Vertex/Austrum [Quenched]

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Re: Vertex/Austrum [4/11] V3 Page 2

Postby Unstoppable! on Sun Nov 04, 2012 5:20 am

Absolute great maps, i will cert. play on this map.
It is hard to bring something completely different, but you managed it!! 8-) 8-)
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Re: Vertex/Austrum [4/11] V3 Page 2

Postby generalhead on Sun Nov 04, 2012 6:29 am

Brilliant, great Job man!Image
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Re: Vertex/Austrum [4/11] V3 Page 2

Postby koontz1973 on Mon Nov 05, 2012 5:01 am

For both maps.
Removed the white around the circular borders as it was playing havoc with the black.
Changed the word Bonuses to Troops. This should be enough to allow players to understand that it is not going to be a normal map.
Vertex.
Reduced the gold glow around the legend text.
Click image to enlarge.
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Austrum.
Tidied up some of the glows.
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Re: Vertex/Austrum [5/11] V4 Page 3

Postby generalhead on Mon Nov 05, 2012 7:19 am

On the Austrum map Is your troops +1 legend a different color or opacity than the rest of the legends?
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Re: Vertex/Austrum [5/11] V4 Page 3

Postby koontz1973 on Mon Nov 05, 2012 7:27 am

generalhead wrote:On the Austrum map Is your troops +1 legend a different color or opacity than the rest of the legends?

No, I doubled checked this when someone else pointed this out. It is because of the background. In Vertex, it is a solid green so it looks the same. In Austrum, it has a dark blue with white clouds so their is a bigger contrast of colour. This leads it to look different. That is the only explination I can come up with anyway.
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Re: Vertex/Austrum [5/11] V4 Page 3

Postby BisdeCapri on Mon Nov 05, 2012 9:38 am

Beautiful !
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Re: Vertex/Austrum [5/11] V4 Page 3

Postby nolefan5311 on Tue Nov 06, 2012 4:36 pm

We'll go ahead and get this one moved on up to the the MFW. Congrats koontz...

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Re: Vertex/Austrum [5/11] V4 Page 3

Postby koontz1973 on Tue Nov 06, 2012 11:28 pm

BisdeCapri wrote:Beautiful !

Always nice to here.
nolefan5311 wrote:We'll go ahead and get this one moved on up to the the MFW. Congrats koontz...

Image

:D :D :D
Nice way to wake up that is. Thanks nole.

OK, no territory troops foe these maps.
You only get the bonus troops which is hold 3 troops in an area and get +1. With a minimum of 3. This is the same as having the normal territory reinforcements but only getting it as bonuses. As you lot can see, I have very little room for text and do not want to go outside of the circles for any text apart from names. Is the current text understandable for all this:
    bonuses
    decays
    winning conditions
If not, what does anyone suggest?
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Re: Vertex/Austrum [5/11] V4 Page 3

Postby generalhead on Wed Nov 07, 2012 6:47 am

I think your winning conditions and your decay are worded good. The only thing that is confusing is the min-3. Do you need to have that in there?
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Re: Vertex/Austrum [5/11] V4 Page 3

Postby koontz1973 on Wed Nov 07, 2012 11:57 am

generalhead wrote:I think your winning conditions and your decay are worded good. The only thing that is confusing is the min-3. Do you need to have that in there?

If I get rid of it, then I will need to have normal territ troops as well as the bonuses. That might be a good idea as troop levels will be small and drag games out.

Will remove the min - 3 and have both bonus and territory troops. This will stop confusion when playing and allow me to keep the words down.

Thanks GH. Will post the maps shortly.
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Re: Vertex/Austrum [5/11] V4 Page 3

Postby DoomYoshi on Wed Nov 07, 2012 1:00 pm

Can we have more interesting names for the territories than OT1 etc. These have the potential to be really rich maps, but that is holding me back from accepting them as the successor to AoR.
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Re: Vertex/Austrum [5/11] V4 Page 3

Postby koontz1973 on Wed Nov 07, 2012 1:11 pm

DoomYoshi wrote:Can we have more interesting names for the territories than OT1 etc. These have the potential to be really rich maps, but that is holding me back from accepting them as the successor to AoR.

Adding Latin names as we speak. These where always place holders to see if any interest was to be found. Also, it made the bonus regions easier to find and understand as I do not want to colour the land more than glows.
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Re: Vertex/Austrum [5/11] V4 Page 3

Postby DoomYoshi on Wed Nov 07, 2012 1:13 pm

koontz1973 wrote:
DoomYoshi wrote:Can we have more interesting names for the territories than OT1 etc. These have the potential to be really rich maps, but that is holding me back from accepting them as the successor to AoR.

Adding Latin names as we speak. These where always place holders to see if any interest was to be found. Also, it made the bonus regions easier to find and understand as I do not want to colour the land more than glows.


