Moderator: Cartographers
t.e.c wrote:Spockers wrote:The point of the foundry is to weed out the crap so only quality maps make it though.
well there are obviously a few people who don't think that its crap, myself included.
Spockers wrote:t.e.c wrote:Spockers wrote:The point of the foundry is to weed out the crap so only quality maps make it though.
well there are obviously a few people who don't think that its crap, myself included.
Thats why people with a sense of taste (ie: Andy, keyogi) have a final say. Seems they have some sense of what is and isn't a steaming pile of crap.
nagerous wrote:im not sure if they will ever quench it otherwise, someone could be eliminated in a 6 player without even having a turn, unless the game was somehow manipulated so you only got 1 army for every 3 territories you own, although I dont think thats possible
Spockers wrote:Thats why people with a sense of taste (ie: Andy, keyogi) have a final say. Seems they have some sense of what is and isn't a steaming pile of crap.
EvilOtto wrote:If you play a six person game on this map and someone gets wiped out in the first turn, I bet the other 5 players will still have lots of fun. Someone is always first to go, often just from bad luck, so why not get it over with quick?
EvilOtto wrote:I don't think every map needs to be a commercial for Photoshop; the hand drawn crayon look is refreshing and fun and fits this map's theme well.
Coleman wrote:nagerous wrote:im not sure if they will ever quench it otherwise, someone could be eliminated in a 6 player without even having a turn, unless the game was somehow manipulated so you only got 1 army for every 3 territories you own, although I dont think thats possible
Actually it is, although it would be very difficult to code. VERY difficult. You'd have to make all sorts of extra negative and positive bonus territories. Now I'm tempted to see if I could do it... The first step would be making every combination of 3 worth -2, then...
EDIT: Possible in theory but in practice there is simply no way it would work. There are way to many groups, it would take a team months to write.
Evil DIMwit wrote:And, even if someone, say, wrote a program that automatically finds and records every combination of countries needed for the roughly 143,000 subcontinents needed for this particular effect, the resulting XML file would be, according to my calculations over two million lines long. And this is if the territory sum stays 18 -- if it goes up to 21 we're looking at twelve million lines.
On the other hand, if we got it down to twelve territories it would only need to be 26,000 lines long.
wcaclimbing wrote:Evil DIMwit wrote:And, even if someone, say, wrote a program that automatically finds and records every combination of countries needed for the roughly 143,000 subcontinents needed for this particular effect, the resulting XML file would be, according to my calculations over two million lines long. And this is if the territory sum stays 18 -- if it goes up to 21 we're looking at twelve million lines.
On the other hand, if we got it down to twelve territories it would only need to be 26,000 lines long.
WRONG!!!
since each set is 3 needs to be in the code, and there are 18 countries,
you do 18choose3.
on graphing calculators, its [18 nCr 3], which is only 816 sets of countries.
You can also solve it by hand:
you do [ (18x17x16)/(3x2x1)] that also equals 816 sets.
But this wouldnt work anyways. If you held 4 countries, that would count as holding 2 of the sets of 3. since each of those would be -2, you would actually gain negative armies.
I am on my high school math team. we have had to solve things like this many times. I know I am right.
vakEirn79 wrote:I don't want to get tangled up in a huge argument, if that's what it comes to, but I do want to see this map eventually get quenched, so here's my opinion of the map:
I agree with a lot of what EvilOtto and others have said already. It doesn't hurt CC to have a large variety of maps, as long as all of them are playable for players who are interested in playing them. While part of the Foundry Process is gathering opinions, is there really a point to continue arguing after said opinion has been stated and taken into account? There are enough players who have expressed interest in this map that it should see a fair amount of play. Also keep in mind that Map Foundry posters are a fairly biased sample of the CC population, since most casual players probably don't take time to examine the technical aspects of a map. I think the unique style of this map will help to attract players from that subset of the population. Now, if someone has done a lot of play testing, and found that good initial placement (i.e. luck) is a huge factor on this map, then that might be a reason to drastically change or kill it. So far, I haven't seen anyone give conclusive evidence of that.
Personally, I will definitely give this map a try. As long as luck plays a comparable role on this map as on others, I think it would be a good option if I'm looking for some shorter games. My first instinct would be that this map is better suited for No Cards or Escalating Rate, since if someone hits a Mixed set early in Flat Rate, they'd probably end up with a huge advantage.
Technical merits and faults aside, I think this map has a very distinctive, fun feel to it. If you're focused on grand strategies and careful maneuvering, this might not be a good map for you. But if you're playing for fun, if you can enjoy a map for its uniqueness and flavor instead of what it takes to win, this map looks to have lots of potential. The hand-drawn, almost whimsical style helps promote that sense of a casual game. Also, I can't help but smile at the fact that holding 8 or 9 territories means I'd own half of the world
I try to judge the map for what it's trying to accomplish, not for how well it translates other maps' strengths. There are several maps in development right now which I have no interest in playing, but the developers have reasons for making them, and other players have reasons to support the development. Those maps have a role, be it detailing a geographical location or introducing a new game play mechanic, and so does this. Nobody is forcing Evil Dimwit to continue developing the map, but he seems to enjoy making it, and there are a good number of players willing to see it quenched. Since it's progressed this far without a mod officially killing development, why not give it a chance to see play?
wcaclimbing wrote:Evil DIMwit wrote:And, even if someone, say, wrote a program that automatically finds and records every combination of countries needed for the roughly 143,000 subcontinents needed for this particular effect, the resulting XML file would be, according to my calculations over two million lines long. And this is if the territory sum stays 18 -- if it goes up to 21 we're looking at twelve million lines.
On the other hand, if we got it down to twelve territories it would only need to be 26,000 lines long.
WRONG!!!
since each set is 3 needs to be in the code, and there are 18 countries,
you do 18choose3.
on graphing calculators, its [18 nCr 3], which is only 816 sets of countries.
You can also solve it by hand:
you do [ (18x17x16)/(3x2x1)] that also equals 816 sets.
But this wouldnt work anyways. If you held 4 countries, that would count as holding 2 of the sets of 3. since each of those would be -2, you would actually gain negative armies.
I am on my high school math team. we have had to solve things like this many times. I know I am right.
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