Page 9 of 56

Posted: Thu Mar 13, 2008 8:39 pm
by Night Strike
Your top left text says "WWWII" and "SChloss" instead of "WWII" and Schloss, respectively.

Posted: Thu Mar 13, 2008 8:44 pm
by cairnswk
Night Strike wrote:Your top left text says "WWWII" and "SChloss" instead of "WWII" and Schloss, respectively.
Oh Bugger :oops: Fixing now.

Please f5

Image

Image

Posted: Thu Mar 13, 2008 9:01 pm
by edbeard
I think this is a version that could be played on and have good gameplay. I don't quite understand the bonus choice for the castle (no partials) but I suppose it adds a wrinkle to the map.


games are going to be quite epic on this one. The objective is going to be quite difficult. should be fun though.


I like the helicopters. I'm not sure how much they are part of the story, but it's a good idea that probably saves the gameplay a little bit. Being only able to go throug the cable cars or that one road to the airport would've been a bit stifling.

good job.

Posted: Thu Mar 13, 2008 9:10 pm
by cairnswk
edbeard wrote:I think this is a version that could be played on and have good gameplay. I don't quite understand the bonus choice for the castle (no partials) but I suppose it adds a wrinkle to the map.


games are going to be quite epic on this one. The objective is going to be quite difficult. should be fun though.


I like the helicopters. I'm not sure how much they are part of the story, but it's a good idea that probably saves the gameplay a little bit. Being only able to go throug the cable cars or that one road to the airport would've been a bit stifling.

good job.
Phew! Thanks edbeard. That's what i have been waiting to hear from you. I know how much you take your maps apart and analyse them. :)

The chopper (helpi-copter) is actually in the original story. At the start the German High Command was flown into the castle from somewhere, i presume the airport or the town - it didn't show - so i guess it is good to be included.

I was not being very adaptable to want to exclude it from the gameplay, but after the good fight you and Gozar put up yesterday, i decided to "bend and mend".

Have you any comments on the new configuration of the castle terts themselves?

Posted: Thu Mar 13, 2008 9:24 pm
by Night Strike
You didn't fix the large version. (Yes, I refreshed)

Posted: Thu Mar 13, 2008 9:28 pm
by edbeard
well it is a bit weird that the pink one is all by itself. And, that the green one doesn't touch any of the quads. I'm not sure there's much space to change this though. If anything, I'd say that one NOT touching the quad is a bigger issue than the one by itself. It does 'force' the gameplay a bit as if that guy wants to move about he MUST attack an enemy. Maybe it's good to force the gameplay though?

But, I suppose the random start of that area and the random start in the other three probably makes all this negligible.

I'd say the airport and umm bottom left start areas are the same for everyone. (Those white lines in the airport are impassable?)

The castle and german area have differences. But, I don't think any of them give a huge advantage or disadvantage.


Other comments

1. The Kontrol 4 text is a bit unreadable on both maps. Maybe move it up and move the DC 5 text a bit as well to help with the spacing.

2. the river doesn't seem to fit with the rest of the map. It stands out and looks a bit strange to me as if it's half done or something. I guess I'm just not a fan of the dotted look.

Posted: Thu Mar 13, 2008 9:48 pm
by cairnswk
Night Strike wrote:You didn't fix the large version. (Yes, I refreshed)
sorry night strike...it was a case of not deleting the original version....it should be fixed now.

Posted: Thu Mar 13, 2008 9:53 pm
by gimil
Schloss Adler - Interested?
Yes 66% [ 26 ]
No 33% [ 13 ]
Total Votes : 39

Posted: Thu Mar 13, 2008 9:54 pm
by cairnswk
edbeard wrote:well it is a bit weird that the pink one is all by itself. And, that the green one doesn't touch any of the quads. I'm not sure there's much space to change this though. If anything, I'd say that one NOT touching the quad is a bigger issue than the one by itself. It does 'force' the gameplay a bit as if that guy wants to move about he MUST attack an enemy. Maybe it's good to force the gameplay though?

But, I suppose the random start of that area and the random start in the other three probably makes all this negligible.

I'd say the airport and umm bottom left start areas are the same for everyone. (Those white lines in the airport are impassable?)

The castle and german area have differences. But, I don't think any of them give a huge advantage or disadvantage.


Other comments

1. The Kontrol 4 text is a bit unreadable on both maps. Maybe move it up and move the DC 5 text a bit as well to help with the spacing.

2. the river doesn't seem to fit with the rest of the map. It stands out and looks a bit strange to me as if it's half done or something. I guess I'm just not a fan of the dotted look.
Thanks edbeard. I'll note those things and action them soon.

