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Re: Classic Cities: Cairo [20/1][V7][P1/4]

PostPosted: Mon Jan 21, 2013 12:53 am
by koontz1973
generalhead wrote:I wonder if this game play would work better on a more creative map.

Never get mad, but creative is what I need and must have or the map will die.

Re: Classic Cities: Cairo [20/1][V7][P1/4]

PostPosted: Mon Jan 21, 2013 1:33 pm
by koontz1973
Spent the last few hours getting creative. Nothing too fancy with this one. But should be a fun map to play.

Apart from the backing, a lot has changed. Territ names text needs to go and a new one found but that I can do over the course of this week.
Click image to enlarge.
image

Re: Classic Cities: Cairo [21/1][V8][P1/5]

PostPosted: Mon Jan 21, 2013 6:05 pm
by generalhead
Now this is looking sweet.
two things. the area that has bridge land bridge in the north is missing a territory name.
The water looks like it has a peak in the middle.

I really the the color and shading of the water
land looks good, I really like the texture
territory borders look really really good

Game play
This is a super unique game play and I love it.

Re: Classic Cities: Cairo [21/1][V8][P1/5]

PostPosted: Mon Jan 21, 2013 9:48 pm
by nolefan5311
I haven't read the whole thread, so forgive me if this has already been answered, but when a border becomes "blocked", does that break the chain of connected territories? If so, that is going to be a nightmare to code and I don't even know if it's possible. Either way, I think you should mention that somewhere on the map.

Re: Classic Cities: Cairo [21/1][V8][P1/5]

PostPosted: Tue Jan 22, 2013 12:17 am
by koontz1973
generalhead wrote:two things. the area that has bridge land bridge in the north is missing a territory name.
The water looks like it has a peak in the middle.

No name for that island as it is not one, but will make it clear it belongs to one or the other. The water is dipped, not peaked.
nolefan5311 wrote:I haven't read the whole thread, so forgive me if this has already been answered, but when a border becomes "blocked", does that break the chain of connected territories? If so, that is going to be a nightmare to code and I don't even know if it's possible. Either way, I think you should mention that somewhere on the map.

Borders will become impassable like a mountain so yes, when one becomes blocked, it breaks the chain. Yes to placing it onto map to make it super clear. As for the nightmare to code, I do not see it as too big a problem. Normal continents with 4 large ones with required and override tags should sort this out.

Re: Classic Cities: Cairo [21/1][V8][P1/5]

PostPosted: Tue Jan 22, 2013 12:26 pm
by koontz1973
Added the text about bonuses being blocked.
Removed offending bridges.
Top territ has been removed as it is not part of Cairo, I just used it to get around but added more bridges to allow this.
Brought territ names out more till I find a font I will use.
Bridges still need to be redone.
Click image to enlarge.
image

Re: Classic Cities: Cairo [21/1][V8][P1/5]

PostPosted: Tue Jan 22, 2013 12:53 pm
by nolefan5311
koontz1973 wrote:
generalhead wrote:two things. the area that has bridge land bridge in the north is missing a territory name.
The water looks like it has a peak in the middle.

No name for that island as it is not one, but will make it clear it belongs to one or the other. The water is dipped, not peaked.
nolefan5311 wrote:I haven't read the whole thread, so forgive me if this has already been answered, but when a border becomes "blocked", does that break the chain of connected territories? If so, that is going to be a nightmare to code and I don't even know if it's possible. Either way, I think you should mention that somewhere on the map.

Borders will become impassable like a mountain so yes, when one becomes blocked, it breaks the chain. Yes to placing it onto map to make it super clear. As for the nightmare to code, I do not see it as too big a problem. Normal continents with 4 large ones with required and override tags should sort this out.


I trust your ability code it, lol...like to see if you can make it work.

Also, I think the Nile should be more prominent in the gameplay here. We're talking about one of, if not the most, important river in the history of civilization and it's not even labeled on the map. Perhaps add a winning condition about holding a certain amount of consecutive territories along the Nile, or increase the bonuses, or something?

Regardless, I think this is probably ready to be moved over to the MFW, so I will go ahead and sticky it for a couple of days.

Re: Classic Cities: Cairo [22/1][V8][P1/5]

PostPosted: Tue Jan 22, 2013 1:15 pm
by koontz1973
Cheers nole, what sort of WC did you have in mind. I have the bog standard one now but do you have anything creative to add?

