Limes
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- Permafrost
- Posts: 47
- Joined: Mon Jun 21, 2010 9:17 am
Re: Limes
Excatly, it leads to somewhere out of the map and reflects the historical sea route to the latter Denmark.
- Permafrost
- Posts: 47
- Joined: Mon Jun 21, 2010 9:17 am
Re: Limes
Sorry, but I still didn't get your point completly. Why do you make downstream-attacks and forestpaths equal? They work completly different. Rivers are one of the features in this map. There are territories which only profit from them (the river springs where nothings goes upstream) because they can attack an additional territory but cannot be attacked by more than it's direct neighbours. Furthermore, players may take also advantage of terretories which generally caN attack and be attacked this way but not in the current gameplay situation: player red owns every territory along the river -> this way, nobody else can take advantage against him due to special river transportion/attacks.Industrial Helix wrote:...
The whole rivers attacking downstream seems redundant as most territories attack downstream anyways. There's a few that don't, but why not just open up the connection through the forests to make it so and spare yourself some unnecessary complication. The same thing applies to the red dotted lines through the woods... just make them a regular connection through the woods. You can keep it the same for the sea though, that makes sense.
- Industrial Helix
- Posts: 3462
- Joined: Mon Jul 14, 2008 6:49 pm
- Gender: Female
- Location: Ohio
Re: Limes
Well, if you want to keep them then you're going to have to make it clear somewhere which way the rivers run... i mean, its obvious to you and me but some people don't know these things.
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
- Permafrost
- Posts: 47
- Joined: Mon Jun 21, 2010 9:17 am
Re: Limes
Ok, the flow direction seems to be a must.
But another question (with a little introduction):
We recently checked our XML here but there was a problem. The Syntax ist correct with one exception: our "header" which determines what is the pixelsize of each small and large map version cannot be handled by the checking script.
<title>Limes</title>
<smallwidth>600</smallwidth>
<smallheight>600</smallheight>
<largewidth>800</largewidth>
<largeheight>800</largeheight>
<filetype>png</filetype>
Is it wrong to place it in there? It seems that it cannot be transformed to influece the gameplaymap because the result stays the same without the extra code. The end of the story is that every position of the units is displaced by certain amounts of x and y. We have no final clue what is going on. If you wanna try to reproduce and check yourself what I'm talking about then use these links:
http://www.conquerclub.com/mapmaker/index.php
map size = large
XML: http://dl.dropbox.com/u/13547611/Limes.XML
map: http://dl.dropbox.com/u/13547611/Limes_preview_07_s.png
Thanks for helping
But another question (with a little introduction):
We recently checked our XML here but there was a problem. The Syntax ist correct with one exception: our "header" which determines what is the pixelsize of each small and large map version cannot be handled by the checking script.
<title>Limes</title>
<smallwidth>600</smallwidth>
<smallheight>600</smallheight>
<largewidth>800</largewidth>
<largeheight>800</largeheight>
<filetype>png</filetype>
Is it wrong to place it in there? It seems that it cannot be transformed to influece the gameplaymap because the result stays the same without the extra code. The end of the story is that every position of the units is displaced by certain amounts of x and y. We have no final clue what is going on. If you wanna try to reproduce and check yourself what I'm talking about then use these links:
http://www.conquerclub.com/mapmaker/index.php
map size = large
XML: http://dl.dropbox.com/u/13547611/Limes.XML
map: http://dl.dropbox.com/u/13547611/Limes_preview_07_s.png
Thanks for helping
- Industrial Helix
- Posts: 3462
- Joined: Mon Jul 14, 2008 6:49 pm
- Gender: Female
- Location: Ohio
Re: Limes
My advice is not to even worry about XML at this stage. You've got the gameplay workshop and the graphics workshop to get through yet before you tackle the XML.
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
- Permafrost
- Posts: 47
- Joined: Mon Jun 21, 2010 9:17 am
Re: Limes
[30.12.10] Here we go again. I did many small changes like put a gradient onto the river systems to point out where the thing goes downstream. The colours of some notations on the map are different now as well as there have been some changes at the legend. The biggest advance are bigger dots
as background of unit numbers. Additionally, they are a little bit more transparent now. I hope I solved the the problem with forests, swamps and grazing lands. They became easier to distinguish from the unit corridors in between and I reduced the shadow effects so there is more visvible corridor space now.
- Industrial Helix
- Posts: 3462
- Joined: Mon Jul 14, 2008 6:49 pm
- Gender: Female
- Location: Ohio
Re: Limes
Hmm... that was a pretty innovative solution to the rivers. Do they attack downstream through the Limes?
Now, the next problem is the red dots through the forests... they're unnecessary. If you want to simulate a trail, make a skinny normal path to the places they go.
And lastly, reduce clutter by getting rid of the army circles. Army circles should only be used if absolutely necessary.
Now, the next problem is the red dots through the forests... they're unnecessary. If you want to simulate a trail, make a skinny normal path to the places they go.
And lastly, reduce clutter by getting rid of the army circles. Army circles should only be used if absolutely necessary.
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
- Permafrost
- Posts: 47
- Joined: Mon Jun 21, 2010 9:17 am
Re: Limes
Concerning the army cylces:
I've tested the map with some numbers on it and you really need them in cases of river fields. So I standardised it to one sort of army cycle.
And if the forest paths are that disturbing, then I will get rid of them as you said.
Edit: Hard to say. If your army is for example at T2, you are able to attack downstream to GS3 because you can bypass T1 at the German side. But if you are at T1 you cannot bypass GS3 because it is Roman. To get back to you question: Yes, they attack through the Limes but move downstream only at the German side.
I've tested the map with some numbers on it and you really need them in cases of river fields. So I standardised it to one sort of army cycle.
