Vertex/Austrum [Quenched]

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Re: Vertex/Austrum [8/12] V15 Page 1/6

Postby koontz1973 on Sat Dec 08, 2012 1:00 am

New game play for both maps.
Hold 4 connected regions in a territory to grab a +1 bonus. So by holding 5 connected you get +2. Bonuses will not get big as the territories are not that big (blue territ will only give +6 or +7 when all is held). But this will give some funny combos to be had. This will lead to some very interesting games and unique strategies IMO.

Vertex
New bridges.
Left side islands have now gone to red to allow for the 4 connected territs.
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Austrum
New bridges.
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Re: Vertex/Austrum [8/12] V15 Page 1/6

Postby Seamus76 on Sat Dec 08, 2012 1:24 am

I like the bonus structure, it should work pretty well. Can't say I like the new bridges though. They look like cars or catapults or something. The old ones, even though simple, looked better and fit the map better in my opinion.
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Re: Vertex/Austrum [8/12] V15 Page 1/6

Postby cairnswk on Sat Dec 08, 2012 1:26 am

koontz. i'm just looking at the design of these maps...know it's not gfx time, but this is found visually counter-effective
you seem to have good symmetry happening on the Austrum map re the gold circles, the wind-blowers and the other outer etchings, althought the gold embelishments at the mid-edges are not centered...is all this deliberate?
on the Vertex map, the green leaf embelishments are not symmertrical and create the counter effect of the rest of the outer edges.
the only other thing are the bridges...they stand out too much and don't have that same pastel effect as the rest of the map.
wondering if these things are on your radar?
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Re: Vertex/Austrum [8/12] V15 Page 1/6

Postby koontz1973 on Sat Dec 08, 2012 1:36 am

Everything is on my radar. Yep, the bridges are testers, I started to dislike the older ones.
cairns, I agree will all of what you say and I am in the process of fixing the whole thing. Some things will not be centred though deliberately. The gold clips are centred for the map size but not to the map itself. This is one example of that. Things like the leaf will get to look like it was supposed to be centred but might be out a little (like a very old map that was drawn by hand). So things like the lines on the map and the gold circles will be identical and centred as they can be done by a stencil, but if it would of been freehand some little defects will go in.

Bridges have to go. Still not finding the ones I like which is bloody annoying. Andy posted a couple of jpegs which do nothing but I will need to keep trying. It might just be I need to lower the opacity to the new ones to let them blend in to the map more.

Christmas holidays are coming up so I will have plenty of time to get those fixed.
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Re: Vertex/Austrum [8/12] V15 Page 1/6

Postby macbone on Sat Dec 08, 2012 12:34 pm

I like the feel of these maps. I'm kinda getting a Seafarers of Catan vibe from them. Looking good, man!
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Re: Vertex/Austrum [8/12] V15 Page 1/6

Postby iancanton on Sun Dec 09, 2012 5:23 pm

koontz1973 wrote:New game play for both maps.
Hold 4 connected regions in a territory to grab a +1 bonus. So by holding 5 connected you get +2.

requiring 4 connected regions is a big improvement on needing only 3 regions. be aware that, by holding 5 connected regions, it's possible in austrum to gain +3 from this bonus, since there are 3 possible combinations of 4 in asser (not necessarily a problem).

by territory, do u mean bonus zone? if so, then there are only 11 territories, therefore the winning condition in vertex, hold arctous and 10 territories, is so difficult to achieve that virtually all games will finish by all opponents being killed.

in austrum, the winning condition is reasonable, once each player realises what the exploratorum are!

each map has regions called delos and aegina. is this deliberate?

ian. :)
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Re: Vertex/Austrum [8/12] V15 Page 1/6

Postby koontz1973 on Sun Dec 09, 2012 10:13 pm

iancanton wrote:
koontz1973 wrote:New game play for both maps.
Hold 4 connected regions in a territory to grab a +1 bonus. So by holding 5 connected you get +2.

requiring 4 connected regions is a big improvement on needing only 3 regions. be aware that, by holding 5 connected regions, it's possible in austrum to gain +3 from this bonus, since there are 3 possible combinations of 4 in asser (not necessarily a problem).

