Moderator: Cartographers
Oh i read carefully.Oneyed wrote:did you read carefully? I asked how works autodeploy, becasue it is not clear to me.
Oneyed
Yes this is a question in the form of a statementOneyed wrote:autodeploy
+2 Sacramento - Reno means that these two autodeploy +2 or all stations between them autodeploy +2?
This is statement but no question.also if Sacramento gives +2 autodeploy and Omaha just +1 the player who starts from Sacramento has advantage.
Oneyed

this is just question.cairnswk wrote:Yes this is a question in the form of a statementOneyed wrote:autodeploy
+2 Sacramento - Reno means that these two autodeploy +2 or all stations between them autodeploy +2?
I used "if", because I am not certain.cairnswk wrote:This is statement but no question.Oneyed wrote: also if Sacramento gives +2 autodeploy and Omaha just +1 the player who starts from Sacramento has advantage.
Oneyed
no, I am still not certain. and the disadvantage is valid in both versions (autodepoly ONLY Sacramento and Reno or Sacramento, Reno AND all station between them), because Sacramento has allways +2 auto.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.
And a Merry Xmas to you also Oneyed.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



well, we can fix that by giving him the same number of starting autodeploy.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.
not sure i understand the last part.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


so +2 autodeploy for both starting points?cairnswk wrote: well, we can fix that by giving him the same number of starting autodeploy.
I meant, +2 for autodeploy for both starting points, the other stations could has different bonuses in east/west but at the least the number of bonuses could be the same.cairnswk wrote: not sure i understand the last part.
Yes, i know, that's why i put it into the xml suggestions.Oneyed wrote:cairn, I am afraid that your Happiness Builders is not possible in current xml.
Oneyed

Yes. second word snow eliminated...thanks Jippd.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

Sure do. But cannot put those conditions for min hold on terrs in place in xml...so am going with something similar....shortly to post.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.



Done!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, are you talking about all text, or specific ones...if so please specify where you're having troubleJippd 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

if we have this, i'd like to have 2 attached to the bombardment, and 2 attached to non-bombardment towns.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?
OK, i could go with that for the attached to bombardment towns.2, make them a "must", so player could continue only if he holds station and its happiness.
half and half is good, but these have to fit in with scenes that i can find historically and therefore i don't know about your must.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)...
please specify wherethe font is blurry for me too.
yeh, graphics issue...let's do gameplay for now eh?and the railroad is hard visible or it a little blend between frames of western and eastern part.


