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Omega Cities v4 <waiting for XML update>

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Re: Omega Cities v4

Postby natty dread on Thu Apr 07, 2011 10:02 am

Losing condition added

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Re: Omega Cities v4

Postby theBastard on Thu Apr 07, 2011 12:57 pm

I think there is not needed "line" between ports. maybe "free" move could be better - each port can attack all others...

will look at all map later.
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Re: Omega Cities v4

Postby natty dread on Thu Apr 07, 2011 1:05 pm

I don't know, I kinda thought that being linear increases their strategic value... also, the movement in the rest of the map is already so free that a portion of the map having restricted movement kinda balances that, if that makes sense.

What do others think of this?
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Re: Omega Cities v4

Postby theBastard on Thu Apr 07, 2011 1:17 pm

ports are allways strategic points and all map is divided by sea, therefore "free" moves between ports could be fine...

I see that you have "regions" also in sea. did you thought about ships or oil platforms?
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Re: Omega Cities v4

Postby natty dread on Thu Apr 07, 2011 1:32 pm

No, the regions in the sea are for measuring purposes only, so that you can easily see how far you can bombard accross the sea. They are not actual territories. Which will be obvious in the game, as they will not have army numbers.
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Re: Omega Cities v4

Postby theBastard on Thu Apr 07, 2011 2:02 pm

I meant "regions". I understand they will have no numbers, just use any as ship/ oil base or what ever...
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Re: Omega Cities v4

Postby natty dread on Thu Apr 07, 2011 3:36 pm

No, there's enough territories in the map... and also enough things going on in the map, I don't think cramming even more stuff into it would be productive.
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Re: Omega Cities v4

Postby 40kguy on Fri Apr 08, 2011 1:44 pm

this is an awesome map, have fun coding.
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Re: Omega Cities v4

Postby natty dread on Fri Apr 08, 2011 2:12 pm

40kguy wrote:this is an awesome map, have fun coding.


Thanks. To be honest, I kinda figured I'd get someone else to do the XML for this one... ;)
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Re: Omega Cities v4

Postby OliverFA on Sun Apr 10, 2011 6:29 pm

natty_dread wrote:
40kguy wrote:this is an awesome map, have fun coding.


Thanks. To be honest, I kinda figured I'd get someone else to do the XML for this one... ;)


If you are serious about this, I can do the coding ;) But of course, all the final words about gameplay decisions would continue to be yours. Or to say in other words, I don't want to take ownership from you in any way.
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Re: Omega Cities v4

Postby OliverFA on Sun Apr 10, 2011 6:37 pm

By the way, sorry to be nitpicking. But I am not sure I understand what it means "at least 1 barracks or not building territory". By "non-building" it means a territory in the geographic map? What about something like "at least 1 barrack or hex territory"?

About ports, I think that it also makes more sense that all ports can attack all the other ports. This area looks like an internal sea, and usually internal seas work in that way.

I like having hexes in the water to count the range. However, it is also true that they can be mistaken as territories. What about making the lines doted lines? That way the player would clearly see that they are not real territories. Or even write somewhere a legend saying "Water hexes are not actual regions".
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

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Re: Omega Cities v4

Postby 40kguy on Sun Apr 10, 2011 7:00 pm

now that i actually read whats suppose to happen, i do want this map to be made, seems fun.
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Re: Omega Cities v4

Postby natty dread on Mon Apr 11, 2011 12:20 am

40kguy wrote:now that i actually read whats suppose to happen, i do want this map to be made, seems fun.


Thanks.

OliverFA wrote:If you are serious about this, I can do the coding ;) But of course, all the final words about gameplay decisions would continue to be yours. Or to say in other words, I don't want to take ownership from you in any way.


I would be happy to get you to do the XML. You already have experience from R&C, so coding another massive, complex strategic map should be a walk in the park for you ;)

OliverFA wrote:By the way, sorry to be nitpicking. But I am not sure I understand what it means "at least 1 barracks or not building territory". By "non-building" it means a territory in the geographic map? What about something like "at least 1 barrack or hex territory"?


Yes, any territory that is not on the building side. "Hex territory" could also work. I didn't want to use "land territory" because I thought it could be mistaken as only the "regular" land territories...

