Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

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Re: WWI: Gallipoli [30.6.13] V33 - Mine Sweeper adjusts

Postby iancanton on Tue Jul 09, 2013 4:14 pm

iancanton wrote:
cairnswk wrote:do you have in mind which terts you want reduced apart from monahs gully and quinn's post?

the land regions which are are neither adjacent to a starting region...

iancanton wrote:tekke burnu trenches: n6 to n2
sedd el bahr: n3 to n2

actually, neither tekke burnu trenches nor sedd el bahr qualifies, so we'd better make them n3 instead of n2.

cairnswk wrote:ian, i think the fort neutrals are out of kilter now, should they be re-examined, some are 3 some are 6, but i think possibly they should be similar.

this doesn't really pose difficulties. the only reason some forts start as n6 is because they are adjacent to 2 starting regions. the minesweepers have no bonus and they can do very little with their 6 troops initially, so they're not a prime target for the forts. conversely, all of the landing ships have a +2 auto-deploy bonus, but are sitting ducks, so the main action is likely to take place there instead.

ian. :)
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Re: WWI: Gallipoli [30.6.13] V33 - Mine Sweeper adjusts

Postby cairnswk on Wed Jul 10, 2013 4:29 pm

iancanton wrote:
iancanton wrote:
cairnswk wrote:do you have in mind which terts you want reduced apart from monahs gully and quinn's post?

the land regions which are are neither adjacent to a starting region...

iancanton wrote:tekke burnu trenches: n6 to n2
sedd el bahr: n3 to n2

actually, neither tekke burnu trenches nor sedd el bahr qualifies, so we'd better make them n3 instead of n2.

Done.

cairnswk wrote:ian, i think the fort neutrals are out of kilter now, should they be re-examined, some are 3 some are 6, but i think possibly they should be similar.

this doesn't really pose difficulties. the only reason some forts start as n6 is because they are adjacent to 2 starting regions. the minesweepers have no bonus and they can do very little with their 6 troops initially, so they're not a prime target for the forts. conversely, all of the landing ships have a +2 auto-deploy bonus, but are sitting ducks, so the main action is likely to take place there instead.

ian. :)

OK.
Version 35 up later today.
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Re: WWI: Gallipoli [11.7.13] V35 - Gameplay adjusts

Postby cairnswk on Wed Jul 10, 2013 10:45 pm

Version 35.
I've adjusted some of the borders to lighten them on the dark side of the map, and increased the borders all round to 2 pixels....they may need toning down some more on the light side now.
ian's suggestions as above are done.
and moved the border on the Kilid Plateau mountains as requested by MB. :)

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Re: WWI: Gallipoli [11.7.13] V35 - Gameplay adjusts

Postby iancanton on Sat Jul 13, 2013 3:19 am

onward and upward!

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ian. :)
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Re: WWI: Gallipoli [11.7.13] V35 - Gameplay adjusts

Postby cairnswk on Sat Jul 13, 2013 3:35 am

iancanton wrote:onward and upward!

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ian. :)


Cheers ian, much appreciated at long last :)
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Re: WWI: Gallipoli [11.7.13] V35(p20) - onto GFX

Postby cairnswk on Mon Jul 15, 2013 5:00 pm

OK, over the last 4 yrs, this has been through the mill over and over...with relation to gameplay and lots of adjustsments to graphics to ensure clear determination of what is what.

I don't want to add anything else to the maps re graphics, but am willing to clear up small things where players may not be able to determine clearly something.

So, what needs clearing up?
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Re: Re: WWI: Gallipoli [11.7.13] V35(p20) - onto GFX

Postby Bruceswar on Wed Jul 17, 2013 10:30 pm

you gotta do something with those mountains to make the pop out a bit more so people can see them on the map. They get lost in places like lone pine ridge.
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Re: Re: WWI: Gallipoli [11.7.13] V35(p20) - onto GFX

Postby cairnswk on Thu Jul 18, 2013 12:26 pm

Bruceswar wrote:you gotta do something with those mountains to make the pop out a bit more so people can see them on the map. They get lost in places like lone pine ridge.

Is there any other place this needs adjusting?
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Re: WWI: Gallipoli [19.7.13] V36(p20) - onto GFX

Postby cairnswk on Thu Jul 18, 2013 5:40 pm

Version 36....adjustments made to mountains near Lone Pine Ridge and others
and the road moved from Coreldraw to Fireworks so it is more part of the background drawing

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Re: Re: WWI: Gallipoli [19.7.13] V36(p20) - onto GFX

Postby Seamus76 on Thu Jul 18, 2013 8:00 pm

Looks great cairns.

I believe Seamines is two words, Sea Mines.

Sorry if the Villages were explained earlier, but I want to make sure I understand them. So if I hold Krithia, that borders Madios? And all of the Villages just attack each other? Which I think is what it means.
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Re: Re: WWI: Gallipoli [19.7.13] V36(p20) - onto GFX

Postby cairnswk on Thu Jul 18, 2013 10:08 pm

Seamus76 wrote:Looks great cairns.

I believe Seamines is two words, Sea Mines.

Sorry if the Villages were explained earlier, but I want to make sure I understand them. So if I hold Krithia, that borders Madios? And all of the Villages just attack each other? Which I think is what it means.


Sea Mines is two words...correct....will fix.

Villages....border the next village via the roads
If you hold Krithia, you can attack Sedd el Bahr or Madios, but not Bigali :)
you then have to attain Madios to be able to attack Bigali...
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Re: Re: WWI: Gallipoli [19.7.13] V36(p20) - onto GFX

Postby RedBaron0 on Sat Aug 03, 2013 8:36 pm

Since you don't have -land-mines I think the use of the word "sea" is redundant. "Mines" should be more than sufficient.

