Moderator: Cartographers
Nice collaborationSoN!c wrote:Yes! Already played a bot game and flawless XML like always![]()



ok this change is up on betaSoN!c wrote:4.21: reduced the terrs the flagship can attack to 4 after testing
iancanton wrote:from what i've seen of the gameplay on the beta site before the recent refresh, this map allows players a chance to use their skill to recover if behind in the early game.
despite a few graphics details which can be improved later, we're knocking on the door of live beta.
can u write a creative map description of up to fifty words for the map slideshow page?
https://www.conquerclub.com/public.php? ... pslideshow
ian.


Well first of all i thank you!Swimmerdude99 wrote: Mon Feb 02, 2026 1:58 pm EDIT: Adding one more thing to attack paths
Now that I've spent an hour looking at the map - I'm starting to understand, and get excited to learn it. I like the color choices and the theme. I am however, concerned with the legend for the map and wanted to give some thoughts/feedback.
Some confusion/issues that may have been answered prior but I didn't see the map until recently - so wanted to chime in. Clarity of the rules could be improved upon - particularly with lots of meaning/text in small spaces - there isn't much delineation of what is a run-on sentence or separate qualities of a territory. Without these changes being considered, this map will likely be one newer players won't pick up because you can't read the map and know, you have to have played/scraped logs to actually know how attack vectors work, and when you get deploy or autodeploy. The legend doesn't currently tell you some important details.
Generally, deploy/autos are unclear from the legend. Some say "autodeploy" others say "+x" and some... since I haven't played yet, I'm not clear if they mean range of some kind or deploy, or auto-deploy.
- Region bonuses - read as "+4" "+5" etc. This is standard and makes sense.
- Sultan and Caliph - effective and clear, as it specifies "+2 autodeploy"
- "The Nobles +2" is confusing - but clearly not equivalent to region bonuses "+2" because you can tell from the map and logs, that people are getting autodeploy, not "+2" as the region area indicates. Using the same text/phrase to mean something different should be changed.
- Templar Flagship - +1 deploy, or +1 autodeploy?
- Crusader Strongholds - does it have +2 deploy, +2 autodeploy, or +2 bombard range (2 bombard range)? The text is not clear. Likely should have a comma between "+2" and "bombards (Saladin cavalry)"
- Templar Seaforts - +1 deploy, or +1 autodeploy?
- The Temples - +3 deploy, or +3 autodeploy?
Attack path
- Saladin Cavalry do not have "+2 range" - they have "+1 range" or "2 attack range". If normal attack range is 1, and they have "+2 range" I should be able to attack 3 territories away.
- Nobles do not have "+2 range" they have "2 range to land at a templar port". If they had +2 range, they would be able to go one territ beyond the port.
- Saladin Cavalry on Egypt III and Caliphate III cannot attack the Sultan and Caliph. There is no explanation as to why, or that they can only be assaulted from Egypt I and Caliphate 1. By attack rules in the legend of having extra range, it would make sense that they can hit it, but not be attacked back. Is this intentional coding?
Visuals
- To resolve the deploy dilemma above, if you are unable to spatially solve. You could add somewhere that "+x = deploy" and "(+x) = autodeploy". You could use literal parentheses or use a bolded circle outline.
- The position of some of the "craters" where the numbers sit is slightly off - is this intentional? Can it be improved?
- Port d'Acre zoom in map should have the same bolded outline symbol as the border of Outremer IV to show the two are similar. It should not have the standard port symbol, without the bolded outline.
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I'm super excited for this map, now that I've spent the time on it - I just think with some minor improvements it could be picked up by so many more players! Bravo!![]()
Right bottom corner: autodepolys "sultan and caliph (amongst others) are to be taken from the territory they are located in" : so only the territory they are located in can attack it..Saladin Cavalry on Egypt III and Caliphate III cannot attack the Sultan and Caliph. There is no explanation as to why, or that they can only be assaulted from Egypt I and Caliphate 1. By attack rules in the legend of having extra range, it would make sense that they can hit it, but not be attacked back. Is this intentional coding?
Both have a black outline (as the only 2 black square outlines) to visualise this (that port d'acre zoom in map is situated at that port symbol). In the legend there are also 3 Templar port symbolds including the unique acre black squared."Port d'Acre zoom in map should have the same bolded outline symbol as the border of Outremer IV to show the two are similar. It should not have the standard port symbol, without the bolded outline."
I think this is about the XML troop count at the ships (the ship "craters")? ? Anything can be improved if i get what you mean and if there is enough "real estate" on the map (maximum CC regulations make it 830x800 pixels MAX which is very tiny - when i started i had a 2000x2000 pixels map in idea)" The position of some of the "craters" where the numbers sit is slightly off - is this intentional? Can it be improved?"
This is true: it says so exactly in the nobles legend (left upper corner- second box from the top that says "nobles") "with +2 range to land at a templar port" (+1 more where it says "+1 range noble" at the crossing)
'Nobles do not have "+2 range" they have "2 range to land at a templar port". If they had +2 range, they would be able to go one territ beyond the port.'
there is not enough space for the word "autodeploy"... so "+x = deploy" and "(+x) = autodeploy" or a symbol can be made to clarify thisTemplar Flagship - +1 deploy, or +1 autodeploy?"



Ah - I see - yes, I missed that. I think its probably as good as can be, but I'll propose another alternative and see your preference.SoN!c wrote: Tue Feb 03, 2026 2:26 pm Right bottom corner: autodepolys "sultan and caliph (amongst others) are to be taken from the territory they are located in" : so only the territory they are located in can attack it..
AH - I missed that Border around the zoomed in map, even when you updated it to be the yellow and black. but I don't think the yellow and black makes it more obvious. But, because its similar to the borders of the whole map, I didn't realize it had significance. I think it would improve things, if just the symbol in front of "Port D'Acre" was outlined the same as on the main map. Then each ICON would match.Both have a black outline (as the only 2 black square outlines) to visualise this (that port d'acre zoom in map is situated at that port symbol). In the legend there are also 3 Templar port symbolds including the unique acre black squared.
When playing - I just notice that the troop/white circles built into CC seem to be slightly off from the crater/white backgrounds on the map. Maybe it would be best to remove them and let the white circles do the job from the interface? (I think this is a stylistic point - not too worrisome, just polish)I think this is about the XML troop count at the ships (the ship "craters")? ? Anything can be improved if i get what you mean and if there is enough "real estate" on the map (maximum CC regulations make it 830x800 pixels MAX which is very tiny - when i started i had a 2000x2000 pixels map in idea)
This may be beneficial for no trench/no spoils and add some flair - not sure if it would be good or bad for trench, I think it may make trench more balanced towards whoever gets a temple first = winner. However, looking at territ counts, and numbers of players in game, I don't think you would be giving ENOUGH bonus for it, if you start at 12. I think it would make sense to be +1 per 4 territories on that side, or something like that?Im also wondering if holding the overlord should trigger a bonus per region for all the terrs under the specific overlords banner (east or west). So holding west overlord would give a classic +1 for each 3 ters above 12. What is your idea about that?