Pirates and Merchants - V9 - Pg 1&13

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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Postby DiM on Fri Jan 06, 2012 3:15 pm

Nola_Lifer wrote:Does any costal region include ports and every island? Or any costal area in their proximity?


a coastal reagion = a land that has a coast. basically if it touches the ocean then it's a coastal region.

if my count is right there are only 12 land locked regions on this map. everything else is a coastal region.
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Postby BadgerJelly on Fri Jan 06, 2012 3:29 pm

Maybe its my eyes but I think you need to scrap diagonal lines completely and use something else?

Only ships that look funny are Red Beard and Dark Eric
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Postby lostatlimbo on Sat Jan 07, 2012 1:19 am

I agree about the horizontal line and actually those decorative corners would look much better in the top corners.

Put the decorative bits in each corner, move the main map down a little and then add a 'realistic' crease across the middle where you have a line now. It will look much more natural and quite bad-ass. Try it.

Also, please, please find a clearer font for the missions. Its a lot of reading for such a scripty font. I'm normally all about playing up the theme of a map, but those are important to read, even in-game.
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Postby AndyDufresne on Mon Jan 09, 2012 11:36 am

lostatlimbo wrote:Also, please, please find a clearer font for the missions. Its a lot of reading for such a scripty font. I'm normally all about playing up the theme of a map, but those are important to read, even in-game.


Agreed. Font Flavor is usually fine when you are reading individual region names or bonus zones, but when you have a mound of text, and text generally important to gameplay (and not just some sort of thematic setting text), it should be a little easier to read.


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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Postby DiM on Mon Jan 09, 2012 11:45 am

i'll try to find a scripty font that's easier to read.
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Postby zimmah on Tue Jan 10, 2012 1:33 pm

i just thought of something. in case there's 4 or less players on this map, people will actually start with 2 ships, so, should we try to make the starting positions so that even in 2, 3 and 4 player games the starting ships will be as balanced as possible?
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Postby DiM on Tue Jan 10, 2012 1:54 pm

zimmah wrote:i just thought of something. in case there's 4 or less players on this map, people will actually start with 2 ships, so, should we try to make the starting positions so that even in 2, 3 and 4 player games the starting ships will be as balanced as possible?


no they won't. you can limit each player to 1 ship. just like in AYBABTU each player gets just 1 base.
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Postby zimmah on Tue Jan 10, 2012 1:58 pm

DiM wrote:
zimmah wrote:i just thought of something. in case there's 4 or less players on this map, people will actually start with 2 ships, so, should we try to make the starting positions so that even in 2, 3 and 4 player games the starting ships will be as balanced as possible?


no they won't. you can limit each player to 1 ship. just like in AYBABTU each player gets just 1 base.


right, but then i'll need to define that in the starting positions. so everyone just get's 1 base, makes sense.
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Postby DiM on Tue Jan 10, 2012 2:00 pm

yep, it's easier and more balanced this way.
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Postby Oneyed on Wed Jan 11, 2012 3:18 pm

the bonuses looks a little unbalanced to me. while there are only 15 Treasures for 4 Pirates ( so about 4 armies for each), but 11 bonuses with 40 armies for Merchants (about 10 for each). ok, it will be harder to conquer and hold all governors regions but Merchants have more possibilities and bonuses.

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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Postby DiM on Wed Jan 11, 2012 3:55 pm

Oneyed wrote:the bonuses looks a little unbalanced to me. while there are only 15 Treasures for 4 Pirates ( so about 4 armies for each), but 11 bonuses with 40 armies for Merchants (about 10 for each). ok, it will be harder to conquer and hold all governors regions but Merchants have more possibilities and bonuses.

