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generalhead wrote:I was studying for an algebra test yesterday and will be in class tonight. After class tonight or tomorrow I should have time to work on the glows and work on the officers more. I am trying to take my time with the officers like I did with the walls and the cannons. Thank you for your understanding. GH
DoomYoshi wrote:Hey! Welcome to the Big Boys Club. Here is where we get really picky.
First: The objective is pointless. For you to control all 8 officers, you would need to hold pretty much the entire map. All this means is that there are some tournaments which reward players for winning by objective. The other players will be held hostage.
Bowie is far too powerful. Here is how I am calculating power: Number of non-bombardable territories. Bowie gets 5. If Ceza bombed Cuthbert instead of Elder and Ortega bombed Ward instead of Winchester AND/OR Price instead of King, it would be better.
Now approaching this problem from the other way I think there are too many bombardable territories. I say this as an avid trench player. For example, I can't get from Cos to Davis without first being bombed by Davis. Also, as it stands now, Cos is the worst general.
I realize that Romero also has 4 non-bombardables and may be my new favourite. I am going to keep running scenarios through my mind and get back to you.
DoomYoshi wrote:Why can't some cannons have one target and some cannons have 2?
DoomYoshi wrote:Why can't some cannons have one target and some cannons have 2?
koontz1973 wrote:DoomYoshi wrote:Why can't some cannons have one target and some cannons have 2?
They can. As long as one does not become too powerful over the others, they can all have different abilities.
koontz1973 wrote:DoomYoshi wrote:Why can't some cannons have one target and some cannons have 2?
They can. As long as one does not become too powerful over the others, they can all have different abilities.
generalhead wrote:koontz1973 wrote:DoomYoshi wrote:Why can't some cannons have one target and some cannons have 2?
They can. As long as one does not become too powerful over the others, they can all have different abilities.
Is there a way to code it so that the cannons with two targets can only bombard one target per round?
that would allow some cannons to have two target but reduce the power.
It would have to be <a bombards either b or c> not <a bombards b and c>.
because in real time they would have had to turn the cannons to attack another spot which would have taken time.
koontz1973 wrote:gh, some ideas to try and bring this away from rorkes drift.
koontz1973 wrote:Think about using conditional borders some. Hold a Mexican general to be able to get into the Alamo and hold an American general to attack out.
Allow the cannons to bombard a complete region, this would get rid of the targets all together but a higher neutral needs to be placed onto them.
Hold a complete region to be able to use the ladders/bridges going into and out of the Alamo.
The men might be the way to go, but another idea might also to use rank insignia as well. Give each territ a rank and think of a bonus to go with that rank. General with 2 privates +1, with two sergeants +2, with 3 officers+4. You could then have a unifying colour for both American and Mexican armies ground. I am sure the site would not mind if you used their insignia so players will recognize the ranks really easily.
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