Posted: Fri Mar 14, 2008 9:43 am
by gimil
I see you need this cairns,

Image

Would you consider a glow around the text rather than a stroke? Would look softer and fit a little better with the snowy scene youve set :)

Posted: Fri Mar 14, 2008 1:45 pm
by cairnswk
gimil wrote:I see you need this cairns,

Image
Thanks Gimil.

Would you consider a glow around the text rather than a stroke? Would look softer and fit a little better with the snowy scene youve set :)
Ahm....which text R U refering to?

Posted: Fri Mar 14, 2008 2:04 pm
by gimil
Im talking of the blue text with the grey stroke :)

Posted: Fri Mar 14, 2008 2:15 pm
by cairnswk
gimil wrote:Im talking of the blue text with the grey stroke :)
The blue text...the only blue text i see is in the title bar at the top right?
That already has a gray softness applied around it.
The title bar has the metallic stroke applied. But i can soften it a bit and fluff up more around the text. :)
I don't want to lose that metallic stroke in the title bar as i think it fits well as overall contrast to "frame" the map, even though they are at opposite ends of a spectrum. :wink:

Posted: Fri Mar 14, 2008 2:23 pm
by gimil
Whatever makes you happy cairns :)

It was me a suggestion than a concern.

Posted: Fri Mar 14, 2008 2:39 pm
by cairnswk
gimil wrote:Whatever makes you happy cairns :)

It was me a suggestion than a concern.
Do keep in mind that this title area may change again, depending on if I find something more suitable at a later date to place in there.

Posted: Fri Mar 14, 2008 2:53 pm
by gimil
cairnswk wrote:
gimil wrote:Whatever makes you happy cairns :)

It was me a suggestion than a concern.
Do keep in mind that this title area may change again, depending on if I find something more suitable at a later date to place in there.
I will do

Posted: Tue Mar 18, 2008 9:36 pm
by oaktown
thanks for the changes around the privates, it's more clear. A little more space between elements wouldn't hurt, as the Inn to Bahnhof connection looks like an afterthought.

If the munitionsraum army circle could be bumped away from the wall a couple of pixels it would be nice to get that off the wall as well.

The bombardment stuff makes more sense... it'll be fun to bombard one's own territories! You could clean up the legend a bit by saying "Use Batteries AA, AB, & AC to bombard checkpoints and eliminate the penalty."

The cable cars all attack in a single direction, but that is not the case of road squares, correct? It's fine that they don't, I'm just making sure you didn't forget to put arrows between each territory. And a little space between the two bridge territories would make it clear on the small map that they can't hit each other.

And yeah, I haven't seen this film in probably 20 years - I can almost picture some scenes, but I'm gettng them mixed up with that James Bond movie with the cable car in switzerland.

Posted: Wed Mar 19, 2008 1:56 am
by cairnswk
oaktown wrote:thanks for the changes around the privates, it's more clear. A little more space between elements wouldn't hurt, as the Inn to Bahnhof connection looks like an afterthought.

If the munitionsraum army circle could be bumped away from the wall a couple of pixels it would be nice to get that off the wall as well.

The bombardment stuff makes more sense... it'll be fun to bombard one's own territories! You could clean up the legend a bit by saying "Use Batteries AA, AB, & AC to bombard checkpoints and eliminate the penalty."

The cable cars all attack in a single direction, but that is not the case of road squares, correct? It's fine that they don't, I'm just making sure you didn't forget to put arrows between each territory. And a little space between the two bridge territories would make it clear on the small map that they can't hit each other.
oaktown, thanks for your comments, i'll attend to them in the next couple of days probably over Easter break.
And yeah, I haven't seen this film in probably 20 years - I can almost picture some scenes, but I'm gettng them mixed up with that James Bond movie with the cable car in switzerland.
I have just purchased the DVD for $10AUD and have watched it several times now, which is why i chose to addition the helpi-copters.
A bit far fetched in some places but i thought it would make a great play may which is why i chose to proceed with it as a project.

Posted: Wed Mar 19, 2008 1:51 pm
by cairnswk
oaktown wrote:thanks for the changes around the privates, it's more clear. A little more space between elements wouldn't hurt, as the Inn to Bahnhof connection looks like an afterthought.

If the munitionsraum army circle could be bumped away from the wall a couple of pixels it would be nice to get that off the wall as well.

The bombardment stuff makes more sense... it'll be fun to bombard one's own territories! You could clean up the legend a bit by saying "Use Batteries AA, AB, & AC to bombard checkpoints and eliminate the penalty."

The cable cars all attack in a single direction, but that is not the case of road squares, correct? It's fine that they don't, I'm just making sure you didn't forget to put arrows between each territory. And a little space between the two bridge territories would make it clear on the small map that they can't hit each other.

