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PostPosted: Wed Dec 05, 2007 8:20 am
by yeti_c
DiM wrote:
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.


Nowt I can do - only Lack can change this...

C.

PostPosted: Wed Dec 05, 2007 9:26 am
by rebelman
a few observations (will be back with more)

corn farm and corn mill, wheat field and bakery - considering what happened these resource pair are now useless - they should be removed from the map or in terms of accuracy remain but without any bonus ie a useless resource pair. some new rescouce pair should probably relace them but in a manner that counteracts the imbalance I have outlined below

================================================

distance to sanctuary without connecting mines: (the proposed mines change will not shorten these distances & i am assuming the floating ice / ice bridge is not a terr.)

Aoria 3 terr.

Xi 4 terr.

Figye 5 terr.

Mua 5 terr.

Ghyr 6 terr.

Borun 5 terr.

=============================================

it may be an idea that some ports like ikalu could now be frozen over

=============================================

bridges, buildings etc should also have a more frosted look as they too would have been effected by the freeze - and i think most if not all the water should have a thin ice covering - only passable in its thicker parts or through narrow passages otherwise the ports become obsolete

============================================

in terms of new resource pairs could i suggest forraging for berries or hunting wild animals

========================================

to redress the distance from sanctuary issue some secret passageways / tunnels could be included that take you to the island as IMHO no territory should have a significant advantage in taking the sanctuary and neutrals can solve this problem only to a certain degree - one possible secret passageway could be between Gunn and Duht

===========================================

getting back to my frozen ports idea if Rhit port was frozen over the people of that kingdom might have built a new port at Ieme which immediatly adds another terr. between Aoria and the sanctuary (and addresses an issue some (not me) had with chapter 1

============================================

if my proposed secret passage between gunn and duht was added along with the freezing of rhit to be replaced by Ieme all 6 castles would be 4/5 terrs. from the sanctuary

===========================================

will be posting again with other comments - but those are some initial thoughts

PostPosted: Wed Dec 05, 2007 9:28 am
by DiM
V4
DONE:
* replaced corn farm and corn mill with rabbit farm and butchery
* replaced wheat field and bakery with berry field and basket weaver
* added routes on the ice bridge to indicate it's purpose.
* added road signs on the ice bridge for feeling and for further indication that that's a path.
* modified the legend and resource graphics to represent the new changes.
* added a glow to the sanctuary to draw attention on it.
* drank hot chocolate while looking at family guy

TO-DO
* xml (yeti_c)
* small version

image:
Image

PostPosted: Wed Dec 05, 2007 9:31 am
by lord voldemort
good to see your having a drink the road signs along with marks are great, makes it obvious that the ice is a path

i assum voigth can attack crock etc, like they can go anywhere or do they have to go to G'th??

PostPosted: Wed Dec 05, 2007 9:32 am
by yeti_c
Move the legend down a little bit - to ensure access to the far dock...

C.

PostPosted: Wed Dec 05, 2007 9:32 am
by Coleman
I think that evil glow would look good on the sanctuary shield too. Especially now that it is pretty much the same color as Rabbit Farm.

PostPosted: Wed Dec 05, 2007 9:33 am
by Coleman
lord voldemort wrote:i assum voigth can attack crock etc, like they can go anywhere or do they have to go to G'th??
I'm 99-100% sure that's correct, the 4 way and 3 way road signs would be silly otherwise.

PostPosted: Wed Dec 05, 2007 9:36 am
by Coleman
rebelman wrote:===========================================

getting back to my frozen ports idea if Rhit port was frozen over the people of that kingdom might have built a new port at Ieme which immediatly adds another terr. between Aoria and the sanctuary (and addresses an issue some (not me) had with chapter 1

============================================
I really like this one. I think Rhit shouldn't even be a village now and should look heavily damaged.

PostPosted: Wed Dec 05, 2007 9:39 am
by DiM
rebelman wrote:a few observations (will be back with more)

corn farm and corn mill, wheat field and bakery - considering what happened these resource pair are now useless - they should be removed from the map or in terms of accuracy remain but without any bonus ie a useless resource pair. some new rescouce pair should probably relace them but in a manner that counteracts the imbalance I have outlined below


new resource pairs added above

rebelman wrote:distance to sanctuary without connecting mines: (the proposed mines change will not shorten these distances & i am assuming the floating ice / ice bridge is not a terr.)

Aoria 3 terr.

Xi 4 terr.

Figye 5 terr.

Mua 5 terr.

Ghyr 6 terr.

