District of Alaska - v14.1 [2014-23-02] pg23 - XML ONLY

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Re: Alaska - v5.1 [2013-05-03] pg6

Postby Seamus76 on Tue May 14, 2013 11:31 am

koontz1973 wrote:Large ships should all start with a 4 neutral.
Did you want them to be handed out as positions as well? If so, then a max of two with an underlying neutral to make the others start neutral.
Aleutians needs a neutral so you can code that post as one.
I did want them handed out as starting positions. So 1-4 player games would each start with 2 large ships per player, and 5-8 player games would each get 1 per player. So my question, the non-distributed ships would start 4n, but the others being handed would they also start with 4 troops (or basically 2, and then on the first turn get +2 auto-deploy to equal 4)?

koontz1973 wrote:The idea I was thinking behind the boats is this. When you go to a ship, you go empty handed. But leaving your boat heavily laden with supplies makes the voyage a bit more tricky. Seems to be in keeping with the theme.
I get it, I'm not sure players will really think about it that way, and by giving players large ships as starting positions I think having the inbound ships be 2n keeps them a little more protected from someone attacking from a port. Although it is just 1 more neutral, I like having both small ships consistent with each other at 2n. Of course it's still early, so we can see what discussion there might be on the matter. (Not that there has been much discussion except between the two of us :lol: ).
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Re: Alaska - v5.1 [2013-05-03] pg6

Postby koontz1973 on Tue May 14, 2013 11:55 am

OK, code the ships as 2 positions max with an underlying neutral of 4. No need to do anything else with these so players will start with the normal 3 and as soon a they start, they get a 5 to play with.

OK, keep the neutrals the same for the small boats. 1 or 2 is OK.
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Re: Alaska - v5.1 [2013-05-03] pg6

Postby Seamus76 on Wed May 15, 2013 10:14 pm

CURRENT UPDATE INFO - 2013-05-16:
- Broke up the large Far North region as proposed by koontz. The bonus numbers are just place holders. But, I couldn't have the top part called Far North, and the lower Northwest since that is a pretty far departure from the actual "Far North" region. So I kind of went in a best of both worlds direction and broke it up, but added the complete Far North as an additional bonus opportunity. (Which is really just a way to keep the original Far North region represented on the map, which I feel is a must).
- Updated the Large ship info to reflect +2 auto-deploy instead of +3.
- Updated Small boat info in the OP to reflect they will start 2n and revert to 2n if held.
- Changed the legend Arrow description from "attack" to supply line.
- Moved the port from Sitka to Valdez.

Thoughts?

Things to do.
- Tone down ship set text and arrows.
- Add light outer glow to all tert names to help bring them out.

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Re: Alaska - v6.0 [2013-05-16] pg7

Postby koontz1973 on Wed May 15, 2013 11:34 pm

I like the north now. Much more interesting. How about:
North combined +10
South combined +14
Aleutian and Inside passage +9 (extra one as they are apart)

Drop the s from Aleutians and add islands in the legend. They are know as the Aleutian islands.

Apart from this, I think you are done.
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Re: Alaska - v6.0 [2013-05-16] pg7

Postby Seamus76 on Thu May 16, 2013 6:55 am

koontz1973 wrote:I like the north now. Much more interesting. How about:
North combined +10
South combined +14
Aleutian and Inside passage +9 (extra one as they are apart)

Drop the s from Aleutians and add islands in the legend. They are know as the Aleutian islands.

Apart from this, I think you are done.
Thanks. Ok, so your saying to do smaller combined maps and bonuses for the two South regions, and the Inside Passage plus Aleutian, as I did for the full Far North? That's not bad but I will have to decrease the fonts of the large bonuses names which could lead to issues with the small map. Also adding in "Islands" to Aleutian will definitely take up a lot more room. But if that's the direction you're talking about let me know and I'll give it a shot I guess.

So, you think the other bonuses are okay as is for now?
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Re: Alaska - v6.0 [2013-05-16] pg7

Postby koontz1973 on Thu May 16, 2013 9:27 am

Bonuses I still need to run.
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Re: Alaska - v6.0 [2013-05-16] pg7

Postby Seamus76 on Thu May 16, 2013 9:37 am

koontz1973 wrote:Bonuses I still need to run.
But the other confirms what your idea was, yes?
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Re: Alaska - v6.0 [2013-05-16] pg7

Postby koontz1973 on Thu May 16, 2013 11:15 am

Seamus76 wrote:
koontz1973 wrote:Bonuses I still need to run.
But the other confirms what your idea was, yes?