The beach color and their label are the same, and a few are too close together to the point where the labels disappear into the beaches themselves. KK Beach being the biggest offender I can see where half the "B" disappears into he beach. A dark glow or outline should fix this.
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Re: Re: WWI: Gallipoli [19.7.13] V36(p20) - onto GFX

Postby cairnswk on Sun Aug 04, 2013 1:08 am

RedBaron0 wrote:Since you don't have -land-mines I think the use of the word "sea" is redundant. "Mines" should be more than sufficient.

The beach color and their label are the same, and a few are too close together to the point where the labels disappear into the beaches themselves. KK Beach being the biggest offender I can see where half the "B" disappears into he beach. A dark glow or outline should fix this.

A dark glow or outline on what...the text or the beach colour...?? :)
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Re: Re: WWI: Gallipoli [19.7.13] V36(p20) - onto GFX

Postby RedBaron0 on Tue Aug 06, 2013 9:33 pm

Text probably. Though you could try a darker yellow inner glow on the beaches and see which you like better.
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Re: WWI: Gallipoli [19.7.13] V36(p20) - onto GFX

Postby cairnswk on Sat Aug 10, 2013 11:41 pm

Version 36 adjusted...i've changed the colour of the beaches slightly and moved the main offender KK Beach text south slightly so not to interfere with the beach again. :)

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Re: Re: WWI: Gallipoli [11.8.13] V36(p20) - onto GFX

Postby RedBaron0 on Thu Aug 22, 2013 11:09 pm

As a personal preference, I'd change, "Land Batteries" to "Coastal Batteries" it just sounds better to me, but I leave it to you.

Otherwise I see no real graphical concern, (other the remaining requirements of tests and large version) however I worry that this map is smaller/losing condition version of Stalingrad which gives 95% of the site reason to cringe, but that's my opinion, plenty of niche maps out there!
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Re: Re: WWI: Gallipoli [23.8.13] V37 (p21) - GFX Finals

Postby cairnswk on Fri Aug 23, 2013 2:38 am

RedBaron0 wrote:As a personal preference, I'd change, "Land Batteries" to "Coastal Batteries" it just sounds better to me, but I leave it to you.

Otherwise I see no real graphical concern, (other the remaining requirements of tests and large version) however I worry that this map is smaller/losing condition version of Stalingrad which gives 95% of the site reason to cringe, but that's my opinion, plenty of niche maps out there!


OK, thanks RB0, Coastal Batteries it is. :)
I've made some small changes to the legend to "tidy".

Yes there are plenty of niche maps, but i'm not sneezing at 90 Stalingrads currently in play :mrgreen:

Version 37
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Large
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This is a rough 888 for small :)
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...and rough for large
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Re: Re: WWI: Gallipoli [23.8.13] V37 (p21) - GFX finals

Postby RedBaron0 on Sat Aug 31, 2013 10:11 pm

Last call on this one guys, any remaining concerns, lets hear them.
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Re: WWI: Gallipoli [23.8.13] V37 (p21) - GFX finals

Postby Bruceswar on Sun Sep 01, 2013 11:15 pm

Is it me or are 8's not lined up? Looks good otherwise. :)
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Re: WWI: Gallipoli [23.8.13] V37 (p21) - GFX finals

Postby isaiah40 on Mon Sep 02, 2013 12:41 am

Bruceswar wrote:Is it me or are 8's not lined up? Looks good otherwise. :)

The 8's aren't lined up, but all we need is to make sure that they don't overlap other 888's, region names etc. The lining up will be in the xml stage.
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Re: WWI: Gallipoli [23.8.13] V37 (p21) - GFX finals

Postby RedBaron0 on Mon Sep 02, 2013 1:18 pm

With the tides of change come additional requirements. Since this map began its journey under the assumption that 8 being the maximum amount of player, I won't ask the map be totally reworked to accommodate this, however, please note that a player cap may need to be imposed should it be discovered and/or deemed that the map can't handle player amounts over 8.

Also note that there are 5 new army colors, 4 totally new and a different shade of green for player #2. Please take this into account when doing graphics testing. All HEX codes are as follows:

    Red: FF0000
    Green: 006400
    Blue: 0000FF
    Yellow: FFFF00
    Pink: FF00FF
    Cyan: 00FFFF
    Orange: FF9922
    Silver: C0C0C0
    Purple: 9400D3
    Lime: 00FF00
    Amber: CD5C5C
    Olive: 688E23

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Re: WWI: Gallipoli [23.8.13] V37 (p21) - GFX finals

Postby cairnswk on Mon Sep 02, 2013 1:35 pm

with those sorts of colours now army circles may have to become more prominent.
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Re: WWI: Gallipoli [23.8.13] V37 (p21) - GFX finals

Postby cairnswk on Mon Sep 02, 2013 6:44 pm

OK this is a (somewhat) centered 88 version for V37.
What i want to know, is are the new colours on the current army circle background acceptable.

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and here is the CB version of that.

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Re: Re: WWI: Gallipoli [23.8.13] V37 (p21) - GFX finals

Postby RedBaron0 on Mon Sep 02, 2013 7:46 pm

Of course... Gilly gave me the wrong HEX code for the new green, sorry cairns the green is #006400
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Re: Re: WWI: Gallipoli [23.8.13] V37 (p21) - GFX finals

Postby cairnswk on Mon Sep 02, 2013 8:27 pm

RedBaron0 wrote:Of course... Gilly gave me the wrong HEX code for the new green, sorry cairns the green is #006400

RB0, those armies were generated from the xml tool, where green is 009a04, so i am not sure if that is a correction that needs to be made in the xml tool or not.
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