Borun 5 terr.


yep the distances are right. they will be tweaked to have the same neutrals value despite the diff number of terits.

rebelman wrote:it may be an idea that some ports like ikalu could now be frozen over


why?

rebelman wrote:bridges, buildings etc should also have a more frosted look as they too would have been effected by the freeze - and i think most if not all the water should have a thin ice covering - only passable in its thicker parts or through narrow passages otherwise the ports become obsolete


i don't want all the water to be frozen, it's common knowledge that where the watter is deep it doesn't freeze.
but the buildings and bridges can be frozen. only problem is that this would make them harder to see.

rebelman wrote:in terms of new resource pairs could i suggest forraging for berries or hunting wild animals


look at post above

rebelman wrote:to redress the distance from sanctuary issue some secret passageways / tunnels could be included that take you to the island as IMHO no territory should have a significant advantage in taking the sanctuary and neutrals can solve this problem only to a certain degree - one possible secret passageway could be between Gunn and Duht


hmm not fond of that secret passage because:
1. need explanation in legend and i don't have space
2. logical reasoning
3. graphic representation.

rebelman wrote:getting back to my frozen ports idea if Rhit port was frozen over the people of that kingdom might have built a new port at Ieme which immediatly adds another terr. between Aoria and the sanctuary (and addresses an issue some (not me) had with chapter 1


but then aoria would have the advantage of taking 2 villages without having exposed itself by taking a dock. aoria would become too powerful.

rebelman wrote:if my proposed secret passage between gunn and duht was added along with the freezing of rhit to be replaced by Ieme all 6 castles would be 4/5 terrs. from the sanctuary


i still would like to balance through neutrals.

rebelman wrote:will be posting again with other comments - but those are some initial thoughts


will be waiting

PostPosted: Wed Dec 05, 2007 9:43 am
by DiM
lord voldemort wrote:good to see your having a drink the road signs along with marks are great, makes it obvious that the ice is a path

i assum voigth can attack crock etc, like they can go anywhere or do they have to go to G'th??


the terits connected to the ice path can attack all other terits connected to the ice path. for example rongar can attack croch voigth and g'th

PostPosted: Wed Dec 05, 2007 9:44 am
by DiM
yeti_c wrote:Move the legend down a little bit - to ensure access to the far dock...

C.


will do in next update

PostPosted: Wed Dec 05, 2007 9:45 am
by DiM
Coleman wrote:
lord voldemort wrote:i assum voigth can attack crock etc, like they can go anywhere or do they have to go to G'th??
I'm 99-100% sure that's correct, the 4 way and 3 way road signs would be silly otherwise.


can go anyway. that's why i put the road signs that show all directions.

PostPosted: Wed Dec 05, 2007 9:45 am
by yeti_c
PS I'll do XML tomorrow.

C.

PostPosted: Wed Dec 05, 2007 9:49 am
by DiM
Coleman wrote:
rebelman wrote:===========================================

getting back to my frozen ports idea if Rhit port was frozen over the people of that kingdom might have built a new port at Ieme which immediatly adds another terr. between Aoria and the sanctuary (and addresses an issue some (not me) had with chapter 1

============================================
I really like this one. I think Rhit shouldn't even be a village now and should look heavily damaged.


yeah but if i make a dock in ieme and destroy rhit village then aoria will have just 1 village.
if i leave rhit and move the dock to ieme then aoria will have 2 villages and could take them without exposing itself by taking a dock. :wink:

if you really want rhit not to touch aoria then i can simply extend aheo to touch butchery and thus make rhit 2 attacks away from aoria.

PostPosted: Wed Dec 05, 2007 9:50 am
by lord voldemort
with the por territory could i suggest some wider ice, hard to read caus it ends at the same, there are som others like this, that maybe the names could be moved. or the ice extended

just my opinion though

PostPosted: Wed Dec 05, 2007 9:55 am
by DiM
lord voldemort wrote:with the por territory could i suggest some wider ice, hard to read caus it ends at the same, there are som others like this, that maybe the names could be moved. or the ice extended

just my opinion though


done for por, qasr and butchery. will be seen in next update.

PostPosted: Wed Dec 05, 2007 9:56 am
by Coleman
DiM wrote:
Coleman wrote:
rebelman wrote:===========================================

getting back to my frozen ports idea if Rhit port was frozen over the people of that kingdom might have built a new port at Ieme which immediatly adds another terr. between Aoria and the sanctuary (and addresses an issue some (not me) had with chapter 1

============================================
I really like this one. I think Rhit shouldn't even be a village now and should look heavily damaged.


yeah but if i make a dock in ieme and destroy rhit village then aoria will have just 1 village.
if i leave rhit and move the dock to ieme then aoria will have 2 villages and could take them without exposing itself by taking a dock. :wink:

if you really want rhit not to touch aoria then i can simply extend aheo to touch butchery and thus make rhit 2 attacks away from aoria.


I was meaning the new dock would also be a village but meh, whatever.