How about the multiplier in the new xml feature? Hold all Nile territs and double the bonuses?
Or
How about using the burial urns to attack the underworld (symbol between the figures) and have that as a multiplier?
Or
As you said, hold all Nile territs to win. This would then become the only WC and have the urns as the auto deploy only?
Or another idea:
Only allow the Nile to be crossed if you hold a certain amount of territs. You hold 15 and you can jump across the Nile. 14 or 16 you cannot. :lol: Or a range like that?

Re: Classic Cities: Cairo [22/1][V8][P1/5]

PostPosted: Tue Jan 22, 2013 1:40 pm
by ManBungalow
Out of interest, who sticky'd this thread?

Re: Classic Cities: Cairo [22/1][V8][P1/5]

PostPosted: Tue Jan 22, 2013 1:41 pm
by nolefan5311
I do like the multiplier idea, that would be interesting, and the winning condition of holding all of the Nile territs, or 8 consecutive, or something like that. The Nile crossing idea might be too much to deal with lol.

ManBungalow wrote:Out of interest, who sticky'd this thread?


I did.

Re: Classic Cities: Cairo [22/1][V8][P1/5]

PostPosted: Tue Jan 22, 2013 1:50 pm
by koontz1973
Will change the winning condition and the multiplier. :twisted:

ManBungalow wrote:Out of interest, who sticky'd this thread?

Not me, not allowed to.
nolefan5311 wrote:I did.

Blame him, I normally do. :lol:

Re: Classic Cities: Cairo [22/1][V8][P1/5]

PostPosted: Thu Jan 24, 2013 1:15 pm
by koontz1973
I know I will disappoint some with the graphics on this one. Not that their is anything wrong with them, but they are just boring and doing a complete city again is getting old, I promise to make the next one far more interesting. But I do believe that the game play is going to knock the socks of some players.
Has anyone got any idea on how to do the bridges? I am at a loss with them.
Also, the image under the legend was to over powering and made the text hard to read so will not put one there.
Click image to enlarge.
image

Re: Classic Cities: Cairo [24/1][V9][P1/5]

PostPosted: Fri Jan 25, 2013 4:16 pm
by nolefan5311
I still think you need to actually label the Nile. And holding ALL regions adjacent to the Nile is damn near impossible...from my count, that's 21 regions.

Re: Classic Cities: Cairo [24/1][V9][P1/5]

PostPosted: Fri Jan 25, 2013 4:17 pm
by nolefan5311
Went ahead and moved this though (and forgot to leave the shadow topic in place...my apologies)

Re: Classic Cities: Cairo [24/1][V9][P1/5]

PostPosted: Fri Jan 25, 2013 10:23 pm
by Seamus76
I really like the border. I think you need to bring out "Cairo" more at the top, as well as include some label of the Nile as mentioned previously. Nothing to bold though. I also like the "Egyptian" pic, but I feel like it has a little too much empty space. Needs some glyphs in the back, like most images seem to have. Also, what does the text say at the bottom right? "Seamus76 rules"? :lol:

Also, burial urn in the legend should be hold ANY, not AND right?

Has anyone got any idea on how to do the bridges? I am at a loss with them.

What do you think of this? Might need to be scaled down just a bit, but it's a Seamus76 original, and I would be happy to throw it your way.

Click image to enlarge.
image

Re: Classic Cities: Cairo [24/1][V9][P1/5]

PostPosted: Sat Jan 26, 2013 12:49 am
by koontz1973
nole, will add the Nile and try to bring the regions in question out some so that becomes really clear. As for the shadow, not to worry. We all make mistakes when moving things around.

Seamus, now that is a bridge, but wood will be a lot better. Thanks for that idea.

Re: Classic Cities: Cairo [24/1][V9][P1/5]

PostPosted: Sat Jan 26, 2013 9:07 am
by Seamus76
koontz1973 wrote:Seamus, now that is a bridge, but wood will be a lot better. Thanks for that idea.

Certainly, I'll post how I did it, I'm pretty sure there is an easier way that you or someone else might have.

Does it need to be stated that when blue borders close, red borders open? I get it, but not sure if others will be confused.

