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PostPosted: Tue Dec 04, 2007 3:21 pm
by DiM
yeti_c wrote:
DiM wrote:
yeti_c wrote:
DiM wrote:
yeti_c wrote:That works - BTW - fix Aosa...

C.


fix what at aosa? :shock:


The ice around the Dock looks like it's on the layer below your dock...

C.


well it's not. :shock:

close your eyes rub them hard until you see little lights and then look again :)


Well the ice to the bottom of it looks a bit square too...

C.


square? :?
where is the square? please be a bit more accurate.
the ice is hand drawn so i doubt i made any squares but who knows? still i don't see it :?

PostPosted: Tue Dec 04, 2007 3:21 pm
by hulmey
emmm. Loooks exactly like the map you created beofre but in blue!!!!

PostPosted: Tue Dec 04, 2007 3:22 pm
by DiM
hulmey wrote:emmm. Loooks exactly like the map you created beofre but in blue!!!!


you got it!!! and the next one will be red :lol:

PostPosted: Tue Dec 04, 2007 3:26 pm
by yeti_c
DiM wrote:
yeti_c wrote:
DiM wrote:
yeti_c wrote:
DiM wrote:
yeti_c wrote:That works - BTW - fix Aosa...

C.


fix what at aosa? :shock:


The ice around the Dock looks like it's on the layer below your dock...

C.


well it's not. :shock:

close your eyes rub them hard until you see little lights and then look again :)


Well the ice to the bottom of it looks a bit square too...

C.


square? :?
where is the square? please be a bit more accurate.
the ice is hand drawn so i doubt i made any squares but who knows? still i don't see it :?


Can't manipulate images on this lappie - so you can wait til tom... or follow this...

In Coleman image... from his circle go down and right... the vertical line of ice there is dead straight...

Like I say it looks like your dock layer is above your ice layer and thus cropping the underlying ice...

C.

PostPosted: Tue Dec 04, 2007 3:30 pm
by DiM
yeti_c wrote:
DiM wrote:
yeti_c wrote:
DiM wrote:
yeti_c wrote:
DiM wrote:
yeti_c wrote:That works - BTW - fix Aosa...

C.


fix what at aosa? :shock:


The ice around the Dock looks like it's on the layer below your dock...

C.


well it's not. :shock:

close your eyes rub them hard until you see little lights and then look again :)


Well the ice to the bottom of it looks a bit square too...

C.


square? :?
where is the square? please be a bit more accurate.
the ice is hand drawn so i doubt i made any squares but who knows? still i don't see it :?


Can't manipulate images on this lappie - so you can wait til tom... or follow this...

In Coleman image... from his circle go down and right... the vertical line of ice there is dead straight...

Like I say it looks like your dock layer is above your ice layer and thus cropping the underlying ice...

C.


ok i got it, i'll redraw that ice and it will be fixed in next version.

PostPosted: Tue Dec 04, 2007 4:36 pm
by arizona
Any thoughts to making the decay turn a single army neutral, rather than stopping the decay? That could make for some interesting gameplay in terms of keeping up "supply lines" for reinforcements...

PostPosted: Tue Dec 04, 2007 4:38 pm
by DiM
arizona wrote:Any thoughts to making the decay turn a single army neutral, rather than stopping the decay? That could make for some interesting gameplay in terms of keeping up "supply lines" for reinforcements...


not possible with the current xml :?

the decay will stop at 1 army.

PostPosted: Tue Dec 04, 2007 5:41 pm
by Telvannia
Telvannia wrote:
DiM wrote:
Telvannia wrote:Maybe make only a few ports connect to the sanctuary but have them away from the castles to slow things down.


there are just a few ports connected to the sanctuary because of the ice caps.

But the thing is the ports that connect to the sanctuary are all up north, and near only a few of the castles, so maybe add a different route to the sanctuary. Maybe find a territory far away from the all the castles and make it a one way route to the island? And have the sanctuary port iced in.

