Moderator: Cartographers
natty_dread wrote:How about this: winning objective = hold either a doomsday device or 2/3 of the territories, not including research?
This way you could win either by research or conquest...
captainwalrus wrote:natty_dread wrote:How about this: winning objective = hold either a doomsday device or 2/3 of the territories, not including research?
This way you could win either by research or conquest...
Not possible. There is not yet any way to program this as an objective, unless you specify which two thirds.
natty_dread wrote:Then how did Third crusade make the Vatican or Granada objective?
Hmm, nvm, I took a look at the XML... apparently you can specify multiple different objectives, while any of them will win you the game.
So technically, unless there's a limit to the number of objectives it would be possible but it would probably make the XML seriously HUGE.
00iCon wrote:Just wondering
It appears really obvious that the territory on which the yellow player starts should be yellow rather than orange, yet no one commnted on this.
yeti_c wrote:Alongside the update can we have the "classic shapes" style layout of the map back too so that we can discuss Gameplay easier?
C.
yeti_c wrote:yeti_c wrote:Alongside the update can we have the "classic shapes" style layout of the map back too so that we can discuss Gameplay easier?
C.
ksirnoob wrote:First an apology - I haven't read the entire thread before replying, so sorry if someone else has already said this - just flame me as a n00b.
You suggested that spies can't work in the tech tree. Why not have "areas" in the boxes at the edge with one-way borders to map territories? An army in the "spy on green" box will border green's territories and see their armies !
It may not fit with the development of this map, but it ought to work.
Rakio wrote:ksirnoob wrote:First an apology - I haven't read the entire thread before replying, so sorry if someone else has already said this - just flame me as a n00b.
You suggested that spies can't work in the tech tree. Why not have "areas" in the boxes at the edge with one-way borders to map territories? An army in the "spy on green" box will border green's territories and see their armies !
It may not fit with the development of this map, but it ought to work.
It wont purely be a spy any longer.
But it could work if it fit with everything else.
Otherwise it might be a bit overpowered to have a terr that can attack any other terr in a zone.
TaCktiX wrote:I'm somewhat back, and I'm disappointed that with exception to yeti_c's wanting of a wire version (I'll see what I can do in the next couple of days), no one has picked up on most of my major bullet point concerns. I'll comment on spies and some of the other comments later (time concerns presently), but if anyone could at least address with a "yea" or "nay", I'd appreciate it.
TaCktiX wrote:I'm somewhat back, and I'm disappointed that with exception to yeti_c's wanting of a wire version (I'll see what I can do in the next couple of days), no one has picked up on most of my major bullet point concerns. I'll comment on spies and some of the other comments later (time concerns presently), but if anyone could at least address with a "yea" or "nay", I'd appreciate it.
Gameplay Notes:
A: We need hard numbers for researches. Keep in mind that Laboratory autodeploy is +3 and TSF autodeploy is +10. Due to space concerns, Doomsday Device will likely cap out at 99 (though this is NOT a required thing if gameplay demands otherwise).
B: I decided to go with a large number of territories and consequently, amount of Conquer in the map. Is this too much? Do I need to scale back the number of territories? I aimed for the most possible so that I can drop down to a smaller number, knowing the maxium. See Graphics Notes B and C.
C: Should neutral countries grant a bonus for holding them? If so, what? Keep in mind that there are 3-6 territories in each neutral country, so the bonus should scale for number of territories in the country (splitting the 6's into 3's is certainly possible). See Graphics Note D for where this information would go.
I think if you move the special researches a bit farther apart (you have plenty of room to do this) you can fit 888:s in them and put a bigger number for the doomsday device. If you get a +10 autodeploy for TSF, and counting deployments in, 99 armies is nowhere near enough. The game would be over in 10 turns.
I'd say, make the doomsday device at least 200 neutrals.
The first special research, which gives +6 bonus, should have something like 20 neutrals.
The second one could have 50 neutrals.
No I don't think so. There are already mines in neutral countries, and if you agree with my suggestion of moving the mine research up so you can get it earlier, the mines will give plenty of bonus for neutral countries.
On the first post it says 'Special advanced techs only border pre-requisite tech', but don't
the advanced techs border TSFs? Or are there going to be two types of advanced techs? One
based on basic techs and then 'special' ones like Doomsday?
How are the nationalities determined? If by who owns which laboratory, then could you knock out a player's nationality simply by taking out their lab?
a) so that we can see the gameplay easier...
b) so that we can check your graphics to gameplay conversion...
Users browsing this forum: No registered users