Yes. Each bonus zone stays the same, but with the doubling up bonuses, you bring over what you started in China with the super bonuses.
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Re: Alaska - v6.0 [2013-05-16] pg7

Postby Seamus76 on Thu May 16, 2013 9:23 pm

CURRENT UPDATE INFO - 2013-05-17:
- Added in the "All South" and "Inside Passage + Aleutians" super regions.
- To do the above I had to make the other bonus text smaller.

Things to do.
- Tone down ship set text and arrows.
- Add light outer glow to all tert names to help bring them out.

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Re: Alaska - v6.1 [2013-05-17] pg7

Postby RedBaron0 on Thu May 16, 2013 10:22 pm

Graphically, and its early I would go crazy with this, the map is pretty polished. Only things that really pop out at me at this point is that its very weird for me to see Chukchi Sea upside-down along the 60N line, but its cosmetic. AN to me some texts are a little too sharp for an "old-timie" map, mostly the title and the ships. The text in the Inner Passage may actually be a tad bit too light. That light glow around Yakutat might need to be on all those territory names going across the red of the territory.
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Re: Alaska - v6.1 [2013-05-17] pg7

Postby Seamus76 on Thu May 16, 2013 11:00 pm

RedBaron0 wrote:Graphically, and its early I would go crazy with this, the map is pretty polished.
Thanks so much for the feedback, and vote of confidence. I think I might be getting the hang of this whole map thing, but not sure I'll be working more up any time soon.

RedBaron0 wrote:Only things that really pop out at me at this point is that its very weird for me to see Chukchi Sea upside-down along the 60N line, but its cosmetic.
I'll just leave it for now and we can see how it goes.

RedBaron0 wrote:AN to me some texts are a little too sharp for an "old-timie" map, mostly the title and the ships.
Yeah, that and the below are two things that have been on my list for a little while now. My plan is to lower the opacity a bit on them to make everything look the same.

RedBaron0 wrote:The text in the Inner Passage may actually be a tad bit too light. That light glow around Yakutat might need to be on all those territory names going across the red of the territory.
Yup, that's the plan as well. Really, my thought was to add that glow to all of the text, to help bring them out where needed.

Thanks again. I'll just keep rolling along, and when we officially meet back up after gameplay I'm hoping there won't be much to do. Knock on wood.
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Re: Alaska - v6.1 [2013-05-17] pg7

Postby Seamus76 on Mon May 20, 2013 10:23 pm

CURRENT UPDATE INFO - 2013-05-21:
- Toned down the ship set text and arrows.
- Added the light outer glow to all tert names to help bring them out. (I did not add them to the boat set text).
- Added a light drop shadow to all of the anchors.

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Re: Alaska - v6.2 [2013-05-21] pg7

Postby koontz1973 on Tue May 21, 2013 12:09 am

Seamus76 wrote:
RedBaron0 wrote:Only things that really pop out at me at this point is that its very weird for me to see Chukchi Sea upside-down along the 60N line, but its cosmetic.
I'll just leave it for now and we can see how it goes.

Might be cosmetic but I sort of agree with RB0 here.

Neutrals map and starting troops please Seamus.
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Re: Alaska - v6.2 [2013-05-21] pg7

Postby iAmCaffeine on Tue May 21, 2013 5:25 am

Chukchi Sea being upside down has been bugging me since it was first done to be honest.
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Re: Alaska - v6.2 [2013-05-21] pg7

Postby Seamus76 on Tue May 21, 2013 6:48 am

iAmCaffeine wrote:Chukchi Sea being upside down has been bugging me since it was first done to be honest.

:lol: ok guys, that's an easy fix. I'll have that done shortly, and the starting positions and neutrals as soon as I can.
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Re: Alaska - v3.0 [2013-03-12] pg3

Postby ManBungalow on Tue May 21, 2013 6:51 am

I'd like to bump this idea:

ManBungalow wrote:Quick graphics suggestion:
The contours you have around the land in the sea (the bits which look like waves breaking on the beach): you could try having them in order of decreasing opacity, the make them blend into the sea like a gradient.
ie. the one nearest the coast have at 80% opacity, the next at 60% etc.
See how it looks.
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Re: Alaska - v6.2 [2013-05-21] pg7

Postby Seamus76 on Tue May 21, 2013 11:12 am

CURRENT UPDATE INFO - 2013-05-21:
- Flipped the Chukchi Sea text right side up. (60 degree line)
- Redid the rings, decreasing opacity as they leave the shore, as per ManB's suggestion. Thanks, and let me know if you think any need adjustment.
- Fixed a couple other small things.

Things to do:
- Finalize starting numbers and post with neutrals version.
- Finalize bonuses for North and Northwest regions.

