Pirates and Merchants - V9 - Pg 1&13

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Re: Pirates and Merchants [29.Dec.11] - Missions Map - V1 -

Postby zimmah on Fri Dec 30, 2011 1:03 pm

well, it looks good at the parts where it's dark but some parts seem to be brighter in the middle, does it have some inner glow or something? maybe if you remove the glow it may blend in better with the map. the river i mean.
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Re: Pirates and Merchants [29.Dec.11] - Missions Map - V1 -

Postby zimmah on Fri Dec 30, 2011 1:11 pm

it's hard to find drawn ships but i like the ones on this maps

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i think the biggest problem with your ships is that i think you see them from the top or something and i don't really like the look of it. and with not getting the 'DiM' feel i basically mean, "well it's good but i think it's not your best".
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Re: Pirates and Merchants [29.Dec.11] - Missions Map - V1 -

Postby BadgerJelly on Fri Dec 30, 2011 1:30 pm

Neat idea!
You can actually set players to have certain bonuses and others not??
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Re: Pirates and Merchants [29.Dec.11] - Missions Map - V1 -

Postby DiM on Fri Dec 30, 2011 4:34 pm

zimmah wrote:well, it looks good at the parts where it's dark but some parts seem to be brighter in the middle, does it have some inner glow or something? maybe if you remove the glow it may blend in better with the map. the river i mean.


there's no glow it's just that rivers are thicker at their end where they flow into the sea, hence the blue is more prominent. near the beginning of the river the stream is thinner and shallower and that's why it looks like a lighter blue. making the rivers the same width and depth all the way is completely unnatural.
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Re: Pirates and Merchants [29.Dec.11] - Missions Map - V1 -

Postby DiM on Fri Dec 30, 2011 4:35 pm

zimmah wrote:i think the biggest problem with your ships is that i think you see them from the top or something and i don't really like the look of it. and with not getting the 'DiM' feel i basically mean, "well it's good but i think it's not your best".


ok will change them to something hand drawn.
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Re: Pirates and Merchants [29.Dec.11] - Missions Map - V1 -

Postby DiM on Fri Dec 30, 2011 4:38 pm

BadgerJelly wrote:Neat idea!
You can actually set players to have certain bonuses and others not??



yes you can do that. let's say i want only the merchants to get the continent bonuses. to code that you simply add the merchant ships as a requisite in the continent bonus. so even if you hold that continent you won't get the bonus unless you hold at least a merchant ship.
same goes for the treasures (where you need a pirate ship) or the ports (merchant ship)
i don't know exactly what code tags are used in the xml but that's the basic idea.
zimmah could probably tell you in detail.
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Re: Pirates and Merchants [29.Dec.11] - Missions Map - V1 -

Postby DiM on Fri Dec 30, 2011 5:24 pm

V2:
*changed the ships to hand drawn
*some name changes and movements
*treasure Xs made more visible
*legend tweaks
*minor modifications here and there
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Re: Pirates and Merchants [29.Dec.11] - Missions Map - V1 -

Postby zimmah on Fri Dec 30, 2011 5:28 pm

DiM wrote:
BadgerJelly wrote:Neat idea!
You can actually set players to have certain bonuses and others not??



yes you can do that. let's say i want only the merchants to get the continent bonuses. to code that you simply add the merchant ships as a requisite in the continent bonus. so even if you hold that continent you won't get the bonus unless you hold at least a merchant ship.
same goes for the treasures (where you need a pirate ship) or the ports (merchant ship)
i don't know exactly what code tags are used in the xml but that's the basic idea.
zimmah could probably tell you in detail.



this only hold true if you have starting regions that can not be assaulted by anyone else, as i explained before to badger regarding a simular question, all players will be treated equally so it's not possible to apply different rules to different players. in this map the effect is simulated but all players still get the same treatment if they would have a possibility to get the same region.
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Re: Pirates and Merchants [29.Dec.11] - Missions Map - V1 -

Postby zimmah on Fri Dec 30, 2011 5:29 pm

that's allready much better to me
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Re: Pirates and Merchants [29.Dec.11] - Missions Map - V1 -

Postby DiM on Fri Dec 30, 2011 5:31 pm

zimmah wrote:that's allready much better to me



cool, now forget about graphics for a while and focus on missions.
suggestions are appreciated :)
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Re: Pirates and Merchants [31.Dec.11] - Missions Map - V2 -

Postby Industrial Helix on Fri Dec 30, 2011 5:38 pm

Hell yeah! a pirate map! and a cool one to boot.

the first thing that I think you need to get done is to fill out all of the mission for each of the captains. Then we can sticky this thread and get moving.
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Re: Pirates and Merchants [31.Dec.11] - Missions Map - V2 -

Postby DiM on Fri Dec 30, 2011 5:43 pm

Industrial Helix wrote:Hell yeah! a pirate map! and a cool one to boot.

the first thing that I think you need to get done is to fill out all of the mission for each of the captains. Then we can sticky this thread and get moving.


i just hit an inspirational moment and i'm making a mission and a background story for each character.
will post as soon as i finish them.
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Re: Pirates and Merchants [31.Dec.11] - Missions Map - V2 -

Postby DiM on Fri Dec 30, 2011 6:20 pm

V3:
*added missions
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Re: Pirates and Merchants [31.Dec.11] - Missions Map - V2 -

Postby zimmah on Fri Dec 30, 2011 6:29 pm

missions sound doable (xml-wise) and different enough to allow for interesting and diverse gameplay, i'll take a more in depth look about balance later. but on the first sight, it looks good.
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Re: Pirates and Merchants [31.Dec.11] - Missions Map - V2 -

Postby DiM on Fri Dec 30, 2011 6:43 pm

zimmah wrote:missions sound doable (xml-wise) and different enough to allow for interesting and diverse gameplay,


this is what interested me the most.

zimmah wrote:i'll take a more in depth look about balance later.


this part is going to be very tricky and somehow i think no matter how much we'll talk about it in the foundry the only way we'll get this right is going in beta. there are so many variables in this that regardless of how much we analyse it we'll never get it right just by looking at the image.
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