses the palace, political unrest would spread through all the empire, and would negate the effects of techs.
Re: Research & Conquer (Working Title) (V2 P1 & 8)
OliverFA wrote:Hey MrBenn. Sorry for asking. But... could you please tell me what I have to do with your [advanced draft] comment? If I have to do something, of course.
I apologize for not knowing in andvance. But that's my first map. You know.
the [advanced draft] basically means its getting closer to moving to the main foundry. Also, any stickied threads are [advanced draft], so [advanced draft] also basically seperates your thread (and other advanced draft threads) from the other drafts.
Re: Research & Conquer (Working Title) (V2 P1 & 8)
Bryguy hit the nail on the head... it means you're not too far from getting into the main foundrybryguy wrote:the [advanced draft] basically means its getting closer to moving to the main foundry. Also, any stickied threads are [advanced draft], so [advanced draft] also basically seperates your thread (and other advanced draft threads) from the other drafts.OliverFA wrote:Hey MrBenn. Sorry for asking. But... could you please tell me what I have to do with your [advanced draft] comment? If I have to do something, of course.
I apologize for not knowing in andvance. But that's my first map. You know.

PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
Re: Research & Conquer (Working Title) (V2 P1 & 8)
I see! Thanks to both of you for explaining that to me 
Re: Research & Conquer (Working Title) (V2 P1 & 8)
Hi Emperor Metalman! Thanks for your comments 
Anyway, I think we don't need it, because we already have enough different technologies that we don't need to repeat any of them (but we can repeat if we wish. Is just that we don't need to).
Well, as I see it, political unrest is result of not having a palace and not the result of having a tech. I am not sure if a tech is needed here. Plus I am afraid it would be extremely difficult to code
Once again, thanks for your comments
In my opinion it does not have to ruin gameplay balance. But you are right in pointing that advanced bombing would be VERY powerful. A possible way to balance it would be to make advanced bombing very costing, with a very high research cost. If it was expensive enough, it would not ruin gameplay, as the player who commited to pay such high research cost would deserve to bombard the full map.Emperor_Metalman wrote:I'd suggest removing the water around the edges of the map as it doesn't seem to have any useful function.
Also, the capital bonus should be increased.
5.3-Bombing: (Needs to be decided if this feature will be included or not)
Basic bombing would be able to attack an area on the map surrounding the capital. Advanced bombing would allow to bombard the full map."
Basic bombing should be a tech, but advanced bombing would ruin gameplay balance
Anyway, I think we don't need it, because we already have enough different technologies that we don't need to repeat any of them (but we can repeat if we wish. Is just that we don't need to).
[/quote]Emperor_Metalman wrote:This is a good idea. However, there should be a tech that allows you to cause polticial unrest.6.3-Political Unrest: (Optional)
If the player loses the palace, political unrest would spread through all the empire, and would negate the effects of techs.
Well, as I see it, political unrest is result of not having a palace and not the result of having a tech. I am not sure if a tech is needed here. Plus I am afraid it would be extremely difficult to code
Once again, thanks for your comments
- SuicidalSnowman
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Re: Research & Conquer (Working Title) (V2 P1 & 8)
Wow, just stumbled across this, but it sounds amazing! So creative too. I will read all the in between posts before I repeat questions already answered, but this looks so cool. 