Re: Classic Cities: Cairo [24/1][V9][P1/5]

PostPosted: Sat Jan 26, 2013 12:05 pm
by koontz1973
Seamus76 wrote:Does it need to be stated that when blue borders close, red borders open? I get it, but not sure if others will be confused.

Like you, I get it and I doubt it will be needed, but as this is the first of its kind, it might be better to have it on the map itself. If I put a line under the conditional border heading saying:
All borders open or close depending on region counts.
That should satisfy 99.9% of people.

Been thinking about the winning condition, do we really need one? Whilst I have one, with the funny borders and the multiplier on the map, I have been thinking that having a winning condition may be an extra to many. Either have no winning condition or I will have a second set of symbols on the map and use that to win.

Re: Classic Cities: Cairo [24/1][V9][P1/5]

PostPosted: Sat Jan 26, 2013 3:59 pm
by Seamus76
I was thinking the same thing about the winning condition, especially since holding 21 regions might mean you're already onto a win. For me I would say no winning condition, and maybe add more symbols as bonus opportunities instead of a winning condition.

Re: Classic Cities: Cairo [24/1][V9][P1/5]

PostPosted: Sun Jan 27, 2013 2:48 am
by koontz1973
This should sort out all known problems.
New winning condition (Hold all 6 minarets (3 are behind single coloured borders)
Urns are now the multiplier and have not auto deploy to stop that becoming a part of the multiplier bonuses.
Click image to enlarge.
image


The way that the conditional borders will work for this will be done via holding a continent. So when a continent is held or lost, borders will open or close automatically. So when a player starts his turn and has 20 regions, as soon as he takes one more region, the red borders will close and blue will open up.

So 4 continents that are called
  • Under ten regions
  • Blue is open Red is closed
  • Red is open Blue is closed
  • Over 30 regions

<territory>
<name>CAI</name>
<borders>
<border condition="Under ten regions">Sheraton</border>
<border condition="Under ten regions">Heliopolis</border>
<border condition="Under ten regions">Nasser City</border>
<border condition="Under ten regions">Ain Shamus</border>
<border condition="Blue is open Red is closed">Sheraton</border>
<border condition="Blue is open Red is closed">Heliopolis</border>
<border condition="Red is open Blue is closed">Nasser City</border>
<border condition="Red is open Blue is closed">Ain Shamus</border>
<border condition="Over 30 regions">Sheraton</border>
<border condition="Over 30 regions">Heliopolis</border>
<border condition="Over 30 regions">Nasser City</border>
<border condition="Over 30 regions">Ain Shamus</border>
</borders>
<coordinates>
...
</coordinates>
</territory>

Re: Classic Cities: Cairo [28/1][V10][P1/6]

PostPosted: Thu Jan 31, 2013 7:32 am
by koontz1973
Same gameplay, different graphics.
Click image to enlarge.
image

Re: Classic Cities: Cairo [31/1][V11][P1/6]

PostPosted: Thu Jan 31, 2013 7:39 am
by Oneyed
I like the new graphics. but my feelings is that you tried to do map about old (ancient, medieval) Cairo. just you use modern Cairo (squares, names). am I wrong?

Oneyed

Re: Classic Cities: Cairo [31/1][V11][P1/6]

PostPosted: Thu Jan 31, 2013 7:44 am
by koontz1973
Oneyed wrote:I like the new graphics. but my feelings is that you tried to do map about old (ancient, medieval) Cairo. just you use modern Cairo (squares, names). am I wrong?

Oneyed

No, I did a map of modern Cairo using ancient graphics. :P Old Cairo is to small for a map and this is something I have not done before.

Re: Classic Cities: Cairo [31/1][V11][P1/6]

PostPosted: Sat Feb 02, 2013 3:31 am
by koontz1973
Wood backing, did not like the white or grey coming through.
Sorted out the territ lines.
Blue is now blue in the legend.
More ware and tear on papyrus.
Removed curl from corners.
Click image to enlarge.
image

Re: Classic Cities: Cairo [2/2][V12][P1/6]

PostPosted: Sat Feb 02, 2013 10:05 am
by Seamus76
Looking good bud. I like the papyrus, but I'm not a fan of the edges and holes. Or the wood background. I think it would be better with a full papyrus image or one with less holes, etc. If you do go with holes or something maybe just use the CC grey as your background so it just blends in. Just my thoughts, but great work so far.