The Great War, updated 16.9.14 update: two stages, two maps

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Re: The Great War - Update, Pg.8

Postby cairnswk on Thu Oct 24, 2013 4:51 pm

Oneyed, at quick glimpse...the longitude and latitiude lines are very strong...can you make them less obvious. i.e. 30% opacity
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Re: The Great War - Update, Pg.8

Postby koontz1973 on Sun Nov 10, 2013 2:40 am

[Moved]

It would appear that development of this map has stalled. The map is moved to the Recycling Box and put into Vacation status for the next 6 months. If the mapmaker wants to continue with the map, then one of the Cartographer Assistants will be able to help put the thread back into the Foundry system, after an update has been made. ;-)

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Re: [Vacation - Valid till May 2013] The Great War

Postby cairnswk on Sun Nov 10, 2013 3:03 am

ah Koontz...May 2014 :idea:
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Re: [Abandoned] The Great War

Postby Oneyed on Mon Sep 01, 2014 3:43 pm

the new feature in xml "stages" kicked me to continue in work on this map. who does not know what "stages" are look here:
show


so there will be two maps. start of map1 is in the year 1915 with situations on fronts. after "stage" become map2 and end of the year 1917 with some changes. all Dashed regions will revert to 1 neutral (Picardy, Galicia, Romania because they were battlefield long time, Syria and O 4 (ottoman army) because front moved there. Russian Empires regions outside red border and armies because October Revolution. also Russian Empire bonus is lost, there is new bonus inside red border Soviet Russia).

Click image to enlarge.
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PS: please move this to foundry. thanks.

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Re: [Abandoned] The Great War, updated with new feature

Postby Dukasaur on Tue Sep 02, 2014 1:30 pm

I love this map. I'm glad you're reviving it!
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Re: [Abandoned] The Great War, updated 3.9.14

Postby Oneyed on Tue Sep 02, 2014 6:58 pm

Dukasaur wrote:I love this map. I'm glad you're reviving it!


thanks Dukasaur :) .

here is updated version. after discusion withbigWham I leave stages. the map will use transformation for transform some players troops to neutral.
Red Army will start with 999 neutral. after round 10 reverts to 1 neutral. also all Dashed regions reverts from players troops to 1 neutral.
so if any player holds Russian Empire he will lost it because three regions of Russian Empire are dashed. he will be in troubles (as was Russian Empire), he can choose if he try to take dashed regions back or "start October revolution" by taking Red Army and gain bonus for Soviet Russia. and because Red Army is blocker (player can not attack Russian dashed regions, he can not reviving (thanks for word, Dukasaur :) ) Russian Empire.

I will be happy for help with wording. also in previous versions there are ships and battles between them instead Sea in current version. my question is what is better?

Click image to enlarge.
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Re: The Great War, updated 3.9.14

Postby ConfederateSS on Wed Sep 03, 2014 7:32 am

Hi,Oneyed..I hope you don't mind...me chiming in..I love this map also..I told you once about the rail system.I think you made it awesome.I like the idea of ship battles..But one thing..instead of Sinai..wouldn't the Port of Aqaba..be better.That was a major phase in the Desert war..As seen in the movie. Laurence of Arabia.Aqaba was important after The Ottomans built the Hejaz railway that connects the Port.To Damascus and Media.Also had Guns facing The RED SEA,like the British had at Girbraltar..Thank You Kindly ..for your work on it..I hope it all works out..ConfederateSS..out!!!!!!!!!!!!!
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Re: The Great War, updated 3.9.14

Postby Oneyed on Wed Sep 03, 2014 12:56 pm

ConfederateSS wrote:Hi,Oneyed..I hope you don't mind...me chiming in..I love this map also..I told you once about the rail system.I think you made it awesome.


thanks. railway were very important as transfer of troops, guns and food to fronts.
ConfederateSS wrote:I like the idea of ship battles..


will think about this.
ConfederateSS wrote:But one thing..instead of Sinai..wouldn't the Port of Aqaba..be better.That was a major phase in the Desert war..As seen in the movie. Laurence of Arabia.Aqaba was important after The Ottomans built the Hejaz railway that connects the Port.To Damascus and Media.Also had Guns facing The RED SEA,like the British had at Girbraltar..


Sinai is land region. there is no space for town and there is also not red sea showed on the map. unfortunately I can not add much another things to map. I think that Palestinian campaign is showed here also that Syria and ottoman army are dashed regions.
ConfederateSS wrote:Thank You Kindly ..for your work on it..I hope it all works out..ConfederateSS..out!!!!!!!!!!!!!


