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TaCktiX wrote:I'm still trying to mentally collate what-all needs changing, and I'm going through the mapmaker phase of "damnit, I don't want to change all that yet." One of the crummy things about CC mapmaking is reaching that point where your perfect design vision has to be broken over the knee of gameplay improvement.
TaCktiX wrote:No. Some of my graphical elements were made before we changed TSF's purpose and obviated the need for it having its own space. I was hoping that only some neutral adjustments and maybe some textual changes would be all that was required to change the map to Gameplay ready. Not so.
-=- Tanarri -=- wrote:Victor Sullivan wrote:Wowzers, I've missed a lot! Would someone mind summing up what we're discussing (SOOOOOOOO much text to read...) and what's happening with the zeppelins? Thanks.
-Sully
I've got to get to bed, so I'll comment on the other posts tomorrow, but for Sully...
A brief summary of the last few pages would be...
A list of things that I think we've come to a concenus about
1) A new advanced tech will be added called Deep Mining. It will increase the benefits of the mines. Neutral value and exact bonus is still being discussed. Options put forth are 'double mine bonus', +2 per mine, +3 per mine, and an increasing bonus where the first mine is worth +1, second +2, third +3, etc. I think the last has been decided againstt due to space constraints for the explanation
Sounds shweet! I thought the mines seemed a little under-used. I say go with +2 or +3 a mine, less confusing that way (which is especially important for a map such as this). The +2 or +3 bonus would have to depend on the amount of neutrals you put on the tech.
2) Autodeploys are being removed from capitals and labs in favour of a +3 per capital deployment
Seems like a good idea, though I have to be honest, I didn't realize there was an auto-deploy
3) Neutral values are being reworked, see top of page 40 for Oliver's spreadsheet with suggestions
I will do that and get back to you.
4) Zeppelins will bombard mines, but have a much higher neutral on them... I think 50 is where we're at now.
With the implementation of the Deep Mining tech, I like it!...though I think you're overestimating it with the neutral count. 40 seems reasonable to me, since the zeppelin can't actually take over the mine.
A list of subjects that we're currently discussing:
1) Should TSFs be the prerequisite for advanced techs or should the matching basic tech be the prerequisite. I think most people are on the side of basic tech, with TaCktiX having prefernces/concerns towards TSFs being the prerequisite.
What are TSFs?
2) It is generally accepted that TSFs need to be gimped in one fashion or another. This will either be done by their becoming their own tech and have a higher neutral and no direct relationship with advanced techs or by them remaining as they are with a +3 autodeploy instead of +10. Again, I think most are leaning towards the the former, but TaCktiX prefers something like the latter.
3) There's been some discussion about neutral values and bonus amounts. I think resolving the TSF and advanced tech discussions would be better before we continue the bonus discussions too much, since some of the bonuses will likely rely on which direction those conversations go.
Did I miss anything guys? There's been so much discussion over the last week or two that I've lost track of some of it.
OliverFA wrote:I want to apologize for my comment and for my behaviour several days ago. Seen with the perspective of time, I was overreacting. I allowed some RL issues (more specifically, some job issues) to affect my behaviour here. I should have never allowed it to happen.
I apologize to everybody, and specially to TaCktiX. I am very sorry for my words.
TaCktiX wrote:While you're editing the XML, the homelands have names:
SWinton
Wilbon
Nar
NEdani
Esternan
SEgalo
Keeping the capitalization as is to highlight the similarity to the cardinal direction.
TaCktiX wrote:I'm still trying to mentally collate what-all needs changing, and I'm going through the mapmaker phase of "damnit, I don't want to change all that yet." One of the crummy things about CC mapmaking is reaching that point where your perfect design vision has to be broken over the knee of gameplay improvement.
TaCktiX wrote:While you're editing the XML, the homelands have names:
SWinton
Wilbon
Nar
NEdani
Esternan
SEgalo
Keeping the capitalization as is to highlight the similarity to the cardinal direction.
TaCktiX wrote:I made them up? Was trying to be relatively location agnostic, though they seem to strike a balance between African-sounding and European-sounding.
-=- Tanarri -=- wrote:Some potential things to add to the to do list...
Basic Mining bonuses also need to be discussed, due to the zeppelin change
Doomsday auto deploy and neutral needs to be discussed, though could be done before beta testing
Propaganda may need discussing, though I can't remember at this point. What happened to the neutral countries being worth +2?
TaCktiX wrote:It's 5 replies up in this thread.
TaCktiX wrote:No, the table of researches and values a few posts above that.
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