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[Abandoned] - Galactic Conquest

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Postby Optimus Prime on Sat Oct 06, 2007 8:52 pm

Where did Apophis go? I hope he hasn't given up. This map has some very good potential for the future.
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Postby ApophisNL on Sat Oct 06, 2007 9:21 pm

Don't worry guys, I'm still here. Just giving some time for some more suggestions to come in before I do some more work.

- I like the idea of asteroids or other points of interest to link areas.
- I'd like to see some more isolated areas that are harder to get to.
- I'm going to thin it out a bit, so there's not the same # of planets per system.
- I'll try for some more star variety
- Planet variety is good enough, as the bonuses will become confusing
- No army circles, they'll fit in the planet/sun
- Names stay the way they are. No one said this is the milky way. :)
- I like the #'s for the planet names, keeps things easy (but I can be convinced otherwise).

Cheers
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Postby Optimus Prime on Sun Oct 07, 2007 2:43 pm

I'm excited for the next version of the map, so we can keep going then. :)
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Postby ApophisNL on Sun Oct 07, 2007 4:20 pm

Version 4:

Image

- There are 3 special travel routes:
-- Stargates in orbit connect all other stargated planets to each other
-- Wormhole connects to the other wormhole
-- A mysterious black object connects to the other one

-Asteroid belts block warship travel. Asteroids between two planets block travel between the planets (I.E. Travel from Bylaris I to II is blocked). Asteroids between a planet and it's sun block direct travel from the star to its planet (I.E. Travel from Cylan to Cylan I is blocked. You would need to travel from Cylan to Cylan II, then Cylan I).

-There are only 3 types of planets
- Gas giants (jupiter and saturn like have zero armies per turn (APT).
- Earth likes have 2 APT.
- All other planets I call mars-like and have 1 APT.

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Postby Optimus Prime on Mon Oct 08, 2007 11:33 am

This is getting better with each update. You are doing an excellent job. I like the new gameplay added by the mysterious objects and the wormholes. Here are my thoughts on the newest version:

1. The mysterious objects some good things to the overall gameplay, but perhaps the appearance of them could be given a bit more work. They kind of stick out a bit.

2. What would you think about the idea of having either 3 wormholes, or 3 mysterious objects, but 2 of the other? Perhaps add an extra of either one to the Suibor III territory? That's just a thought.

3. If you added a third wormhole or mysterious object, perhaps a small bonus for holding all of them at once?

The gameplay is fleshing out nicely. I am also a fan of the asteroid belts blocking the passage between some stars and some planets. That allows for a little more gameplay strategy in my mind.
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Postby Optimus Prime on Mon Oct 08, 2007 11:34 am

Whoops, I had totally missed the stargates when I made that last post. Please ignore the comments on adding wormholes or mysterious objects.
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Postby Aerial Attack on Mon Oct 08, 2007 12:18 pm

Wow, lots of good work so far. My comments:

1. Edit the initial post in the thread to add the current image above the original image (always good to see the original post with the progress of the map).
2. The Devi system only has 2 planets but 4 rings (with name tags).
3. Right now all the specials connect planet to planet. I would suggest moving the wormholes. Move the one in Cylan I up and to the left (so it connects Cylan I and Asomin II (maybe even Suibor II and/or Ranara II). The one on Junas III is fine (could possibly connect to Fikwi III).
4. Move explanation of Star Gates to Suibor II - currently crowds Haig I a bit.
5. Put asteroids between Haig and Haig III (move explanation of sun/planet blocking by asteroids here). Currently this explanation crowds the wormhole on Cylan I.
6. You currently have 5 planet/sun asteroid blocks and only 1 planet/planet. You might want to switch that slightly.
7. The red 0 in "0 armies per turn" is tough to differentiate between a 0 and 8, might want to take out the middle dash or use word "no"
8. Add in a bonus for all 5 star gates?


I really like this idea.
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Postby ApophisNL on Mon Oct 08, 2007 2:46 pm

Hi Guys,

Here we go:

Image

I added a few more asteroids and moved some text around.
Cleaned up the extra planet names from Devi
I like the objects the way they are right now... unless anyone has a good image of the monolith floting in space from Space Odessey?

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Postby Aerial Attack on Mon Oct 08, 2007 3:13 pm

That is sweet. Can't believe the response time !!!

After looking at the updates, here are somewhat contradictory [to previous] comments ...

1) switch the places of the green and red bonus labels [adding the extra letter to the red label crowds Cylan I]
2) move the Asomin asteroids between I and II [from III and IV]. Move the planet/planet blocking label here - currently crowds the bottom of the map [esp Bylaris I]
3) move the wormhole label down just a few pixels [separation from the Apophis byline]
4) bonus labels need to make it more clear that it is based shadow or lack of shadow [the planets in labels have white borders]

I just did a territory count and got the following:

a) 23 terrs with no bonus [15 stars and 8 red shadows]
b) 34 terrs with 1 bonus [all non-shadowed planets]
c) 8 terrs with 2 bonus [blue shadows]

That is a LOT of bonuses (basically every game will effectively be no cards - until escalating hits 35+ armies). If you had everything but either Jonas or Jonas III, you would maximize your bonus at 79 (in addition to armies for terr count).