AWESOME :)
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Re: Vertex/Austrum [5/11] V4 Page 3

Postby koontz1973 on Thu Nov 08, 2012 12:29 am

Vertex
Removed the Min-3
Names now in Latin.
Removed some mountains and trees for name fit.
Click image to enlarge.
image


Game play.
Normal territory bonuses. +1 for every 3 territs.
Bonuses consist of holding 3 territories in any region +1
Boreus, Supernas and Aquilonius territories all start as 3 neutral. All decay by one every turn held.
Arctous (part of winning condition) starts as 10 neutrals.
Hold Arctous and 15 territories for on round to win.
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Austrum
Removed the Min-3
Names now in Latin apart from the big island in the middle.
Removed some mountains and trees for name fit.
Redid some sea routes to go around the longer names.
Click image to enlarge.
image

Some of the names on the islands go over the edges. Can anyone not read them?

Gameplay.
Normal territory bonuses. +1 for every 3 territs.
Bonuses consist of holding 3 territories in any region +1.
Hastile, Sublica and Asser territories decay by one every round held.
Exploratorum (ships) are part of the positions but will have an underlying neutral of 3.

Positons.
Max of 2 given out. One ship and 3 territories given out randomly from the middle island.
Territories will have an underlying neutral of 2 so any not given out will be neutral.
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Re: Vertex/Austrum [8/11] V5 Page 3

Postby AndyDufresne on Thu Nov 08, 2012 10:54 am

Looking good so far, I'll have to give these maps a better look over soon.


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Re: Vertex/Austrum [8/11] V5 Page 3

Postby nolefan5311 on Thu Nov 08, 2012 11:10 am

I agree, these look great.

koontz, if they're not already there (I haven't checked) can you post an image in the first post of which regions start neutral and what they start as?

Also, some of the text in the corner circles are a little hard to read. I really like the font, but it's hard to read for me. Also, for Austrem, I think the winning condition needs to be changed since its tough to tell which ships are Exploratorum (only the ones in the upper right sea?), and which ones aren't.
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Re: Vertex/Austrum [8/11] V5 Page 3

Postby koontz1973 on Thu Nov 08, 2012 11:35 am

AndyDufresne wrote:Looking good so far, I'll have to give these maps a better look over soon.


--Andy

Thanks Andy.
nolefan5311 wrote:I agree, these look great.

koontz, if they're not already there (I haven't checked) can you post an image in the first post of which regions start neutral and what they start as?

Also, some of the text in the corner circles are a little hard to read. I really like the font, but it's hard to read for me. Also, for Austrem, I think the winning condition needs to be changed since its tough to tell which ships are Exploratorum (only the ones in the upper right sea?), and which ones aren't.

Will post the Austrum map with neutrals later today. Vertex already has it (ignore the ones on the outside as they are just my workings for positions) Will post Vertex also.
Can change the text (I take it you mean the green text on the red/blue circle).
Exploratorum = all ships. Would it not be better to remove the text on the outside as it is no longer needed for the bonuses now that the territs have names. Only ones to stay would be the blue ones in the middle as they are needed to show the decays.

Going to remove the green text altogether. Just had an idea that might just work. If it does not, I will keep it but in a different form.

EDIT: Tried to put a poem around the edges. Like the bonus text it was hard to read and not practical. Why have a map with few words only to add more onto it. :roll: Here are both maps, removed the text in the edges as it was hard to read. Added a 30% white glow under the territ text to lift it up a tad. These will go into GP sections as well as they show current neutral values.
Vertex
Click image to enlarge.
image

Austrum
Austrum has positions in place. All ships and the centre island will be part of the positions with an underlying 3 neutral (explained in first post GP section).
Click image to enlarge.
image
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Re: Vertex/Austrum [8/11] V5.1 Page 4

Postby DoomYoshi on Thu Nov 08, 2012 3:13 pm

Misc. Thoughts

Vertex:
15 territories is too many for a victory condition. An 8-player No Spoils would never finish.

Austrum
Baird sucks too much to be a starting point. Also, having killer starting positions is an extremely controversial decision... I figured we would no longer do that after the "Dust Bowl Dust Up".

Both:
The positions don't correlate to each other very well. In Vertex Rho and Cos are adjacent, but in Austrum, they are quite seperate. I was assuming this is too poles of the same world, is this not the case?
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Re: Vertex/Austrum [8/11] V5.1 Page 4

Postby koontz1973 on Thu Nov 08, 2012 11:18 pm

DoomYoshi wrote:Misc. Thoughts

Vertex:
15 territories is too many for a victory condition. An 8-player No Spoils would never finish.

It would then just end up being a normal game of elimination. I can understand that the 15 might be high for 8 player no spoils, but 8 player esc game, the first round of spoils go to 25 and that might make it to low.
Austrum
Baird sucks too much to be a starting point. Also, having killer starting positions is an extremely controversial decision... I figured we would no longer do that after the "Dust Bowl Dust Up".

Hayes is in the same position as Baird. But the starting positions for the ships is not a crucial one to stay in the game. They are just part of the normal deploy. But as the winning condition is to hold Meridiem and 5 ships, I wanted all players to start with at least one in all games. In a two player game, each player will get 16 territs over all. (2 ships, 6 from the middle and 8 going around the outside). I would consider only having one or two in the middle given out as the positions. Then I can balance the game better for the ships. So Baird and Hayes would get a territ close to Meridiem whilst the others further out. As for the decays being starting positions, Dust bowl should be sorted now as a new xml was written and I have decays as positions in Rorke's Drift so I do understand some players feelings toward this.
Both:
The positions don't correlate to each other very well. In Vertex Rho and Cos are adjacent, but in Austrum, they are quite seperate. I was assuming this is too poles of the same world, is this not the case?