DiM wrote:
Telvannia wrote:Maybe add berry to something as a pair, to show the lack of food


berry. can be done. but what would be it's pair? berry jam factory? :lol:

Maybe make it unpaired, but a smaller bonus


Just though i would repost this.

I want to know what you think on a few of the ideas in there.

PostPosted: Tue Dec 04, 2007 5:51 pm
by DiM
Telvannia wrote:
DiM wrote:
Telvannia wrote:Maybe make only a few ports connect to the sanctuary but have them away from the castles to slow things down.


there are just a few ports connected to the sanctuary because of the ice caps.

But the thing is the ports that connect to the sanctuary are all up north, and near only a few of the castles, so maybe add a different route to the sanctuary. Maybe find a territory far away from the all the castles and make it a one way route to the island? And have the sanctuary port iced in.


i've added the different route for the sanctuary. look at the latest update. the ice cap bridge has been extended.



Telvannia wrote:
DiM wrote:
Telvannia wrote:Maybe add berry to something as a pair, to show the lack of food


berry. can be done. but what would be it's pair? berry jam factory? :lol:

Maybe make it unpaired, but a smaller bonus


i don't know. it would unbalance the game because a castle would have a normal pair and another might have a simple resource. plus it means more space is needed in the legend and i don't have that space.

PostPosted: Tue Dec 04, 2007 8:28 pm
by Herakilla
theres also a line at rhit

PostPosted: Tue Dec 04, 2007 10:40 pm
by Herakilla
i personally like how there are more than twice as many continents as territories!

PostPosted: Tue Dec 04, 2007 11:11 pm
by Coleman
Herakilla wrote:i personally like how there are more than twice as many continents as territories!
We obviously don't define continents the same way.

Maybe we do... How many continents are coded in?

PostPosted: Wed Dec 05, 2007 2:24 am
by Aerial Attack
Nice updates so far.

1) Voight - port on the South side no longer necessary as ice bridge handles that.

2) Iron Mine and Gold Mine connection - yes, that would be good. Although, I think it would in some sense require you making the mountain tunnel a terr with a decay rate for being underground.

3) Berries and Jam Factory is a good idea. Or you could have it be a Berries and Baskets [to collect the berries].

4) Instead of Corn - it's COLD, people need Fur Coats. Too bad you already have log camp and timber mill [keep], otherwise I'd suggest woods. Maybe "Animal Reserve?"

5) Trying to think of a suitable replacement for shields based on time period and state of land. Maybe a pair of snow shoes? Would look kind of like 2 tennis racquets touching.

Code: Select all
 _   _
[ ] [ ]     the boxes are actually oblong ovals that have cross stitching
 \   /          (hey, my example looks like a really bad valentine heart)
  \ /


OR a sled?

Code: Select all
 _____
[ | | ]
[ | | ]
 \---/


OR an igloo?

PostPosted: Wed Dec 05, 2007 2:25 am
by Telvannia
DiM wrote:
Telvannia wrote:
DiM wrote:
Telvannia wrote:Maybe make only a few ports connect to the sanctuary but have them away from the castles to slow things down.


there are just a few ports connected to the sanctuary because of the ice caps.

But the thing is the ports that connect to the sanctuary are all up north, and near only a few of the castles, so maybe add a different route to the sanctuary. Maybe find a territory far away from the all the castles and make it a one way route to the island? And have the sanctuary port iced in.


i've added the different route for the sanctuary. look at the latest update. the ice cap bridge has been extended.



Im not a big fan, it basically means you can get to the sanctuary with in the first few goes. Whereas i think it should be made so that you have to focus more on getting villages and expanding in order to get to the island.



DiM wrote:
Telvannia wrote:
DiM wrote:
Telvannia wrote:Maybe add berry to something as a pair, to show the lack of food


berry. can be done. but what would be it's pair? berry jam factory? :lol:

Maybe make it unpaired, but a smaller bonus


i don't know. it would unbalance the game because a castle would have a normal pair and another might have a simple resource. plus it means more space is needed in the legend and i don't have that space.