And yeah, I haven't seen this film in probably 20 years - I can almost picture some scenes, but I'm gettng them mixed up with that James Bond movie with the cable car in switzerland.
Version 17 oaktown.
Attended to all those issues above and added some more graphic works in the form of the austrian alps image behind the starting postions, placed snow on the roads and river edges, and softened the army shadows on the neutral terts....changed the colour of Der Stadt etc.
The cable cars do attack now in a single direction along the one-way paths indicated.
Still some wirk to do on the impassables and legend areas but thought i would put this up anyways.

Image

Image

Posted: Wed Mar 19, 2008 2:14 pm
by yeti_c
Eliminate is spelt incorrectly...

Also - I don't understand it... you can't bombard your own troops - therefore the checkpoints penalties can only be removed by other people...

How about this for a plan... instead of having penalties - have "killer neutrals" - so that they revert to Neutral?

Also - I don't understand the "Sold at enschafezimmer" bit.

C.

Posted: Wed Mar 19, 2008 2:25 pm
by yeti_c
edbeard wrote:at the moment, I can't think of any problems with the gameplay.

I do have other concerns though.

The 'artillery batteries' are not distinguished currently. There's no way to know that AA, AB and AC are going to counteract those checkpoint minuses. Except to guess based on the 0 at the bottom. Maybe include the AA, AB, AC where you talk about the batteries in the legend.


I'm still concerned about those bonuses. Not the actual number just that the XML won't do what you want it to do I think.

If you hold two territories, you'll get +1. But, what happens when I hold three territories? I think the XML will give two +1 bonuses. Maybe I'm just confusing myself on how the XML works and/or overrides can solve this problem?

I'd like to hear yeti_c, or lanyards thoughts on this.

edit: Image for new page
What are you lot on about!!!

It's literally...

Code: Select all

<continent>
  <name>2 airport terits
  <bonus>1
  <components>
    <territory>A
    <territory>B
    <territory>C
    ....
  </components>
  <required>2</required>
</continent>

<continent>
  <name>5 airport terits
  <bonus>2
  <components>
    <territory>A
    <territory>B
    <territory>C
    ....
  </components>
  <required>5</required>
  <overrides>
    <overide>2 airport terits
  </overrides>
</continent>

<continent>
  <name>9 airport terits
  <bonus>4
  <components>
    <territory>A
    <territory>B
    <territory>C
    ....
  </components>
  <overrides>
    <overide>2 airport terits
    <overide>5 airport terits
  </overrides>
</continent>
C.

Posted: Wed Mar 19, 2008 3:20 pm
by cairnswk
yeti_c wrote:Eliminate is spelt incorrectly...

Also - I don't understand it... you can't bombard your own troops - therefore the checkpoints penalties can only be removed by other people...
Oh bugger, and why can't we do this yet. haven't you invented it yet?
How about this for a plan... instead of having penalties - have "killer neutrals" - so that they revert to Neutral?
OK i can go for that.
Also - I don't understand the "Sold at enschafezimmer" bit.

C.
look in the small map,,,it's simply meant to be one word soldaten...i have to put the auto kerning on in the large map and forgot.

Posted: Wed Mar 19, 2008 3:23 pm
by yeti_c
cairnswk wrote:
yeti_c wrote:Eliminate is spelt incorrectly...

Also - I don't understand it... you can't bombard your own troops - therefore the checkpoints penalties can only be removed by other people...
Oh bugger, and why can't we do this yet. haven't you invented it yet?
I don't think anyone has ever suggested being able to attack themselves!!
cairnswk wrote:
How about this for a plan... instead of having penalties - have "killer neutrals" - so that they revert to Neutral?
OK i can go for that.
I think it's a good compromise...
cairnswk wrote:
Also - I don't understand the "Sold at enschafezimmer" bit.

C.
look in the small map,,,it's simply meant to be one word soldaten...i have to put the auto kerning on in the large map and forgot.
DOH!! Never mind then!!

C.

Posted: Wed Mar 19, 2008 3:28 pm
by cairnswk
yeti_c wrote:
cairnswk wrote:
yeti_c wrote:Eliminate is spelt incorrectly...

Also - I don't understand it... you can't bombard your own troops - therefore the checkpoints penalties can only be removed by other people...
Oh bugger, and why can't we do this yet. haven't you invented it yet?
I don't think anyone has ever suggested being able to attack themselves!!
Trust me to think to think of that....i'll have to throw it into the suggestion box.
cairnswk wrote:
How about this for a plan... instead of having penalties - have "killer neutrals" - so that they revert to Neutral?
OK i can go for that.
I think it's a good compromise...
if killer neutral are to go ahead, i'd change the game plan and make the guards on the Kontrol points, and the helipcopters and the objective terts and have them as killer neutrals so that if you don't keep them occuptied with enough troops you lose them.
is that feasible?

Posted: Wed Mar 19, 2008 3:30 pm
by yeti_c
No - Killer Neutrals always revert to their neutral value.

C.