This is looking excellent.
Last edited by Aerial Attack on Mon Oct 08, 2007 3:32 pm, edited 3 times in total.
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Postby Coleman on Mon Oct 08, 2007 3:15 pm

I'm checking this with guidelines for moving out of ideas right now. You've had enough drafts anyway.

Upon a quick refresher study you're clear. Up Up and Away. Keep up the good work. Aerial has some good suggestions for you.
Warning: You may be reading a really old topic.
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Postby ApophisNL on Mon Oct 08, 2007 4:55 pm

Aerial Attack wrote:4) bonus labels need to make it more clear that it is based shadow or lack of shadow [the planets in labels have white borders]

I just did a territory count and got the following:

a) 23 terrs with no bonus [15 stars and 8 red shadows]
b) 34 terrs with 1 bonus [all non-shadowed planets]
c) 8 terrs with 2 bonus [blue shadows]



I have no idea what you meant by comment #4! :)

My count has 15 stars and 4 gas giants (Devi I, Junas III, Cylan I, and Invey II). Where did you get 8?

As for bonuses. I had originally intended NO bonuses for systems at all, only bonuses for planets held.

Which would everyone prefer? System bonuses or not?

Cheers,
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Postby Aerial Attack on Mon Oct 08, 2007 4:59 pm

If you look at the planet in the legend (where it says +2 armies per turn). There is no blue shadow (instead it has a white border). Same with the red gas giant (white border instead of red shadow) label.

As for me counting 8 gas giants, I must have saved my last count (+2 planets) and put that there. *Doh*

I like all the bonuses. It's just that in a 1 v 1 game, whoever goes first is going to have a HUGE number of armies right off the bat.

As far as system bonuses go, I say yes. They might need to be bigger even (2 times the number of paths to defend). Also, don't forget that the wormholes, mysterious objects, and star gates add defense paths to each system. If I remember correctly, you said the bonus was based on defense paths.
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Postby ApophisNL on Tue Oct 09, 2007 6:00 am

Hi Guys,

Here you go:

Image

Updated System Bonuses
Moved some stuff around
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Postby unriggable on Tue Oct 09, 2007 9:55 am

This map is so confsing, especially the font...
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Postby ApophisNL on Tue Oct 09, 2007 10:28 am

unriggable wrote:This map is so confsing, especially the font...


I don't suppose you could be a little clearer in what parts are confusing (other than the font)?
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Postby Aerial Attack on Tue Oct 09, 2007 11:40 am

Excellent !

A few more comments (grew to a lot - obviously you pick which ones you want to heed):

1) Seeing as how you have plenty of room above it, make the planet/sun asteroid label 4 lines [vs. the current 3], so you don't crowd the Junas system label

2) Move both the star gate and the star gate label on Suibor II a wee bit left too [so you don't cover the planet] and possibly a few pixels up - but not too close to the Ranara system label
2a) Move the Qyis I star gate a little to the right and up [crowds the Qyis system label]

3) Qyis and Suibor have asteroids in the System Path. Does that have any effect? Should it?

4) The star gates are a little too prominent - especially if they are on an earth planet [table this - fixing 5 might fix this as well]

5) The shadows in the legend contrast the black background quite nicely. This could take a bit of work, but you might need to make the shadows on the gas giants and earth planets stand out just a little more. [Qyis I and Eallah III are prominent examples of earth planets whose shadow is very difficult to make out, especially with the star gate there]
5a) I don't like this, but you might want to only leave the shadows in the legend. Some people might only look at the planet type and not realize the Saturn type gas giants have the same non bonus as the Jupiter ones. There are also a few non shadowed planets that look somewhat earthy.
5b) I know that Ranara II, Worius IV, Asomin III, Bylaris II, and Fikwi II are not earth planets [not sure why I'm pointing this out to?]
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Postby Aerial Attack on Tue Oct 09, 2007 4:19 pm

After reading through the forum a bit more, I think we need to table the graphical changes for a bit and discuss the game play a little more.

I'm going to do a listing of the bonus potentials for each area (as they currently exist):

Asomin (5 terrs, +4 planet, +4 system) = 8 bonus for 5 terrs + 4 defense + 1 asteroid [8 for 10]

Bylaris (4 terrs, +4 planet, +1 system) = 5 bonus for 4 terrs + 1 defense + 1 asteroid [5 for 6]

Cylan (3 terrs, +2 planet, +2 system) = 4 bonus for 3 terrs + 2 defense + 1 asteroid [4 for 6]

Devi (3 terrs, +1 planet, +2 system, 1 asteroid) = 3 bonus for 3 terrs + 2 defense + 1 asteroid [3 for 6 - increase by 1?]

Eallah (5 terrs, +5 planet, +4 system) = 9 bonus for 5 terrs + 4 defense [9 for 9 - decrease by 1?]