How about a pair of berry bushes as the pair?
then it would show how bad berry bushes are :D

PostPosted: Wed Dec 05, 2007 2:31 am
by edbeard
Does all the ice on the map serve as a bridge connection?

I think you mean G'th to connect to Rongar (and the other three territories that touch that ice), but do you also mean G'th to connect to T'ro directly, and Rigor to connect with Nyn etc...?

If you do, then that means a lot of unnecessary connections. If you don't then I think you need a way to distinguish between these different types of ice (or maybe just more cracks/divides to minimize these connections that occur on the ice.

PostPosted: Wed Dec 05, 2007 7:42 am
by DiM
Herakilla wrote:theres also a line at rhit


that's not a line, those are 2 small pieces of floating ice. there are in many places.

PostPosted: Wed Dec 05, 2007 7:44 am
by DiM
Coleman wrote:
Herakilla wrote:i personally like how there are more than twice as many continents as territories!
We obviously don't define continents the same way.

Maybe we do... How many continents are coded in?



there aren't any "normal" continents, but there are 198 sources of troops :lol:

PostPosted: Wed Dec 05, 2007 7:53 am
by DiM
Aerial Attack wrote:Nice updates so far.

1) Voight - port on the South side no longer necessary as ice bridge handles that.


actually it is needed. because it serves the fygie castle and it allows it to move to aoria or borun faster. if i remove that dock then fygie would go through a lot of trouble to get to aoria.

Aerial Attack wrote:2) Iron Mine and Gold Mine connection - yes, that would be good. Although, I think it would in some sense require you making the mountain tunnel a terr with a decay rate for being underground.


i'm really considering the tunnel but i haven't added it for 2 reasons:
1. it's not very realistic for an iron mine and gold mine to have connected shafts. but this can be ignored.
2. it would mean borun and ghyr are only separated by a few terits. and this means the neutrals on that path must be made really big to avoid the xi-fygie incident in chapter 1. if those are made really big then borun and ghyr will never go for their resources as it would be too hard.

Aerial Attack wrote:3) Berries and Jam Factory is a good idea. Or you could have it be a Berries and Baskets [to collect the berries].


berries and baskets. could work.

Aerial Attack wrote:4) Instead of Corn - it's COLD, people need Fur Coats. Too bad you already have log camp and timber mill [keep], otherwise I'd suggest woods. Maybe "Animal Reserve?"


hunting grounds and fur coats. i like.

5
Aerial Attack wrote:) Trying to think of a suitable replacement for shields based on time period and state of land. Maybe a pair of snow shoes? Would look kind of like 2 tennis racquets touching.

Code: Select all
 _   _
[ ] [ ]     the boxes are actually oblong ovals that have cross stitching
 \   /          (hey, my example looks like a really bad valentine heart)
  \ /


OR a sled?

Code: Select all
 _____
[ | | ]
[ | | ]
 \---/


OR an igloo?


i like the snow walking things. i'll see if i can make something like that.

PostPosted: Wed Dec 05, 2007 7:56 am
by DiM
Telvannia wrote:
DiM wrote:
Telvannia wrote:
DiM wrote:
Telvannia wrote:Maybe make only a few ports connect to the sanctuary but have them away from the castles to slow things down.


there are just a few ports connected to the sanctuary because of the ice caps.

But the thing is the ports that connect to the sanctuary are all up north, and near only a few of the castles, so maybe add a different route to the sanctuary. Maybe find a territory far away from the all the castles and make it a one way route to the island? And have the sanctuary port iced in.


i've added the different route for the sanctuary. look at the latest update. the ice cap bridge has been extended.



Im not a big fan, it basically means you can get to the sanctuary with in the first few goes. Whereas i think it should be made so that you have to focus more on getting villages and expanding in order to get to the island.


yes you can go to the sanctuary in a few moves but why would you? the sanctuary has a lot of troops on it (probably 100) and the terits near it have frostbite. so the best solution is to expand and gather forces and then go for the sanctuary.