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there should be 16 treasures and 12 ports. i'll check to see if i missed any.

anyway, you are right pirates have fewer bonuses available while merchants have more. this is intended to simulate an environment as realistic as possible. being an honest merchant meant you had access to more sources of income while being a pirate meant that you could only plunder.
the so while merchants can get more troops and make the map seem imbalanced the merchants also have harder missions. seeing how the only way to win is by completing your mission and not by eliminating the opponents, the difference in available bonuses should be perfectly balanced by the difference in the mission difficulty.
i'm also thinking of making the pirates start with a bit more troops. but i'll have to do some calculations.
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Postby Industrial Helix on Wed Jan 11, 2012 5:39 pm

Expect some stampage once Nobodies/Isaiah40 gives you the supersize stamp.
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Postby zimmah on Wed Jan 11, 2012 9:37 pm

Industrial Helix wrote:Expect some stampage once Nobodies/Isaiah40 gives you the supersize stamp.


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about the balance, i think asymmetric balance is the best balance.
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Postby isaiah40 on Sun Jan 15, 2012 5:50 pm

Okay, after discussing this with thenobodies80, he believes that if you can find a different font maybe you can reduce the size height wise a tad bit. Considering that, we can hereby designate this map
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Postby DiM on Sun Jan 15, 2012 6:06 pm

thanks.
also i've reduced the height by 100px since tnb80 told me to reduce it. i'm not sure if more is feasible.
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Postby Industrial Helix on Mon Jan 16, 2012 4:15 pm

Well, lets get this one a movin'

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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Postby DiM on Mon Jan 16, 2012 4:33 pm

woohoo :)
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Postby DiM on Mon Jan 16, 2012 5:59 pm

V6:
*solved the issue with the tilted ships
*fixed the missing port and treasure
*added 3 new fonts in the bottom right corner. take your pick of make a new suggestion.

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Re: Pirates and Merchants [17.Jan.12] - Missions Map - V6 -

Postby Nola_Lifer on Thu Jan 19, 2012 11:56 am

I think the font you have now is good. It just needs to be bold or a little bigger. Just seems so skinny. Fill it out. :D
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Re: Pirates and Merchants [17.Jan.12] - Missions Map - V6 -

Postby J_Indr on Fri Jan 20, 2012 11:08 am

I like the original AND the last one.

Could you consider bolding the part of each story that contains the mission? I, for one, would not want to read the whole fancy story every turn I am thinking about potential missions of my opponent/s. Bolding the mission itself could make it easier (especially since you are using these cursive fonts).

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Re: Pirates and Merchants [17.Jan.12] - Missions Map - V6 -

Postby lostatlimbo on Sat Jan 21, 2012 2:32 am

Nola_Lifer wrote:I think the font you have now is good. It just needs to be bold or a little bigger. Just seems so skinny. Fill it out. :D


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Re: Pirates and Merchants [17.Jan.12] - Missions Map - V6 -

Postby Oneyed on Mon Jan 23, 2012 10:02 am

the orignal font seems the best. what about to add map to centre and all legend around it? so the map will be not divided so suddenly...

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Re: Pirates and Merchants [17.Jan.12] - Missions Map - V6 -

Postby J_Indr on Mon Jan 23, 2012 3:35 pm

DiM, I just read through the missions properly (and I still think that you should bolden the missions in the text). For the beginning, I think you want to say that Jesse the Ox's mission is to own 14 territories rather than regions?

Also, could you create some sort of special marker that you could put on the non-port / non-treasure special mission requirement territories? (perhaps one special mark for each character that has these missions)
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Re: Pirates and Merchants [17.Jan.12] - Missions Map - V6 -

Postby natty dread on Mon Jan 23, 2012 3:56 pm

J_Indr wrote:territories rather than regions?


Regions is the correct word for territories.
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Re: Pirates and Merchants [17.Jan.12] - Missions Map - V6 -

Postby J_Indr on Mon Jan 23, 2012 5:45 pm

natty_dread wrote:
J_Indr wrote:territories rather than regions?


Regions is the correct word for territories.



I know natty, I've been here long enough to read a lot of these copyright-related territory/region comments by you and others. But next time, please look at the map first (did you, before commenting?). DiM is using word "regions" for bonus regions and the word "territory" for single zones consistently through the missions and the gameplay explanation.

Maybe I was wrong and should have suggested that he renames all "territories" as regions and then calls "regions" something different. I have no idea what though. "Colonies"?
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