Fikwi (4 terrs, +3 planet, +4 system, 1 asteroid) = 7 bonus for 4 terrs + 4 defense + 1 asteroid [7 for 9]

Haig (4 terrs, +4 planet, +2 system) = 6 bonus for 4 terrs + 2 defense + 1 asteroid [6 for 7]

Invey (4 terrs, +2 planet, +2 system) = 4 bonus for 4 terrs + 2 defense + 1 asteroid [4 for 7 - increase by 1?]

Junas (4 terrs, +2 planet, +2 system, 1 asteroid) = 4 bonus for 4 terrs + 2 defense + 1 asteroid [4 for 7 - increase by 1?]

Kilam (4 terrs, +4 planet, +3 system) = 7 bonus for 4 terrs + 4 defense [7 for 8]

Qyis (4 terrrs, +4 planet, +4 system) = 8 bonus for 4 terrs + 4 defense + 1 asteroid [8 for 9]

Ranara (4 terrs, +4 planet, +1 system) = 5 bonus for 4 terrs + 1 defense + 1 asteroid [5 for 6]

Secunda (5 terrs, +5 planet, +2 system) = 7 bonus for 5 terrs + 2 defense [7 for 7 - decrease by 1?]

Suibor (4 terrs, +4 planet, +4 system) = 8 bonus for 4 terrs + 4 defense + 1 asteroid [8 for 9]

Worius (5 terrs, +4 planet, +2 system) = 6 bonus for 5 terrs + 2 defense [6 for 7]


It might be easiest just to move some asteroids around.

Any one (else) have any thoughts on this?


Also, in your next draft can you include some sample army counts (88, 888, and 8888 - in blue, yellow, and red) on each of the different territory types. That will verify that the planets are large enough and answer some potential spacing issues.
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Postby ApophisNL on Tue Oct 09, 2007 5:55 pm

Without going into the breakdown, I'm curious what you meant by adding asteroids into the defense? They only block passage and armies can't go on them. Maybe I'm just confused. :) I just like drawing the pretty pictures. :D
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Postby Aerial Attack on Tue Oct 09, 2007 7:24 pm

Asteroids should probably only count for .5 or (.33) toward a bonus weight. It's just one less method of fortifying your territories within your system - potentially making it harder to defend the whole system.

Seeing as how most systems are within 2 bonus of terr + defense path counts, I think that those at the outer edge (with asteroids), may need to be pumped up a little.

My suggestion there at the end was to move the asteroids from the lesser systems to the bigger systems - although, that creates more crowding there.

Just trying to balance the game play.
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Postby cairnswk on Wed Oct 10, 2007 4:14 am

ApophisNL wrote:Hi Guys,

Here you go:

Image

Updated System Bonuses
Moved some stuff around


ApophisNL...i have beenwatching this progress in the background and thanks to coleman who progressed it into the foundry.

I wouldn't add to much more to it graphically as there is a lot going on.

My major concern would be that if this is the large version, and I have some problems reading the somewhat "squashed" font, will the same size font still appear in the small version. It would be better if the font was perhaps a little taller for legibility?

But great work so far. :)
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Postby ApophisNL on Wed Oct 10, 2007 7:12 am

New Version:

Image

Tried to address most of the issues. Fixed the font for instructional text and made the legend more clear. Increased the glows around planets.

Threw in a few army markers.
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Postby cairnswk on Wed Oct 10, 2007 11:15 am

Nice font update ApophisNL. :) Much more legible, now.
One thing though, signatures have size restrictions also. 600W x 150h. Could you be so kind...sorry, but if i don't tell you, someone else will LOL.
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Postby ApophisNL on Wed Oct 10, 2007 11:30 am

Thanks. As for the sig, it's within 600 by 150. :)
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Postby cairnswk on Wed Oct 10, 2007 11:42 am

ApophisNL wrote:Thanks. As for the sig, it's within 600 by 150. :)


ApophisNL...i have done a F5 refresh in case i missed something but the properties of the signature ani-graphic is showing 320w x 240h.
Its the height that has to come down to 150 or less.
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Postby Aerial Attack on Wed Oct 10, 2007 12:03 pm

Nice update Apophis.

1) Are you good at XML or have you contacted someone to help you?

1a) you need a place on the map to put "XML - [name]", unless you do it yourself.

2) The earth planets with star gates are still tough to distinguish [maybe lessen the glow of the star gate?]

3) The mysterious object on Invey II needs more shadow/glow to match the one on Devi I

4) I like the sample army numbers. We need yellow on a yellow sun, blue and green on a blue sun, and red and yellow on an orange sun. We also need to see what 888 and 8888 will look like (have to code for 888 level) - to make sure no overlaps. Definitely include Suibor II [name], Qyis I [star gate], and Invey II [mysterious object] amongst the planets you number - as they can potentially obscure important things.

5) Edit the first post in this thread to include the updated territory/system counts [you can keep that original 9 systems and 29 terrs]. Put this between the 2 maps.
Last edited by Aerial Attack on Wed Oct 10, 2007 12:10 pm, edited 1 time in total.
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