Moderator: Cartographers
TheSaxlad wrote:The Dice suck a lot of the time.
And if they dont suck then they blow.
IMO, I think making the map symmetrical would make it boring because of the current layoutqwert wrote:Hmm,i belive that gameplay need to be balanced,and from your sheme, you have some capitals who can bring advantage to some players.
From mine view,best option is to create all similar to D,because you will fulfill what is require to map become balanced and to not give any advantage to one player,or disatvantage to another player.
Sorry for the long delay in the reply. But even if it's a bit late, I want to thank you for helping with that very useful piece of code. Thanks Yeti!yeti_c wrote:BTW - I've worked out how to ensure that you only get 1 set of research bonuses regardless of whether or not you are attacking down more than 1 tech tree...
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C.
Hello Sailorseal. Thanks for your commentsailorseal wrote:Love the idea.I would add some sort of fortifications for the capitals or some sort of defense mechanism.
Thanks SuicidalSnowman. As you see I incorporated many of your suggestions.SuicidalSnowman wrote:I think the new layout gives everyone a fair shake at each others base right from the start, while also giving each player a way to defend. Well done.
Thanks for your comments qwert. The first layout was a completely simetric one with all the capitals the same. But it was changed to a non simetric one due to feedback. Personally I believe it is more interesting as it is right now.qwert wrote:Hmm,i belive that gameplay need to be balanced,and from your sheme, you have some capitals who can bring advantage to some players.
A-have three defending territory
B-have 4 defending territory
C-4 defending territory
D- these area is best for defend and if you hold capital you only need to defend 1 territory
E-these area is most open,and very hard to defend
F-3 defending territory.
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Lets see Capitals
A-need to defend 3 territory when you take capital
B-in a middle hard to hold
C-in a middle hard to hold
D-These capital is best to hold,because its provide great defence for behind conquer area.
E-in a middle hard to hold
F-need to defend 3 territory when you take capital
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I will give more oppinion,but i dont know what territory is starting territory.
From mine view,best option is to create all similar to D,because you will fulfill what is require to map become balanced and to not give any advantage to one player,or disatvantage to another player.
I tend to agree with you. If it had a few more territories it would be better. However, I was afraid that critics would say that those are too many territories, and tried to keep the number low. But now I think that I will add the 9 more neutral territories I mentioned. Working on a new version right now...Emperor_Metalman wrote:IMO, I think making the map symmetrical would make it boring because of the current layoutqwert wrote:Hmm,i belive that gameplay need to be balanced,and from your sheme, you have some capitals who can bring advantage to some players.
From mine view,best option is to create all similar to D,because you will fulfill what is require to map become balanced and to not give any advantage to one player,or disatvantage to another player.
The center area of the map should be enlarged so that conquering territory in the center is viable compared with research and attacking an opponent's homeland.
Allow me to elaborate. I intended this to mean that some sort of auto deploy or 1 way assaults or some sort of mechanism to make it even harder to take a capital. Not just armies vs. armies but a home field advantage.OliverFA wrote:Hello Sailorseal. Thanks for your commentsailorseal wrote:Love the idea.I would add some sort of fortifications for the capitals or some sort of defense mechanism.
However, I don't fully understand what you mean with "fortifications for the capitals". Would you be so kind to elaborate it a bit more? Thanks!
¡Oh! I see now.sailorseal wrote:Allow me to elaborate. I intended this to mean that some sort of auto deploy or 1 way assaults or some sort of mechanism to make it even harder to take a capital. Not just armies vs. armies but a home field advantage.OliverFA wrote:Hello Sailorseal. Thanks for your commentsailorseal wrote:Love the idea.I would add some sort of fortifications for the capitals or some sort of defense mechanism.
However, I don't fully understand what you mean with "fortifications for the capitals". Would you be so kind to elaborate it a bit more? Thanks!
Going to feed the animals at the Zoo?TaCktiX wrote:Guess what I'm doing this afternoon.
Now that I think about it, the map is still too symmetrical. I think you should add some connections between non-adjacent homelands such as connecting D and C and putting a large number of neutrals in between.OliverFA wrote:Thanks for your comments qwert. The first layout was a completely simetric one with all the capitals the same. But it was changed to a non simetric one due to feedback. Personally I believe it is more interesting as it is right now.qwert wrote:Hmm,i belive that gameplay need to be balanced,and from your sheme, you have some capitals who can bring advantage to some players.
A-have three defending territory
B-have 4 defending territory
C-4 defending territory
D- these area is best for defend and if you hold capital you only need to defend 1 territory
E-these area is most open,and very hard to defend
F-3 defending territory.
-----------------------------------------
Lets see Capitals
A-need to defend 3 territory when you take capital
B-in a middle hard to hold
C-in a middle hard to hold
D-These capital is best to hold,because its provide great defence for behind conquer area.
E-in a middle hard to hold
F-need to defend 3 territory when you take capital
--------------------------------------------------------------------------
I will give more oppinion,but i dont know what territory is starting territory.
From mine view,best option is to create all similar to D,because you will fulfill what is require to map become balanced and to not give any advantage to one player,or disatvantage to another player.


