Moderator: Cartographers
Jippd wrote:I find it really hard to read the text on this map. It looks cool but it is not functional, especially the key in the bottom left corner. It seems a little jumbled and like "chickenscratch" writing almost.
It is better on large but I find near impossible to read it on the small version.
Quickslow87 wrote:I'm liking the map a lot so far. However, I have to say that whoever has more than one territory in the poisoned circle is getting the shaft. One guy in my game has two territories there and I practically flinch each time his turn comes around. Maybe have all the starting territories there be neutral in a six player game?
DiM wrote:Quickslow87 wrote:I'm liking the map a lot so far. However, I have to say that whoever has more than one territory in the poisoned circle is getting the shaft. One guy in my game has two territories there and I practically flinch each time his turn comes around. Maybe have all the starting territories there be neutral in a six player game?
i started in a 1v1 game with ALL those terits. you'd assume i was at a big disadvantage, right? i won the game
those terits can be both a blessing as well as a curse depending on how you play.
koontz1973 wrote:zimmah, have each of the territs as a separate position with a max of two per player. Then code each of the territs as a neutral 3. The position overrides the neutral when handed out. That way in a 1v1 game, 4 of the 5 will start (2 per player) and the 5th will start neutral. In larger games, they will be handed out evenly and the rest start neutral.
zimmah wrote:aren't the positions ignored when there's more then 5 players then? would that not make all those territories neutral in an 6, 7 or 8 player game?
thenobodies80 wrote:If players are more than the positions, the positions are given out like normal regions. Obviously if you have a coded neutral in the region tag (underlying neutral) the region will start always as neutral. If not it will given out random, like normal territories.
thenobodies80 wrote:If players are more than the positions, the positions are given out like normal regions. Obviously if you have a coded neutral in the region tag (underlying neutral) the region will start always as neutral. If not it will given out random, like normal territories.
zimmah wrote:well, then a good option would be to assign starting positions but don't make them neutral, this way, at least in 2, 3, 4 and 5 player games, everyone would at least get almost the same amount of them.
DiM wrote:zimmah wrote:well, then a good option would be to assign starting positions but don't make them neutral, this way, at least in 2, 3, 4 and 5 player games, everyone would at least get almost the same amount of them.
this sounds like the best option
<positions>
<position>
<territory>Ri</territory>
</position>
<position>
<territory>Kiu</territory>
</position>
<position>
<territory>Loi</territory>
</position>
<position>
<territory>Nev</territory>
</position>
<position>
<territory>Brik</territory>
</position>
</positions>
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