And if the forest paths are that disturbing, then I will get rid of them as you said.
Edit: Hard to say. If your army is for example at T2, you are able to attack downstream to GS3 because you can bypass T1 at the German side. But if you are at T1 you cannot bypass GS3 because it is Roman. To get back to you question: Yes, they attack through the Limes but move downstream only at the German side.
- Permafrost
- Posts: 47
- Joined: Mon Jun 21, 2010 9:17 am
Re: Limes
Na, fortget what I said about readability of army numbers without cyrcles behind them. It works if I put some numbers to a new position.
- Industrial Helix
- Posts: 3462
- Joined: Mon Jul 14, 2008 6:49 pm
- Gender: Female
- Location: Ohio
Re: Limes
The army circles really look awful. They're like bland Christmas tree ornaments. If you do Army circles they've got to be the plain standard circle or none at all. Given the complexity of your map, I highly suggest that you make room above every territory name to fit the 888 number.
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
- natty dread
- Posts: 12876
- Joined: Fri Feb 08, 2008 8:58 pm
- Location: just plain fucked
Re: Limes
Ouch, IH.If you do Army circles they've got to be the plain standard circle or none at all.

- Industrial Helix
- Posts: 3462
- Joined: Mon Jul 14, 2008 6:49 pm
- Gender: Female
- Location: Ohio
Re: Limes
Well, there's room for flair, but these giant spheres and not going to work.natty_dread wrote:Ouch, IH.If you do Army circles they've got to be the plain standard circle or none at all.
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
-
Kochknecht
- Posts: 5
- Joined: Fri Jul 16, 2010 12:14 pm
Re: Limes
Hrhr, we gonna print this map on Monday and will play it many times .. u know ... checking for woooorse gameplay bugs ^^
greetings
greetings
- Permafrost
- Posts: 47
- Joined: Mon Jun 21, 2010 9:17 am
Re: Limes
And thats's the map we will be playing on:
http://dl.dropbox.com/u/13547611/Limes_print.png
As there are no other changes in this map version than erading the army cycles there will be no update in first post.
http://dl.dropbox.com/u/13547611/Limes_print.png
As there are no other changes in this map version than erading the army cycles there will be no update in first post.
Last edited by Permafrost on Mon Jan 03, 2011 4:22 pm, edited 1 time in total.
Re: Limes
Looking a whole lot better with those army circles, cleaner, crisper easier on the eyes. A couple of things (actually three things):
First, this update is way toooooo big! Though it would be nice to see maps that big (still too big for my liitle 15.4" laptop monitor
) you need to shrink it down to a maximum of 840x800 for the large.
Secondly, I would suggest to always update the first post so it is easy for people to view the most current version, no matter how small the changes you made.
Thirdly, as a suggestion to prevent confusion for other players. Can you remove that sea attack route going into never never land? I was confused when I first saw it, and knowing people here they will complain about it after it's quenched. Better to take care of it now than later.
First, this update is way toooooo big! Though it would be nice to see maps that big (still too big for my liitle 15.4" laptop monitor
Secondly, I would suggest to always update the first post so it is easy for people to view the most current version, no matter how small the changes you made.
Thirdly, as a suggestion to prevent confusion for other players. Can you remove that sea attack route going into never never land? I was confused when I first saw it, and knowing people here they will complain about it after it's quenched. Better to take care of it now than later.
-
Kochknecht
- Posts: 5
- Joined: Fri Jul 16, 2010 12:14 pm
Re: Limes
Well,
i think it was a huge sucess, we have had some discissions and some good clues.
ANd Yes the Sea attack Route to never never land will be erased.
Here two Pictures of this evening
Greetings
Koch
i think it was a huge sucess, we have had some discissions and some good clues.
Here two Pictures of this evening
Greetings
Koch
- Industrial Helix
- Posts: 3462
- Joined: Mon Jul 14, 2008 6:49 pm
- Gender: Female
- Location: Ohio
Re: Limes
Can I have your teapot?
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
-
Kochknecht
- Posts: 5
- Joined: Fri Jul 16, 2010 12:14 pm
Re: Limes
Well i suggest you`ll have to ask my wife XD
- AndyDufresne
- Posts: 24919
- Joined: Fri Mar 03, 2006 8:22 pm
- Location: A Banana Palm in Zihuatanejo
- Contact:
Re: Limes
I like the progress you've been making. Visually, right now, the non-playable areas to me stand out more than the play-able areas, and it makes viewing the board almost counter-intuitive---I find myself looking at all the green patches and not at the white/low-visually catching gameboard areas. Could this be reversed a little?
From a gameplay stand point, I'll have to give it a more thorough look over soon.
--Andy
From a gameplay stand point, I'll have to give it a more thorough look over soon.
--Andy
-
Kochknecht
- Posts: 5
- Joined: Fri Jul 16, 2010 12:14 pm
Re: Limes
Well from a gameplay point of view. While playing we were very surprised how well balanced the map ist at this point. Permafrost will update some gameplay changes in the next version of the map 
- Permafrost
- Posts: 47
- Joined: Mon Jun 21, 2010 9:17 am
Re: Limes
Except for Raetia and Noricum and the starting Neutrals in bonus territories, Kochknecht.
- Industrial Helix
- Posts: 3462
- Joined: Mon Jul 14, 2008 6:49 pm
- Gender: Female
- Location: Ohio
Re: Limes
I still think that if you dropped the army spheres it would vastly improve the image.
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
- Industrial Helix
- Posts: 3462
- Joined: Mon Jul 14, 2008 6:49 pm
- Gender: Female
- Location: Ohio
Re: Limes
I'm hoping to see an update from this one soon.
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