I thank you for interest and favour :)

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Re: [Abandoned] The Great War, updated 3.9.14

Postby iancanton on Thu Sep 04, 2014 5:53 pm

Oneyed wrote:Red Army will start with 999 neutral. after round 10 reverts to 1 neutral. also all Dashed regions reverts from players troops to 1 neutral.

the red army region is a neat solution! when we say reverts on a map legend, we are usually talking about killer neutrals (for example our sea regions). in this case, do u mean at start of round 11, shaded regions become 1 neutral? or do u want the shaded regions to become killer single neutrals? in round 11, if someone holds a central power, moscow and russia province, does he receive +1 for holding 2 regions of an opposite power?

Oneyed wrote:in previous versions there are ships and battles between them instead Sea in current version. my question is what is better?

i like the killer sea regions for clarity of gameplay, though the ships also work well for me and look better thematically.

germany, in particular, must have a much bigger bonus, maybe +8. it is in the middle of the map, so can be attacked by four major powers. in a multi-player game, germany will almost always be the least popular bonus because of this, while the ottoman empire and soviet union will be good places to hide while everyone else attacks each other.

add ireland to the british empire, to make this bonus more difficult to attain. this is necessary because the british empire is on the edge of the map and relatively isolated.

some provinces have two name labels, for example hanover saxony and prussia poland. what does this mean?

only a minority of province names, for example scotland and lithuania, make geographical sense. part of the reason is that, especially in western europe, the actual provinces are smaller than the divisions shown, most of which do not really have proper names. for this reason, i suggest that u remove all province boundaries, leaving only one province for each major power (except the british empire because of egypt), plus capital city and towns. if u do this, then u'll have to increase the number of towns, with movement being similar to the csfr map.

ian. :)
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Re: [Abandoned] The Great War, updated 3.9.14

Postby Oneyed on Thu Sep 04, 2014 6:31 pm

iancanton wrote:the red army region is a neat solution!


yes, far better as Aurora :) . thanks.
iancanton wrote:when we say reverts on a map legend, we are usually talking about killer neutrals (for example our sea regions). in this case, do u mean at start of round 11, shaded regions become 1 neutral? or do u want the shaded regions to become killer single neutrals?


in round 11 they become from players troops to 1 neutral. player lost his troops and therefore bonus. but only in round 11, then player can take them back.
iancanton wrote:in round 11, if someone holds a central power, moscow and russia province, does he receive +1 for holding 2 regions of an opposite power?


yes. maybe you can say that Soviet Russia was not more opposite state, but round 11 does not mean that revolution starts - it ison player what will do. and it would be too complex and confusing when regions of Soviet Russia will be not opposite, I am afraid.
iancanton wrote:i like the killer sea regions for clarity of gameplay, though the ships also work well for me and look better thematically.


on map1 will be sea routes. on map2 ships.
iancanton wrote:germany, in particular, must have a much bigger bonus, maybe +8. it is in the middle of the map, so can be attacked by four major powers. in a multi-player game, germany will almost always be the least popular bonus because of this, while the ottoman empire and soviet union will be good places to hide while everyone else attacks each other.


these bonuses are very, very "work in progress". I am open to all notices :)
iancanton wrote:add ireland to the british empire, to make this bonus more difficult to attain. this is necessary because the british empire is on the edge of the map and relatively isolated.


could be.
iancanton wrote:some provinces have two name labels, for example hanover saxony and prussia poland. what does this mean?


this http://www.conquerclub.com/forum/viewtopic.php?t=59312. it is more open as each region will be separate with own borders, I think.
iancanton wrote:only a minority of province names, for example scotland and lithuania, make geographical sense. part of the reason is that, especially in western europe, the actual provinces are smaller than the divisions shown, most of which do not really have proper names.


well, it was me who several times fought for geographic/historic accuracy. and I allways lost because gameplay, because fun, becasue, because...
but in other hand when I call for accuracy I would be the first accurate :)
iancanton wrote:for this reason, i suggest that u remove all province boundaries, leaving only one province for each major power (except the british empire because of egypt), plus capital city and towns. if u do this, then u'll have to increase the number of towns, with movement being similar to the csfr map.

ian. :)


yes, we spoke about this. but after my last discusion with bigWham I made decision to make this map with stage.
the start of map1 will be year 1913, the states will be divided as now and there will be no armies on the map1. ofcourse borders will follow year 1913. after player gain entire state on map1 he can attack Capital2 on map2 from Capital1 on map1.
the map2 will be with armies, the states will have on/two regions, more towns. and ships instead sea. so who as the first come to map2 can as the first gain objective.
the question is what with troops on map1 once player come to map2? it is not possible (or almost impossible) to make them all neutral. I think that player who come to map2 would not play on map1. it is possible that regions of players state on map1 from which Capital1 he attacked Capital2 become neutral (maybe 100 so this state will be not playable more on map1)...