Ignoring my sanctuary shield post? :lol:

PostPosted: Wed Dec 05, 2007 9:58 am
by DiM
Coleman wrote:
DiM wrote:
Coleman wrote:
rebelman wrote:===========================================

getting back to my frozen ports idea if Rhit port was frozen over the people of that kingdom might have built a new port at Ieme which immediatly adds another terr. between Aoria and the sanctuary (and addresses an issue some (not me) had with chapter 1

============================================
I really like this one. I think Rhit shouldn't even be a village now and should look heavily damaged.


yeah but if i make a dock in ieme and destroy rhit village then aoria will have just 1 village.
if i leave rhit and move the dock to ieme then aoria will have 2 villages and could take them without exposing itself by taking a dock. :wink:

if you really want rhit not to touch aoria then i can simply extend aheo to touch butchery and thus make rhit 2 attacks away from aoria.


I was meaning the new dock would also be a village but meh, whatever.

Ignoring my sanctuary shield post? :lol:


the shield is already done. will be seen in next update.

so move rhit village and dock in ieme? i can do that. what does everybody think?

PostPosted: Wed Dec 05, 2007 10:01 am
by yeti_c
I don't think you should modify the original territories - so move the village and Dock to the next one is fine... leave a trail of destruction though...

This works too - as the Corn Farm was ruined and the villagers died out as they struggled to feed themselves... until a new food source was discovered. The survivors felt that they didn't want to stay in the ruins of their old village as they had discovered a better location nearer to the food.

C.

PostPosted: Wed Dec 05, 2007 10:05 am
by lord voldemort
yeti_c wrote:I don't think you should modify the original territories - so move the village and Dock to the next one is fine... leave a trail of destruction though...

This works too - as the Corn Farm was ruined and the villagers died out as they struggled to feed themselves... until a new food source was discovered. The survivors felt that they didn't want to stay in the ruins of their old village as they had discovered a better location nearer to the food.

C.


sounds good!!

yer as long as a bit of destruction is left behind

PostPosted: Wed Dec 05, 2007 10:15 am
by rebelman
thank you for your prompt replies to my proposals / comments i have one small concern mainly after hearing feedback on the grass in the madness map - i believer some players will assume that the new ice on the waters edge will join all terrritories touching it - im aware this is not the case but this needs to be clearer preferably graphically so the forum doesnt have to be adjusted.

As of now people could wrongly assume the following connections: (Cracks in the ice or small ice movements could solve these)

Mua and Aosa

Eon and Tait

Eon and Chelt

Eon and Aelmo

Eon and Roa

Eon and Ikalu

Lynn and Aelmo

lynn and Roa

Lynn and Ikalu

Aelmo and Ikalu

etc. etc. (got sick of completing this list - you get the idea)

==============================================

some of the villages from chap 1 need not be villages this time (having a secret tunnel could be explained this way ie the village people fled through the tunnel in search of warmth and shelter

PostPosted: Wed Dec 05, 2007 10:15 am
by DiM
V5
DONE:
*added glow to the sanctuary shield
*froze rhit dock and moved village to ieme and built a new dock there.
*extended ice so the por, qasr and butchery names would be perfectly visible.
*moved the legend down a bit to indicate that sler is connected to the other docks.

Image

PostPosted: Wed Dec 05, 2007 10:21 am
by lord voldemort
rebelman wrote:
As of now people could wrongly assume the following connections: (Cracks in the ice or small ice movements could solve these)

Mua and Aosa

Eon and Tait

Eon and Chelt

Eon and Aelmo

Eon and Roa

Eon and Ikalu

Lynn and Aelmo

lynn and Roa

Lynn and Ikalu

Aelmo and Ikalu

etc. etc. (got sick of completing this list - you get the idea)





i dnt think someone would assume that

PostPosted: Wed Dec 05, 2007 10:21 am
by DiM
lord voldemort wrote:
yeti_c wrote:I don't think you should modify the original territories - so move the village and Dock to the next one is fine... leave a trail of destruction though...

This works too - as the Corn Farm was ruined and the villagers died out as they struggled to feed themselves... until a new food source was discovered. The survivors felt that they didn't want to stay in the ruins of their old village as they had discovered a better location nearer to the food.

C.


sounds good!!

yer as long as a bit of destruction is left behind


look at v5. unfortunatelly i was working and did not see you posted this.
so you say a trail of destruction. i'm not sure how i could graphically represent this. :(
perhaps some houses totally covered in snow :shock:

PostPosted: Wed Dec 05, 2007 10:23 am
by DiM
lord voldemort wrote:
rebelman wrote:
As of now people could wrongly assume the following connections: (Cracks in the ice or small ice movements could solve these)

Mua and Aosa

Eon and Tait

Eon and Chelt

Eon and Aelmo

Eon and Roa

Eon and Ikalu

Lynn and Aelmo

lynn and Roa

Lynn and Ikalu

Aelmo and Ikalu

etc. etc. (got sick of completing this list - you get the idea)





i dnt think someone would assume that


i'm with lord voldemort on this one. why would people assume that? the only ice that connects things has a path and road signs. the other don't.

i could add cracks, that's easy but it would look kinda artificial to have cracks where every border is :(