Both have latin names. It gives a other world feel whilst grounding the maps in reality. I used lakes and rivers as place names became to recognisable. Will make sure to go around and remove any name that is duplicated.
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Re: Vertex/Austrum [8/11] V5.1 Page 4

Postby DoomYoshi on Fri Nov 09, 2012 10:56 am

koontz1973 wrote:
DoomYoshi wrote:Misc. Thoughts

Vertex:
15 territories is too many for a victory condition. An 8-player No Spoils would never finish.

It would then just end up being a normal game of elimination. I can understand that the 15 might be high for 8 player no spoils, but 8 player esc game, the first round of spoils go to 25 and that might make it to low.


If someone has victory conditon, there is a decent chance that another player can hit any one of the 15 terts though. Needs more input from others I guess, I rarely if ever go for victory conditions.


Austrum
Baird sucks too much to be a starting point. Also, having killer starting positions is an extremely controversial decision... I figured we would no longer do that after the "Dust Bowl Dust Up".

Hayes is in the same position as Baird. But the starting positions for the ships is not a crucial one to stay in the game. They are just part of the normal deploy. But as the winning condition is to hold Meridiem and 5 ships, I wanted all players to start with at least one in all games. In a two player game, each player will get 16 territs over all. (2 ships, 6 from the middle and 8 going around the outside). I would consider only having one or two in the middle given out as the positions. Then I can balance the game better for the ships. So Baird and Hayes would get a territ close to Meridiem whilst the others further out. As for the decays being starting positions, Dust bowl should be sorted now as a new xml was written and I have decays as positions in Rorke's Drift so I do understand some players feelings toward this.

I mean that Baird sucks, because it only connects to a single land territory, and that territory is a decay. Hayes connects to 2 land territories, one of which is not a decay. The man-in-the-middle element doesn't help either.


Both:
The positions don't correlate to each other very well. In Vertex Rho and Cos are adjacent, but in Austrum, they are quite seperate. I was assuming this is too poles of the same world, is this not the case?

Both have latin names. It gives a other world feel whilst grounding the maps in reality. I used lakes and rivers as place names became to recognisable. Will make sure to go around and remove any name that is duplicated.
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Re: Vertex/Austrum [8/11] V5.1 Page 4

Postby koontz1973 on Fri Nov 09, 2012 12:03 pm

I understand now about Baird. Will see to a solution tonight.

Victory conditions are rarely used unless you really need to. Now that I see your point clearly, I can see that a reduction is in order. How about 5 or 7?
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Re: Vertex/Austrum [8/11] V5.1 Page 4

Postby DoomYoshi on Tue Nov 13, 2012 5:09 pm

koontz1973 wrote:I understand now about Baird. Will see to a solution tonight.

Victory conditions are rarely used unless you really need to. Now that I see your point clearly, I can see that a reduction is in order. How about 5 or 7?


5 makes no sense at all. 8-player games start with 5. That would mean the objective is to just to hold the central tert, so 5 becomes a meaningless number (unless we ever get 12 player games).
9 seems like a good number (since you start with 8 in 5, but 10 in 4).

Due to the unusual bonus structure though, there are some problems. Particularly with 7 players, since there are 6 starting territories. A 5 on 3 attack succeeds 64%. So there is a 64% chance that the first player can cripple an adjacent player (a drop of 1 being thus considered negligible).
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Re: Vertex/Austrum [8/11] V5.1 Page 4

Postby koontz1973 on Tue Nov 13, 2012 11:32 pm

I know Doom, I am trying to get it worked out for the next draft but have hit a little problem which is why it is taken me so long to post one. Will get the next one up at the weekend a the latest and by then all gp issues should be solved. ;)
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Re: Vertex/Austrum [8/11] V5.1 Page 4

Postby koontz1973 on Thu Nov 15, 2012 3:46 am

Vertex
Reduced the number of territs to hold to 10. So now you need to hold Arctous and any ten territs to win the game. Neutral vlaues and troops deployment stay the same.
Click image to enlarge.
image


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Austrum
This has had a lot of game play work. I have added an extra 2 ships to the map. All ships are a starting position with one territ in the centre. All starting positions will have an underlying neutral which is next to the coloured number. All other territs in the centre are a neutral one apart from Meridiem which is a 15. Winning condition stays the same. 5 ships and Meridium.
Starting positions will be handed out with a max of two. So up to 5 player games, 2 will be handed out, and above only one. Their is no losing condition so if players deploy next to each other, that is not a problem.

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Re: Vertex/Austrum [15/11] V6 Page 4

Postby DoomYoshi on Thu Nov 15, 2012 6:50 pm

I love the new ships.

Are the starting positions mapped out so that if you start with Alston, you also start with AS1 (the red start)?
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