Moderator: Cartographers
OliverFA wrote:Just a quick note to let you know I have started creating the XML file.
Currently I am creating the XML positions and adjacencies for the small map.
When I am finished, I will continue with the continents, one tech at a time.
I expect to post some progress soon.
yeti_c wrote:OliverFA wrote:Just a quick note to let you know I have started creating the XML file.
Currently I am creating the XML positions and adjacencies for the small map.
When I am finished, I will continue with the continents, one tech at a time.
I expect to post some progress soon.
FWIW - it's usually a good idea to get the GP stamp before doing this - else you may have a fair amount of rework to do!
C.
A: Zeppelin Strikes looks pathetically weak compared to the other researches. Perhaps adding adjacent neutral countries? Neutral value will be adjusted as appropriate.
B: I'm convinced there is too much Conquer on the map. There are 126 territories outside of the Homelands, which are 48 strong themselves. Compare that to the research territories, which for the sake of argument I'm including all of them; we've got 66. So the map is presently 2/3 Conquer, 1/3 Research. Doesn't seem even. I intend to cut the number of neutral territories down significantly for Version 3, unless I'm presented with a good counter-argument.
natty_dread wrote:How about making zeppelins able to bombard all mines? That would give them some power. And it would add an interesting dynamic between mines and zeppelins.
natty_dread wrote:Hm. I don't think the amount of territories is necessarily the best indicator of this... The research territories are more valuable than the conquer territories, and lots of the bonuses given by the conquer territories are tied to researches... I like there being lots of room in the conquer area.
natty_dread wrote:Also how about making the advanced researches so that you need to research them in order? So that you must first research Activated reserves, then open conscription, and then doomsday device. The doomsday device is pretty powerful IMO... if a player manages to take it, the other players have to first attack through his homeland, take his capital and then bombard the doomsday device, all in one turn, to prevent the player from winning.
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.
Everyone starts with a laboratory and a capital, roughly corresponding from bottom left to bottom right on the map for starting positions and left to right on the laboratories. The legend in the bottom right explains the attack relationship between capitals, laboratories, and Top Secret Facilities.
yeti_c wrote:That wasn't the 'wire' version I imagined!!
C.
TaCktiX wrote:yeti_c wrote:That wasn't the 'wire' version I imagined!!
C.
I don't see how much more wire the map needs, honestly. The rest of it is contiguous territories just like standard Classic. If there's been a shift in gameplay analysis since January, I'll be happy to oblige, but again I don't see the need.
natty_dread wrote:Although... if capitals can attack Labs / TSF:s, this enables a player to have multiple researches...
natty_dread wrote:I know... I mean, if you storm someone's capital, you can take his research... Then you have 2 researches. So to prepare for this, code each row of researches into a continent with a "required=1" tag, this way if you have 1-6 of the same researches it will be the same. Because... it wouldn't be realistic to get multiple benefits from the same research, now would it?
What about 2 & 3 player games?
Someone's gonna be miffed when they research extra stuff to find that they don't get nowt.
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