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Re: The Great War, updated 16.9.14 update: two stages, two m

Postby Oneyed on Mon Sep 15, 2014 6:57 pm

here are two maps of the same game. map uses new xml feature stages. there are two maps of Europe (map 1 starts before The Great War, map 2 starts during war), each has different gameplay, situations and features.

map 1: its year 1914, the Europe is close before World War 1 (The Great War). there are three types of states (members of Tripple Aliance, members of Triple Entete, neutral states). the goal is to unite one of them, take another capital and then "move" to map 2. because its still peace in Europe there are no armies or fleets in map 1, but borders between stats are open and railway become more important.
Click image to enlarge.
image

different graphic
show


map 2: its year 1915, the war lasts more as year. old alliances are replaced by new ones, neutral countries also entered war. old railway between states are broken, borders are closed by trenches where stay armies. one way attack from map 1 to map 2 is through capitals, so on them map 2 you started only with capital, while the rest regions are neutral. the map also follows historic event - October Revolution in Russia. for victory gain objective or destroy your opponents.
Click image to enlarge.
image

different graphic
show


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Last edited by Oneyed on Tue Sep 16, 2014 6:03 am, edited 1 time in total.
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Re: The Great War, updated 16.9.14 update: two stages, two m

Postby bigWham on Mon Sep 15, 2014 8:13 pm

Oneyed wrote:here are two maps of the same game. map uses new xml feature stages. there are two maps of Europe (map 1 starts before The Great War, map 2 starts during war), each has different gameplay, situations and features.

map 1: its year 1914, the Europe is close before World War 1 (The Great War). there are three types of states (members of Tripple Aliance, members of Triple Entete, neutral states). the goal is to unite one of them, take another capital and then "move" to map 2. because its still peace in Europe there are no armies or fleets in map 1, but borders between stats are open and railway become more important.
Click image to enlarge.
image


map 2: its year 1915, the war lasts more as year. old alliances are replaced by new ones, neutral countries also entered war. old railway between states are broken, borders are closed by trenches where stay armies. one way attack from map 1 to map 2 is through capitals, so on them map 2 you started only with capital, while the rest regions are neutral. the map also follows historic event - October Revolution in Russia. for victory gain objective or destroy your opponents.
Click image to enlarge.
image


Oneyed


it's looking good. the idea of the map changing as the game (and the story of the war) unfolds is cool... makes for feel like you're part of something more real... but yes, it makes it more complex.

maybe you have different thought, but here is an idea:

certain terits can go from map1->map2, say berlin1->berlin2, paris1->paris2, etc... but until a certain round (say round 10) all map2 terits are 1000 neutral. then on round 10, all map2 terits become neutral 1, so the map becomes accessible. on another later round, say round 15, all map1 terits become 1000 neutral, so if you don't move them you will lose them.
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Re: The Great War, updated 16.9.14 update: two stages, two m

Postby Oneyed on Tue Sep 16, 2014 12:32 am

bigWham wrote:well it's looking good. the idea of the map changing as the game (and the story of the war) unfolds is cool... makes for feel like you're part of something more real... but yes, it makes itmore complex.


thanks. yes it is my vision how stage would work. not just bring player from one map to another, but add player feelings as you wrote :)
complexity? yes it is, but when legend (wording) will be correct explain it will be clear. I hope.
bigWham wrote:maybe you have different thought, but here is an idea:

certain terits can go from map1->map2, say berlin1->berlin2, paris1->paris2, etc... but until a certain round (say round 10) all map2 terits are 1000 neutral. then on round 10, all map2 terits become neutral 1, so the map becomes accessible. on another later round, say round 15, all map1 terits become 1000 neutral, so if you don't move them you will lose them.


not exactly. I know that this is much less complex, but this could means that much players will just take capital and deploy there all troops and wait to round when map 2 become accessible.
and I think that map 1 will lost importance, I want to force players play map 1 on 100%, not just wait for round 10.
but if conditions for stage are too complex or hard to code, I can anyway work with your idea.

thanks for interest :)

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