OliverFA wrote:About ports, I think that it also makes more sense that all ports can attack all the other ports. This area looks like an internal sea, and usually internal seas work in that way.


As a compromise, I was thinking of adding routes so that each port can attack 2 nearest ports (instead of 1 like now).

OliverFA wrote:I like having hexes in the water to count the range. However, it is also true that they can be mistaken as territories.


I think it will be clear as day they are not territories when players see that they have no army numbers... ;)
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Re: Omega Cities v4

Postby natty dread on Mon Apr 11, 2011 8:48 am

Ok how about sea routes like these? I kinda like this arrangement.

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Re: Omega Cities v4

Postby OliverFA on Mon Apr 11, 2011 6:45 pm

I like that compromise. It's not "any port to any port" but it is more open than the previous version. I think that the 2 routes per port idea fits well in the gameplay.
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

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Research and Conquer - Civilization meets Conquer Club

Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
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Re: Omega Cities v4

Postby natty dread on Mon Apr 11, 2011 7:10 pm

OliverFA wrote:I like that compromise. It's not "any port to any port" but it is more open than the previous version. I think that the 2 routes per port idea fits well in the gameplay.


2 routes per port, except for port 3, which is a sort of "hub" - it connects to all other ports. But it also divides the ports to two groups, 1-3 and 3-5. Now the connections are open on both sides of the sea respectively, but not between the sides - which increases the strategic value of the central port.
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Re: Omega Cities v4

Postby OliverFA on Tue Apr 12, 2011 5:44 pm

So. Can we say that the draft is finished?
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

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Re: Omega Cities v4

Postby natty dread on Wed Apr 13, 2011 12:04 am

OliverFA wrote:So. Can we say that the draft is finished?


I don't know, it's basically waiting at this point...
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Re: Omega Cities v4

Postby natty dread on Fri Apr 15, 2011 6:15 am

I drew new city icons, but I'm not totally satisfied with them... I'm going to redraw them later. But I think top-down view cities is definitely the way to go, since it is more consistent with all the other icons.

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Re: Omega Cities v4

Postby OliverFA on Fri Apr 15, 2011 6:57 am

My personal opinion is that I liked them more before, even if they were not consistent with the rest of the icons. Maybe if you want to continue with the top-down style, you could make the icon like drawong the main streets in the city. Right now we can see many buildings, but no main streets in the city, and maybe that's the reason why it looks a bit strange. Try drawin a couple or three of main streets for each city.
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

My Maps:
Research and Conquer - Civilization meets Conquer Club

Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
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Re: Omega Cities v4

Postby natty dread on Sat Apr 16, 2011 4:53 pm

OliverFA wrote:Maybe if you want to continue with the top-down style, you could make the icon like drawong the main streets in the city. Right now we can see many buildings, but no main streets in the city, and maybe that's the reason why it looks a bit strange. Try drawin a couple or three of main streets for each city.


That sounds like a good idea. I'll try to do something like that.
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Re: Omega Cities v4

Postby natty dread on Mon Apr 25, 2011 1:20 pm

Any word on this?

Is this not going to be moved before the XML update?
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Re: Omega Cities v4

Postby Victor Sullivan on Mon Apr 25, 2011 3:38 pm

natty_dread wrote:Any word on this?

Is this not going to be moved before the XML update?

You can PM nobodies. I think MrBenn has been pressed for time lately.
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Re: Omega Cities v4

Postby OliverFA on Tue Apr 26, 2011 6:00 pm

I think the main concern is to know if mods have noticed that your map is ready. For that reason is a good idea to PM nobodies as Victor suggested, just to let him now. Also, would be good to update the thread title to something that made clear you are waiting for their word.

Once we know that Foundry mods have noticed the map, we can wait for a little while.
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

My Maps:
Research and Conquer - Civilization meets Conquer Club

Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
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Re: Omega Cities v4

Postby Victor Sullivan on Tue Apr 26, 2011 7:39 pm

Well, I have a graphical suggestion in the meantime: The buildings are boring, just grey rectangles... I think you should at least have some semblance of a building icon for those (it'd be really cool if you had a different one for each kind of building, if you're up for it).
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