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Oneyed wrote:did you read carefully? I asked how works autodeploy, becasue it is not clear to me.
Oneyed
Oneyed wrote:autodeploy
+2 Sacramento - Reno means that these two autodeploy +2 or all stations between them autodeploy +2?
also if Sacramento gives +2 autodeploy and Omaha just +1 the player who starts from Sacramento has advantage.
Oneyed
cairnswk wrote:Oneyed wrote:autodeploy
+2 Sacramento - Reno means that these two autodeploy +2 or all stations between them autodeploy +2?
Yes this is a question in the form of a statement
cairnswk wrote:Oneyed wrote:also if Sacramento gives +2 autodeploy and Omaha just +1 the player who starts from Sacramento has advantage.
Oneyed
This is statement but no question.
cairnswk wrote:Therefore i know you understood your own question very well since your interpretation is correct about Sacremento - Reno.
and you also stated about the disadvantage...so if you preceive a disadvantage...then i am saying to you what is your other solution.
You understood very well and it is very clear to you what the situation is as it is written.
Oneyed wrote:...
I asked about autodeploys two times, and to be honest I am still not certain if +2 autodeploy valid for ONLY Sacramento and Reno or for Sacramento, Reno AND all stations between them...
maybe becasue my bad english, maybe becasue you did not give me clear answer.
Oneyed
PS: merry christmas
Oneyed wrote:its 100% pure now. thanks cairns
will start Sacramento and Omaha with the same number of units? if yes then player in Sacramento has advantage.
not only in the start, but also during game - he will has more units for bombarding opponent.
I understand you can not have east and west identical, but here must be any balance. what about starting points +2 auto and then anyway sort the rest stations?
Oneyed
cairnswk wrote:well, we can fix that by giving him the same number of starting autodeploy.
cairnswk wrote:not sure i understand the last part.
Oneyed wrote:cairn, I am afraid that your Happiness Builders is not possible in current xml.
Oneyed
Jippd wrote:Under 15 tunnels description I think you could omit the word snow as it is redundant.
Not a big deal I know but just trying to help make it perfect
Jippd wrote:My thought regarding the happiness builder is that with all these special rules for territories you need to take into consideration the space required for text on the map to explain these rules.
Seamus76 wrote:Looking good.
I think you should put the Saboteurs & Poor Conditions text in a yellow box, as you did with the box for the Happiness Resources, which matches the map. I also don't think you need to say "Once conquered", shouldn't that be pretty standard auto-deploy gameplay. Maybe just "Happiness Resources: Provide +2 auto-depoly", or something like that should be fine I would think.
Jippd wrote:I agree with seamus's thoughts...the text appears a bit blurry to me on this map. Anyone else? Or am I getting old
Oneyed wrote:the Happiness in this version have a less importance. what about to do them more important? I can see any (not complex) possibilities:
1, could they be "added" to Saboteurs only (as have Nexcastle or Freemont) - their importance will be that they give +2 auto, so player can easier secure (or reconquer) Saboteurs after bombarding. maybe in this version Saboteurs would not give +1 autodeploy, so player will realy need happiness?
2, make them a "must", so player could continue only if he holds station and its happiness.
3, or combination - some could be added to Saboteurs and some to "normal" stations, but here they will be a "must".
maybe a "must" would be only before any easier part of railroad (several n2 in row as you have already in)...
the font is blurry for me too.
and the railroad is hard visible or it a little blend between frames of western and eastern part.
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