The combonations of the 4s need to be looked at, but I have not seen any territory giving away excessive amount of bonuses.
by territory, do u mean bonus zone? if so, then there are only 11 territories, therefore the winning condition in vertex, hold arctous and 10 territories, is so difficult to achieve that virtually all games will finish by all opponents being killed.

Wording on my part will change. Territory to region so same vocab as troops legend.
in austrum, the winning condition is reasonable, once each player realises what the exploratorum are!

And the two ships in that part of the legend, next to the exploratorum name is not clue enough for payers?
each map has regions called delos and aegina. is this deliberate?

ian. :)

Not only deliberate, but wanted. Many things from the maps cross over to a sense of connection is had.

Vertex
Wording changed as stated above.
Removed neutral 2s from Dominica as the 4 in a row principle removes the requirement for it here.
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Austrum
No changes made.
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Re: Vertex/Austrum [10/12] V15.1 Page 1/7

Postby nolefan5311 on Mon Dec 10, 2012 8:57 am

I think this latest update is probably good to go, so I'm putting a last call out there. If anybody has any remaining issues with the gameplay, now is the time to speak. Otherwise, this map will receive the GP stamp in 48 hours.
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Re: Vertex/Austrum [10/12] V15.1 Page 1/7

Postby AndyDufresne on Tue Dec 11, 2012 12:08 pm

Still looking good.


--Andy
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Re: Vertex/Austrum [10/12] V15.1 Page 1/7

Postby koontz1973 on Tue Dec 11, 2012 12:28 pm

nolefan5311 wrote:I think this latest update is probably good to go, so I'm putting a last call out there. If anybody has any remaining issues with the gameplay, now is the time to speak. Otherwise, this map will receive the GP stamp in 48 hours.

Thanks nole. As soon as it is stamped, I will get the graphics polished up.
AndyDufresne wrote:Still looking good.


--Andy

Cheers.
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Re: Vertex/Austrum [10/12] V15.1 Page 1/7

Postby ManBungalow on Tue Dec 11, 2012 12:42 pm

I don't really understand the bonuses.

+1 for every 4 connected regions in a territory

Does this mean that, in Austrum, the region Ha5 can't ever feature in a bonus because it's not directly attached to any other Ha regions ?
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Re: Vertex/Austrum [10/12] V15.1 Page 1/7

Postby nolefan5311 on Tue Dec 11, 2012 12:59 pm

ManBungalow wrote:I don't really understand the bonuses.

+1 for every 4 connected regions in a territory

Does this mean that, in Austrum, the region Ha5 can't ever feature in a bonus because it's not directly attached to any other Ha regions ?


This is a good point. Now that I look at it, you should probably think of a way to connect Su2 and Su3.
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Re: Vertex/Austrum [10/12] V15.1 Page 1/7

Postby koontz1973 on Tue Dec 11, 2012 1:06 pm

Why? It is a dead territ, their is no reason to add it onto the others. All of the Su territs, so no bonus can ever be had from them.
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Re: Vertex/Austrum [10/12] V15.1 Page 1/7

Postby nolefan5311 on Tue Dec 11, 2012 1:12 pm

koontz1973 wrote:Why? It is a dead territ, their is no reason to add it onto the others. All of the Su territs number 3 so no bonus can ever be had from them.


Having a dead territ is never a good thing. Or you could just change HA5 to another Su territory. And there are 4 Su territs, split into 2's. There is bonus potential there.
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Re: Vertex/Austrum [10/12] V15.1 Page 1/7

Postby koontz1973 on Tue Dec 11, 2012 1:35 pm

If it gets me the stamp, then fine, I will change it. Expect the map some time.
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