
Moderator: Cartographers


I'll see what i can do Oneyed.Oneyed wrote:good idea.
could you move any Resource to Humbolt Bridge? there is big difference between decay (-1) and bombardment. the Resource in Green River adds to "Eastern" player advantage because he can more easy secure his bridge.
Oneyed

FT, is it the colours you're loving or the explanations? they are good for what i perceive as colour choice.Funkyterrance wrote:I'm loving the tan inset explanations.

Both lol, but I was referring to the explanations. This has got to be one of the most "historical" feeling maps to date.cairnswk wrote:FT, is it the colours you're loving or the explanations? they are good for what i perceive as colour choice.Funkyterrance wrote:I'm loving the tan inset explanations.

OK Version 10.Oneyed wrote:good idea.
could you move any Resource to Humbolt Bridge? there is big difference between decay (-1) and bombardment. the Resource in Green River adds to "Eastern" player advantage because he can more easy secure his bridge.
Oneyed


Decay to Neutral has not been implemented into xml yet.Oneyed wrote:the decay is out of gameplay here. while it is not possible to bombard yellow regions now, it is baseless if player will lost 1 unit each round - he will still hold the line...
btw, it is still possible to do decay only to the last players unit? it is not possible to do decay to neutral...
Oneyed

therefore I think decay is out off here.cairnswk wrote: Decay to Neutral has not been implemented into xml yet.
this will do nothing. player will still hold the region (and line). it is baseless if player will have 100 or just 1 army here.cairnswk wrote: we can make the decay larger if that is better.
yes. but still - for what are decay here?cairnswk wrote: or we can make 2 bombards and 2 decays.

The decay is to simulate the loss of lives and supplies, and to rebuild what was destroyed.Oneyed wrote:yes. but still - for what are decay here?
Oneyed
thanks isaiah40...isaiah40 wrote:The decay is to simulate the loss of lives and supplies, and to rebuild what was destroyed.Oneyed wrote:yes. but still - for what are decay here?
Oneyed



Yes Oneyed...perhaps in gfx stage i would add them or see how they look.Oneyed wrote:...
btw, did you thought about any "stations" instead circles?
Oneyed

They were actually easier for me to read in the original off-white(?) for me but I can read them either way, thx.cairnswk wrote:Version 11.
a little touch up....
1. for FT, those resource notations should be clearer now in white.

yes, except for each start position of +2 autodeploy.nolefan5311 wrote:Am I reading it right that every position along each line is a +1 autodeploy?
i don't understand the logic here. The game is going to be long enough just getting to the end and overcoming the bombardment. Why ad more to it that is really going to be a bigger obstacle...you know they did actually achieve these goals, not put somethings in the way of destroying the line every time a train ran over it, which would be the equivalent of every turn. I think one bombardment from your oponent which can be repeated is enough.I also think you should add a killer neutral along the way to that people can't just fort their base forward every turn. I would add another dynamic to it.
The "Silver & Gold Spike"...is that the winning condition? Or holding all 4 of them (Silver & Gold, Gold 1, Gold 2, and Silver) is the winning condition? Either way, I don't really like it. I think you should keep the 4 there, make them something other than Silver of Gold Spikes, and add a 5th that can be assaulted by the two "outside" spikes, and add a bonus to the 2 "inside" spikes, if you know what I mean. Give players an option to either go right for the spike, and perhaps grab a bonus before doing so.
Well, i think that according to history it's spicy enough and that gameplay would be going over the top. So no, that won't be done.Also, and I might be throwing too much at you, but you could also make a losing condition that if your opponent holds your any part of your line he wins too, just to give another option to win (going through all 4 center regions and grabbing one of your opponents regions).
Not that it's not spicy enough, but just suggesting some ideas to spice it up a little more lol.

Well i don't beleive the troops will never be used...all reinforcements in whatever sitaution will have to be planned well, so that players can achieve their goals.nolefan5311 wrote:Having every single region autodeploy is a little overkill and don't really understand why that's there. You're just putting a bunch of troops on the map that will never be used.
That is somewhat true, although in RL if they wanted to hold up their opponent they very well had to capacity to do so if they wanted.I'm not going to pretend I am intimate with the history of what the map is about, but it's not like the bombardment is historically accurate either.
Well, it's my opinion that it's too much, let's see if others have any opinion about it eh?Adding a killer neutral would force players to not just keep a stack at their forward point in the line and be able to continually fort up their starting position (this can be avoided with the bombardment by a player just dropping at his forward point and creating a stack on the bridge by forting up his start positino). That's only going to make the dice that much more important. You have decaying neutrals...not sure why you seem to be so opposed to adding a killer.
well i don't think we'll ever do that in any game since the dice are a force unto themselves from my experience. Some people also simply have better luck with dice as we see from Bruceswar on NZ 1v1 game. Lady luck is a force unto herself.All of my suggestions were put forward to take dice luck out of it as much as possible by adding a couple different strategic options.

to me this means that a player will never get to achieve the objective of holding his line plus all all four spikes because the killer neutral will continually reset at the beginning of his turn and he wont be able to hold everything for one turn'killer neutrals', which will reset to neutral at the beginning of the turn of the player who occupies it.

This is correct, and something I didn't think about. My apologies lol.cairnswk wrote:Nolefan5311, the other reason that i don't want killer neutrals used (that i have just thought about) is this...to me this means that a player will never get to achieve the objective of holding his line plus all all four spikes because the killer neutral will continually reset at the beginning of his turn and he wont be able to hold everything for one turn'killer neutrals', which will reset to neutral at the beginning of the turn of the player who occupies it.
I could be wrong
No Probs...we all go that crazy place called "did not compute"nolefan5311 wrote:This is correct, and something I didn't think about. My apologies lol.cairnswk wrote:Nolefan5311, the other reason that i don't want killer neutrals used (that i have just thought about) is this...to me this means that a player will never get to achieve the objective of holding his line plus all all four spikes because the killer neutral will continually reset at the beginning of his turn and he wont be able to hold everything for one turn'killer neutrals', which will reset to neutral at the beginning of the turn of the player who occupies it.
I could be wrong
