Moderator: Cartographers

thanks. it improves the graphics but the main problem with the learning curve still remainsmibi wrote:love the old map, nice improvement.
fireedud wrote:what's the learning curve?DiM wrote:thanks. it improves the graphics but the main problem with the learning curve still remainsmibi wrote:love the old map, nice improvement.
this map apparently has a steep learning curve meaning most people will not play this map because they don't have the willpower to put some effort in understanding the rules. while others will play it especially for this challenge.explanation wrote:
What the above graph shows, is that the more effort you put into learning the rules, the better your understanding of the rules will be. What you are aiming for as a player, is total understanding of the rules. As you can see in the graph, it takes quite a bit of effort to understand the rules completely. So, this is what we call a steep learning curve. The next graph shows a shallow learning curve.
In general, a shallow learning curve is better than a steep one, especially with casual games. Of course, there are players who are looking for a challenge, but it’s usually a good decision to make playing the game the challenge and not learning the game.

if you own pirate cove each treasure spot gives you +1. so:freezie wrote:Ok...Considering your learning curve, I made it my life's purpose as to understand how the bonuses work. Correct me on anything I am wrong, as I will try to define what I understood.
The pirate cove + one or more treasures= +1.
if they are on the same land mass yesfreezie wrote:Holding 2 main ressources + the product = +3.
if they are on the same land mass yesfreezie wrote:Holding 2 main ressources + the product + the market = +5.
only products can be transported via harbours. resources can't.freezie wrote:Holding all those, + 2 harbours = 7.
not at all. you understood more than most peoplefreezie wrote:..Did I humiliated myself on this?

exactly. 9 armies but you have to consider the fact that you have to protect all those territories. plus if somebody takes away your product teritory you lose all the bonus. put all your troops to protect the product and someone might take away your market or a resources. sound strategy is needed.freezie wrote:So basicly...You could have 2 ressources + the product on the same continent, have 2 harbors, getting the product to a market on another continent, and gain a total of 9 armies for doing so?
nope having a market on the first continent is not useless because you can take a product to more markets.freezie wrote: So having the market on the first continent would be absolutly useless, beside having it as a back-up if someone take one of your harbor or the other market?
6800+ lines of code. huge help from yeti_c on the xml.freezie wrote: Quite complicated, have fun doing the XML for that. But the concept is quite interesting.
looking like a braindead zomebie has several advantages. don't know what they are cause i'm brainded but i'm sure there are somefreezie wrote: Doing a map like that, I would say your avatar doesn't look like you. Your avatar doesn't seem smart. But of course, we should never rely on the appearance. So yes your avatar's ok

exactly. but if you manage to get this far you are the winner anywayfreezie wrote:Ok so having all markets and all harbors ( basicly impossible unless your opponents ARE braindead zombies ) and a single ressource would:
+2 bonus for bringing the product to the market on the same continent.
+4
+4
+4
+4
+4
bringing it to every other markets on the map?
i will continue but the problem is many people don't quite get the bonusesfreezie wrote:Very true. As far as I know, few maps offer more than 10 ways to play the map, and them beeing all equal. Again good job, and continue on it. Harder...nah..wait...HARDER.DiM wrote:
i like the bonus system because it allows very differen styles of play.
the xml is almost done. yeti_c has just a few more modifications to do to the bonus system because of some changes i made to the map. and i have to modify some coordinates. but it is 99% done.Coleman wrote:If you guys can't do it I want in on the xml creation.
Ugh, that would have been fun. Oh well.DiM wrote:the xml is almost done. yeti_c has just a few more modifications to do to the bonus system because of some changes i made to the map. and i have to modify some coordinates. but it is 99% done.Coleman wrote:If you guys can't do it I want in on the xml creation.
6800+ lines
Coleman wrote:Ugh, that would have been fun. Oh well.DiM wrote:the xml is almost done. yeti_c has just a few more modifications to do to the bonus system because of some changes i made to the map. and i have to modify some coordinates. but it is 99% done.Coleman wrote:If you guys can't do it I want in on the xml creation.
6800+ lines
DiM wrote:i will continue but the problem is many people don't quite get the bonusesfreezie wrote:Very true. As far as I know, few maps offer more than 10 ways to play the map, and them beeing all equal. Again good job, and continue on it. Harder...nah..wait...HARDER.DiM wrote:
i like the bonus system because it allows very differen styles of play.
i colud simplify the system but the flavour of the map will be somewhat lost. for example having only products and markets and ditching the resoures, would probably make things a lot easier to understand. but i really like having a complete economic chain (resource -> factory/product -> market).
or i could take out one economic chain out of the current 2.
i don't know.
actually i think the real problem for people is the transportation across water thing. even though i explained how the harbours work, mst people have difficulties with that. but i don't want to remove it because i think there should be a clear difference between transporting a product to a local market or a foreign market. i want people to feel like real merchants that battle for each business oportunity and take advantage of the pirates present on this map.

english is not my native language so maybe some of my explanations are confusing. if anybody has a better suggestions i'd be more than happy to implement it.freezie wrote:DiM wrote:i will continue but the problem is many people don't quite get the bonusesfreezie wrote:Very true. As far as I know, few maps offer more than 10 ways to play the map, and them beeing all equal. Again good job, and continue on it. Harder...nah..wait...HARDER.DiM wrote:
i like the bonus system because it allows very differen styles of play.
i colud simplify the system but the flavour of the map will be somewhat lost. for example having only products and markets and ditching the resoures, would probably make things a lot easier to understand. but i really like having a complete economic chain (resource -> factory/product -> market).
or i could take out one economic chain out of the current 2.
i don't know.
actually i think the real problem for people is the transportation across water thing. even though i explained how the harbours work, mst people have difficulties with that. but i don't want to remove it because i think there should be a clear difference between transporting a product to a local market or a foreign market. i want people to feel like real merchants that battle for each business oportunity and take advantage of the pirates present on this map.
I really like the map as it is, if people take a closer look, it's not THAT hard to understand. Of course, the wording could be made clearer, but that would cloag up the map...
Only time will tell...