Moderator: Cartographers
natty_dread wrote:So holding a christian+pagan gives +1, and I assume you want holding 2 christians with no pagans or 2 pagans with no christians to give -2 troops?
Sure, that should be possible.
MarshalNey wrote:I do think that the font is a little too fancy for all of the reading that a player will have to do- it's a little hard on the eyes, but not terrible. And that's a minor criticism for an overall excellent map. Besides, anything that features the Hanseatic League can't be all that bad...
MarshalNey wrote:Really, all of the auto-deploys will make the gameplay fairly different to my mind, and it's perfect for the single-territory 'stronghold' theme of medieval conquest, particularly in the relatively sparsely populated Baltic states.
MarshalNey wrote:Of course, you've got plenty of the region-conquest bonuses too, and a victory objective which looks attainable, so there are multiple ways for a player to go, which makes me a huge fan in gameplay terms.
MarshalNey wrote:I haven't looked all that closely at the balance yet, but the concept seems strong enough and the graphics are more than adequate.
Way to go guys, thumbs up!
Just so you know, you're going to have to have an amount of castles/towns that is divisible by 8.
Industrial Helix wrote:Just so you know, you're going to have to have an amount of castles/towns that is divisible by 8. That way everyone starts equally. So you're going to have to edit your towns... I counted 29, so add three or remove 5 or make 5 start neutral all the time.
Industrial Helix wrote:You're also going to have to make sure that these things are evenly spaced. For example, all towns and castles have two territories between them. Because keep in mind, that in a no spoils game players are going to stack up men and then try to eliminate each other... having three spaces between starting points versus other places having 1 space between starting points is an unfair advantage.
Industrial Helix wrote:You ought to try and join a couple of games on Feudal War/Epic and Pelopennesian War to see how people play those maps. Because how they play those maps is similar to how they're going to play this map.
Industrial Helix wrote:The text might be alright, but the all caps has to go. I think if you place the text next to the numbers then it should be obvious what territory it is referring to. Put it in lowercase and lets see how it looks.
MarshalNey wrote:All new maps, however, must be made with 8-player gameplay in mind.
MarshalNey wrote:My recommendation would be to make Gniezno, Memelburg, Narva and Rhein start as neutral 6 (or more).
Gniezno, Memelburg and Rhein I picked because it spaces the castles out relatively evenly (1 country in between).
Narva I picked because it's sort of isolated and easier to defend at the edge of the map up there.
MarshalNey wrote:Similarly, for the Hanseatic towns and other towns I would "un-neutral" 2 of them each, so that 8 start open for players and 2 would be neutral.
MarshalNey wrote:By the way, in my previous post I was saying that the Hanseatic towns are nice, I like them and keep them in!
Industrial Helix wrote:There's something I want to suggest as I don't really like the starting point/conquer maps so much.
Industrial Helix wrote: On the Third Crusade map Kabanellas coded a starting point for each player at 6 armies across the map and then lef tthe rest of the map to deploy randomly at 3 armies per territory. What if you Coded Castles at 6, Hanseatic towns at 5 and towns at 4, each autodeploy's +1. The rest is open to random deployment, and if you want to really spice things up the regular territories can start at 2.
Industrial Helix wrote:Also... i don't like how the bridges lead into castles... seems kind of strange to me. I'd prefer the bridges to link just the territories.
And speaking of the bridges... do the double clickon the layer and add some dropshadow.
Industrial Helix wrote:For the rest of the areas you have labeled as neutral, make them random deployment (as in any player can get them) but only 2 men per territory. It's small numbers but it opens up the option of a player gaining strength from the land and will make the activity outside the castles and towns less static. Players won't be able to sit, wait and stack if the territories are all their enemies and not neutrals.
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