[Vacation - valid untillJune 2014] Classic Cities: Cairo

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Re: Classic Cities: Cairo [30/12][V3][P1]

Postby Oneyed on Sun Dec 30, 2012 6:30 pm

3D map would be great, but koontz has the point about distance.

cairnswk´s images for Cairo look better as pyramids.

good luck with this :)

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Re: Classic Cities: Cairo [30/12][V3][P1]

Postby koontz1973 on Mon Dec 31, 2012 12:36 am

This should sort out all perspective issues. As for the skyline, I tried to add, and it looks odd. The problem is the scale and ideas. While I am sure the other options are well known to some, they are not to all.
Click image to enlarge.
image

Click image to enlarge.
image
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Re: Classic Cities: Cairo [30/12][V3][P1]

Postby Oneyed on Mon Dec 31, 2012 3:39 am

what about like this?
Click image to enlarge.
image

or
Click image to enlarge.
image


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Re: Classic Cities: Cairo [30/12][V3][P1]

Postby koontz1973 on Mon Dec 31, 2012 3:43 am

Oneyed wrote:what about like this?
Click image to enlarge.
image

or
Click image to enlarge.
image


Oneyed

I might try and superimpose something like the top one onto the map. That might work out pretty cool looking.

EDIT: Did you mean for the background or the map itself?
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Re: Classic Cities: Cairo [30/12][V3][P1]

Postby Oneyed on Mon Dec 31, 2012 4:07 am

koontz1973 wrote:EDIT: Did you mean for the background or the map itself?


for the map itself. I think that as background it could not works fine.

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Re: Classic Cities: Cairo [30/12][V3][P1]

Postby koontz1973 on Tue Jan 01, 2013 5:27 am

Oneyed wrote:
koontz1973 wrote:EDIT: Did you mean for the background or the map itself?


for the map itself. I think that as background it could not works fine.

Oneyed

Tried it and looks weird. Will try again but for a different map though.
Rules are now on the map.
No continental bonuses. 1 for 4 joining regions. This will get pretty funny when you take into account all of the conditional borders. Conditional borders are going to get even funnier when they are all laid out correctly. This is just the mock up version to get ideas flowing form you lot. The more territs you own, different pathways open or close to you. :P
Click image to enlarge.
image
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Re: Classic Cities: Cairo [30/12][V4][P1/2]

Postby cairnswk on Tue Jan 01, 2013 5:48 am

OK just couple of things...
1. why do u post these early versions in .pngs....they take way too long to download....i have found it is much more productive to post as .jpgs even though the quality is not there, yet sometimes there is hardly any difference.
2. what do the red lines mean - are they impassables?
3. can't read the top left bonuses...too much opacity.
4. pyramids look perfect :) and much more proportional
5. region text is far more legible - good job.
6. what you said in the post, needs to be explained on the map
Progression... =D>
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Re: Classic Cities: Cairo [30/12][V4][P1/2]

Postby koontz1973 on Tue Jan 01, 2013 8:29 am

cairnswk wrote:OK just couple of things...
1. why do u post these early versions in .pngs....they take way too long to download....i have found it is much more productive to post as .jpgs even though the quality is not there, yet sometimes there is hardly any difference.

Just started doing them way back on Rorke's. Only use the jpegs for the subsidiary maps. But no problem, will use jpegs.
2. what do the red lines mean - are they impassables?

3. can't read the top left bonuses...too much opacity.

6. what you said in the post, needs to be explained on the map
Progression... =D>

Top left text explains these. Can you read it now and is it clear?
4. pyramids look perfect :) and much more proportional

5. region text is far more legible - good job.

Thanks.
As I said, these borders are only temp till they all become finalised in GP. When that happens, I will find nice ones for the three. No need to do nice ones till I can say that these are not going to be buggered about later.
Click image to enlarge.
image
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Re: Classic Cities: Cairo [1/1][V4][P1/2]

Postby generalhead on Tue Jan 01, 2013 9:17 am

Neat and Unique idea with the conditional borders
This is going to be fun to code.
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Re: Classic Cities: Cairo [1/1][V4][P1/2]

Postby nicarus on Tue Jan 01, 2013 9:48 am

generalhead wrote:Neat and Unique idea with the conditional borders
This is going to be fun to code.

the border rules are awesome, great idea :)
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Re: Classic Cities: Cairo [1/1][V4][P1/2]

Postby koontz1973 on Tue Jan 01, 2013 10:54 am

generalhead wrote:Neat and Unique idea with the conditional borders
This is going to be fun to code.

nicarus wrote:the border rules are awesome, great idea :)

Thanks guys.
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Re: Classic Cities: Cairo [1/1][V4][P1/2]

Postby koontz1973 on Wed Jan 02, 2013 3:17 am

New territ lines. Going to go with the blue, red and grey lines for colour blind purposes.

Any one with any suggestions on the borders. Swap red and blue, take one of them away or even add one in.
Added another bridge to the north and moved one of the Ra'.
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Re: Classic Cities: Cairo [1/1][V4][P1/2]

Postby Oneyed on Wed Jan 02, 2013 3:49 am

koontz1973 wrote:New territ lines. Going to go with the blue, red and grey lines for colour blind purposes.
Any one with any suggestions on the borders. Swap red and blue, take one of them away or even add one in.


could you try shorter parts of coloured borders and mix them in this order: grey/red/grey/red (or grey/blue/grey/blue)?

Every 4 connected regions +1, so if I hold: Haram, Omrania, Monib, Giza, Kari Tuhmos, Dokki I get +2?

to be honest I have not feel that I see city. coul you add any city background instaed green?

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Re: Classic Cities: Cairo [1/1][V4][P1/2]

Postby koontz1973 on Wed Jan 02, 2013 4:09 am

Oneyed wrote:
koontz1973 wrote:New territ lines. Going to go with the blue, red and grey lines for colour blind purposes.
Any one with any suggestions on the borders. Swap red and blue, take one of them away or even add one in.


could you try shorter parts of coloured borders and mix them in this order: grey/red/grey/red (or grey/blue/grey/blue)?

Every 4 connected regions +1, so if I hold: Haram, Omrania, Monib, Giza, Kari Tuhmos, Dokki I get +2?

to be honest I have not feel that I see city. coul you add any city background instaed green?

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It is every 4 territs connected. So with the first 4 you have (Haram, Omrania, Monib, Giza,) +1, grab another region, it goes up to a +2, but depending on the region, it could go to a +3 or +4. It is every 4 regions connected. Remember though, the conditional borders will stop and start bonuses so as you get stronger in the game, bonuses will open up whilst others close down. You may find that taking an opponents region may give him a stronger bonus next round as you will open up his borders. This will make for tricky game play and stratagy will become a nightmare for most players.
As for the city background, no, I tried it and it does not work. It makes the map to fussy and with the conditional borders it needs a simpler background. Sandstone is the texture and that fits the region. But what colour would you like to see for the background and I will bung it on? How about a sandy colour?
Image
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Re: Classic Cities: Cairo [2/1][V5][P1/2]

Postby Oneyed on Wed Jan 02, 2013 4:40 am

now it looks better. maybe you could try also what I advice for coloured borders...

new/old (Ra) faith, I have feel that the idea is from ancient (medieval) egypt. am I right?

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