Moderator: Cartographers
riskllama wrote:Koolbak wins this thread.
DiM wrote:for each race to get to the level 3 tech they must also master the tech of the opponent. for example if i start as a human base i must get to the second row of human tech 2 and i must also get to the second row of alien tech 2. but i'm not sure if this is possible with the current xml.
if it's not i'll have to find another way of getting to tech lvl 3.
Victor Sullivan wrote:Hey DiM! It's an intriguing concept to be sure...
DiM wrote:for each race to get to the level 3 tech they must also master the tech of the opponent. for example if i start as a human base i must get to the second row of human tech 2 and i must also get to the second row of alien tech 2. but i'm not sure if this is possible with the current xml.
if it's not i'll have to find another way of getting to tech lvl 3.
First off, this is not possible with the current XML. I think this would go under "Conditional Borders" on the wish list.
Victor Sullivan wrote:Secondly, despite all the fancy symbols and tech trees, there doesn't seem to be much gameplay "meat". The first territories of each tech level do nothing but yield an auto-deploy, though the second set of territories in each level at least get bombardment powers as well, but then what's the purpose of there being two rows of territories in each tech level? Why not consolidate?
Victor Sullivan wrote: The geographical area seems to have the single purpose of getting to a DNA lab/nuclear silo to get to the second level of the tech tree...which, I suppose, puts more focus on the tech trees/levels and using their respective bombardment powers, but I feel this map may become too systematic, especially being a conquest map. Also, I've noticed the only source of any deployable bonus is via the standard territory bonus - all bonuses sources you've included are solely auto-deploys, which doesn't seem conducive to real solid bonus system, and more importantly, it contributes more to that systematic feel. Perhaps consider including some sort of resource territory that supplies a bonus (possibly via techs, if you so choose). I mean, think about it, the aliens aren't risking their lives fighting on Earth just for kicks and giggles to see if they can best an intelligent (or so I like to think) race. Of course not! There here for something, so why not a particular resource that only Earth can provide?
Victor Sullivan wrote:Plus, there seems to be a lack of geographical territories. I particularly think there aren't enough 'plain' territories. I think some, most, or all of the plain territories (particularly/especially if more are added) could stand to not be neutral, so as to, like I mentioned before, make it be less conquest and one-trick-pony-y.
Victor Sullivan wrote:As for your winning conditions, they're all certainly possible as far as coding/XML is concerned and I'm fond of the concept of multiple winning conditions, but it is imperative that they are all equally obtainable by all players, so as to make the game be as balanced as possible, which I'm currently not convinced.
Victor Sullivan wrote:The losing conditions sound good to me.
Victor Sullivan wrote:Graphically speaking, it looks nice, though you could stand to one, make the title more prominent, as it's rather faded, two, cut off a lot from the top and bottom, as the map itself takes up only three-fifths of the image currently, and three, the text looks rather pixelated.
Victor Sullivan wrote:Those are my initial thoughts, anyway. I apologize if they seem disorganized.
-Sully
DiM wrote:i'm not sure if this is possible but maybe have 8 bases and each player gets 1 at start and X other terits that get distributed randomly. can this be done? have random terits but also make sure each player gets 1 base? if this is possible then i clearly like this solution.
Victor Sullivan wrote:D'oh! I guess I assumed those bonuses were auto-deploys. Shows how much I'm paying attention, I guess! I suppose that works, though I feel you could tie these bonuses with the whole resource concept like I mentioned before. Right now the techs seem rather...abstract. What are they? Think of R&C - each tech actually is called something, like it's (a) legitimate research/technology.
Victor Sullivan wrote:DiM wrote:i'm not sure if this is possible but maybe have 8 bases and each player gets 1 at start and X other terits that get distributed randomly. can this be done? have random terits but also make sure each player gets 1 base? if this is possible then i clearly like this solution.
That's precisely what I meant, actually. And yes! It is possible!
-Sully
Victor Sullivan wrote:Connections to and from the techs will have to be explained in the legend as well, don't forget!
-Sully
DiM wrote:Victor Sullivan wrote:Connections to and from the techs will have to be explained in the legend as well, don't forget!
-Sully
updated in the image above. and also added new terits on the map.
you might need to hit ctrl+F5 to do a clear cache refresh.
Victor Sullivan wrote:DiM wrote:Victor Sullivan wrote:Connections to and from the techs will have to be explained in the legend as well, don't forget!
-Sully
updated in the image above. and also added new terits on the map.
you might need to hit ctrl+F5 to do a clear cache refresh.
I see it, thanks! Don't forget the silos' and labs' being able to attack level 2. And we still have to figure out how one can get to level 3!
-Sully
Victor Sullivan wrote:Hey DiM! It's an intriguing concept to be sure...
DiM wrote:for each race to get to the level 3 tech they must also master the tech of the opponent. for example if i start as a human base i must get to the second row of human tech 2 and i must also get to the second row of alien tech 2. but i'm not sure if this is possible with the current xml.
if it's not i'll have to find another way of getting to tech lvl 3.
First off, this is not possible with the current XML. I think this would go under "Conditional Borders" on the wish list.
isaiah40 wrote:Victor Sullivan wrote:Hey DiM! It's an intriguing concept to be sure...
DiM wrote:for each race to get to the level 3 tech they must also master the tech of the opponent. for example if i start as a human base i must get to the second row of human tech 2 and i must also get to the second row of alien tech 2. but i'm not sure if this is possible with the current xml.
if it's not i'll have to find another way of getting to tech lvl 3.
First off, this is not possible with the current XML. I think this would go under "Conditional Borders" on the wish list.
If I remember, I think you can work around it by listing Level 3 as a bonus and then requiring all 24 territories as required to receive it. Though it would create a slightly larger file. But eh what do I know, I'm not an XML specialist!
Victor Sullivan wrote:isaiah40 wrote:Victor Sullivan wrote:Hey DiM! It's an intriguing concept to be sure...DiM wrote:for each race to get to the level 3 tech they must also master the tech of the opponent. for example if i start as a human base i must get to the second row of human tech 2 and i must also get to the second row of alien tech 2. but i'm not sure if this is possible with the current xml.
if it's not i'll have to find another way of getting to tech lvl 3.
First off, this is not possible with the current XML. I think this would go under "Conditional Borders" on the wish list.
If I remember, I think you can work around it by listing Level 3 as a bonus and then requiring all 24 territories as required to receive it. Though it would create a slightly larger file. But eh what do I know, I'm not an XML specialist!
I think he's talking about Level 3 access not the Level 3 bonus. Thus, it falls under Conditional Borders, which isn't possible at the moment.
-Sully
Victor Sullivan wrote:EDIT: Can I do the XML for this one if zimmah hasn't already called dibs?
DiM wrote:
1. hold the whole tech 3 for any race - this should be possible
2. take all alien labs if you started as a human base or all human silos if you started as an alien
3. hold all nukes if you started as a human or hold all labs if you started as an alien
Victor Sullivan wrote:EDIT: Can I do the XML for this one if zimmah hasn't already called dibs?
zimmah wrote:lol, i thnk R&C inspired you to do this one?
zimmah wrote:P.S. could you use a brighter color for attack lines. i feel the red on black is a little hard to see sometimes. might be me, but i'd probably prefer something more standing out.
natty_dread wrote:Cool map, very nice graphics.
I'm not too fond of the name though. AYBABTU is an old joke by now, it's been overused ad nauseum... It's not really funny anymore. I'm sure you can come up with a better name for the map.
The Bison King wrote:well if no one else is gonna say it...
What you say?!
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