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Re: Alaska - v6.3 [2013-05-21] pg8

Postby koontz1973 on Wed May 22, 2013 11:22 am

Seamus76 wrote:I'm trying to set up the starting positions. Obviously the Base Camps themselves will start neutral, since they are auto deploy, but what about the tert they are within? Should those also start neutral or be distributed randomly? If they start neutral, someone will have to kill let's say 5 troops to get a +2 auto. If they are distributed then they will have had their one tert decayed by 1 at the start of their turn, and basically start with 2 troops. Also, should the base camps themselves start as 2n or 3n?


Base camps neutral, regions base camps are in can start normal. But give them out in SP.

Have the regions start normal via starting positions. Base camps can start with 5 neutrals. This can be lowered later in beta but 5 troops v 5 neutrals sounds like they will be taken but make players think twice about it.
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Re: Alaska - v6.3 [2013-05-21] pg8

Postby Seamus76 on Wed May 22, 2013 11:52 am

koontz1973 wrote:
Seamus76 wrote:I'm trying to set up the starting positions. Obviously the Base Camps themselves will start neutral, since they are auto deploy, but what about the tert they are within? Should those also start neutral or be distributed randomly? If they start neutral, someone will have to kill let's say 5 troops to get a +2 auto. If they are distributed then they will have had their one tert decayed by 1 at the start of their turn, and basically start with 2 troops. Also, should the base camps themselves start as 2n or 3n?


Base camps neutral, regions base camps are in can start normal. But give them out in SP.

Have the regions start normal via starting positions. Base camps can start with 5 neutrals. This can be lowered later in beta but 5 troops v 5 neutrals sounds like they will be taken but make players think twice about it.
ok, thanks.

Next question, is it understood by what I currently have that Base Camps are not part of the Expedition Route bonus?
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Re: Alaska - v6.3 [2013-05-21] pg8

Postby koontz1973 on Wed May 22, 2013 12:06 pm

Seamus76 wrote:Next question, is it understood by what I currently have that Base Camps are not part of the Expedition Route bonus?

No, that is not clear. The routes would naturally include the base camps. It might be an idea to include the base camps into the bonus anyway. Easier to understand.
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Re: Alaska - v6.3 [2013-05-21] pg8

Postby Seamus76 on Wed May 22, 2013 12:10 pm

koontz1973 wrote:
Seamus76 wrote:Next question, is it understood by what I currently have that Base Camps are not part of the Expedition Route bonus?

No, that is not clear. The routes would naturally include the base camps. It might be an idea to include the base camps into the bonus anyway. Easier to understand.
works for me. Is the +2 enough then? I guess technically it would be +2 then +2 auto, but is that still enough?
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Re: Alaska - v6.3 [2013-05-21] pg8

Postby koontz1973 on Wed May 22, 2013 12:23 pm

Running all the numbers later tonight for all of the bonuses.
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Re: Alaska - v6.3 [2013-05-21] pg8

Postby Seamus76 on Mon May 27, 2013 11:01 pm

CURRENT UPDATE INFO - 2013-05-28:
- Added the 888 and Starting Neutrals version and numbers to the OP.
- With adding the 888's I had to move a couple of things around and make a few small changes.

Things to do:
- Finalize bonuses for North and Northwest regions.

Other than that I'm not sure what else I can do on this one. Personally I really like the game play, especially how the Ship sets work. One question I do have is regarding the Base Camps. Currently they are +2 auto-deploy, but at the same time are on the Expedition Route, and will therefore lose 1 troop. Does that happen before or after the auto-deploy, and with that in mind does the +2 still work? Thanks.

CURRENT MAP VERSION

v6.4 - Large (840x800)
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Re: Alaska - v6.3 [2013-05-21] pg8

Postby isaiah40 on Tue May 28, 2013 10:08 pm

koontz1973 wrote:Running all the numbers later tonight for all of the bonuses.

This is a bloody long night koontz! :lol:
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Re: Alaska - v6.4 [2013-05-28] pg8

Postby koontz1973 on Wed May 29, 2013 2:06 am

isaiah40 wrote:
koontz1973 wrote:Running all the numbers later tonight for all of the bonuses.

This is a bloody long night koontz! :lol:

Almost as long as nobodies dinners. ;)

Sorry Seamus, been extremely busy of late.

show


Considering the values given are somewhat different from yours, here is what I suggest. These numbers take into account the size of map as well and are in keeping with that as well.

North 3 (has an auto deploy as well so worth 5)
NorthWest 4
    Combined bonus of 10

Interior 7 (has an auto deploy as well so worth 9)

SouthWest 7 (has an auto deploy as well so worth 9)
South Central 5
    Combined bonus of 15

Inside Passage 3
Aleutian Islands 2
    Combined bonus of 7

On top of the numbers, make sure it says on the map that base camps are not part of bonus regions. Apart form that, you are good to go. Are you happy with these values? If yes, bung them on and will get you moved up, if not, why not?
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