Telvannia wrote:
DiM wrote:
Telvannia wrote:
DiM wrote:
Telvannia wrote:Maybe add berry to something as a pair, to show the lack of food


berry. can be done. but what would be it's pair? berry jam factory? :lol:

Maybe make it unpaired, but a smaller bonus


i don't know. it would unbalance the game because a castle would have a normal pair and another might have a simple resource. plus it means more space is needed in the legend and i don't have that space.

How about a pair of berry bushes as the pair?
then it would show how bad berry bushes are :D


:lol: berries are indeed crappy. but i'll go with aerial's suggestion and make berries and baskets.

PostPosted: Wed Dec 05, 2007 7:57 am
by yeti_c
DiM wrote:
Aerial Attack wrote:2) Iron Mine and Gold Mine connection - yes, that would be good. Although, I think it would in some sense require you making the mountain tunnel a terr with a decay rate for being underground.


i'm really considering the tunnel but i haven't added it for 2 reasons:
1. it's not very realistic for an iron mine and gold mine to have connected shafts. but this can be ignored.
2. it would mean borun and ghyr are only separated by a few terits. and this means the neutrals on that path must be made really big to avoid the xi-fygie incident in chapter 1. if those are made really big then borun and ghyr will never go for their resources as it would be too hard.


I don't think it's necessary anymore with the ice bridges...

C.

PostPosted: Wed Dec 05, 2007 7:59 am
by DiM
edbeard wrote:Does all the ice on the map serve as a bridge connection?

I think you mean G'th to connect to Rongar (and the other three territories that touch that ice), but do you also mean G'th to connect to T'ro directly, and Rigor to connect with Nyn etc...?

If you do, then that means a lot of unnecessary connections. If you don't then I think you need a way to distinguish between these different types of ice (or maybe just more cracks/divides to minimize these connections that occur on the ice.


only the long ice bridge serves as a connection the others are just coastal ice too thin to travel on. i'm thinking of making it more clear that it connects. BUT i have 2 problems.

1. i can add some tracks and sled marks on it to represent the path. it would look good but i don't know if people would get it.
2. i can make arrows so people would understand but it would look bad :(

PostPosted: Wed Dec 05, 2007 8:04 am
by lord voldemort
make it loke good....maybe even in the ice cross section have a territory...like baseb camp or something, though it doesnt heaps fit in the trilogy. then people might realise u can go there...sled marks and the like will be helpful...arrows will make it too...not age of realms feel

PostPosted: Wed Dec 05, 2007 8:15 am
by arizona
DiM wrote:
arizona wrote:Any thoughts to making the decay turn a single army neutral, rather than stopping the decay?...


not possible with the current xml :?
the decay will stop at 1 army.


That's too bad. I can't imagine it will make that much difference in game play as it is. People tend to leave those regions with just one army anyway.

Also converting to neutral would extend the snow analogy. You cut through the drifts (large neutrals), but you're tracks are filled in by gently falling snow..

PostPosted: Wed Dec 05, 2007 8:17 am
by DiM
lord voldemort wrote:make it loke good....maybe even in the ice cross section have a territory...like baseb camp or something, though it doesnt heaps fit in the trilogy. then people might realise u can go there...sled marks and the like will be helpful...arrows will make it too...not age of realms feel


another terit there. hmmm could be interesting. i'll think about it.

PostPosted: Wed Dec 05, 2007 8:18 am
by DiM
arizona wrote:
DiM wrote:
arizona wrote:Any thoughts to making the decay turn a single army neutral, rather than stopping the decay?...


not possible with the current xml :?
the decay will stop at 1 army.


That's too bad. I can't imagine it will make that much difference in game play as it is. People tend to leave those regions with just one army anyway.

Also converting to neutral would extend the snow analogy. You cut through the drifts (large neutrals), but you're tracks are filled in by gently falling snow..


yep indeed it would be really interesting if the decay worked like that. perhaps yeti_c can figure out something to make it work. perhaps with another xml update from lack. i don't really know.