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Re: Fractured America - *Updated V2.4* - pg.5

PostPosted: Sat Sep 12, 2009 8:23 pm
by Danyael
wow vast improvement remember the 888 are the same size no matter the size of map =D>

Re: Fractured America - *Updated V2.4* - pg.5

PostPosted: Sat Sep 12, 2009 8:24 pm
by soundman
The only problem I can see right now is that I can't tell which bonus is Democratic Socialists and Freemen Territory cause they're both yellow.

Re: Fractured America - *Updated V3* - pg.5

PostPosted: Sat Sep 12, 2009 8:28 pm
by soundman
Also, does SC and Jacksonville share a border? It's hard to tell. Great improvement though!! =D>

Re: Fractured America - *Updated V2.4* - pg.5

PostPosted: Sat Sep 12, 2009 8:28 pm
by isaiah40
soundman wrote:The only problem I can see right now is that I can't tell which bonus is Democratic Socialists and Freemen Territory cause they're both yellow.


Hmmm ... They are a little close aren't they? Well back to the playpen to make the minor changes!

Re: Fractured America - *Updated V3* - pg.5

PostPosted: Sat Sep 12, 2009 8:30 pm
by isaiah40
soundman wrote:Also, does SC and Jacksonville share a border? It's hard to tell. Great improvement though!! =D>


Yes, I'll change it so you're able to see that better. Thanks ;)

Re: Fractured America - *Updated V2.4* - pg.5

PostPosted: Sat Sep 12, 2009 8:31 pm
by isaiah40
Danyael wrote:wow vast improvement remember the 888 are the same size no matter the size of map =D>


Yes and that is the next thing I'll be working on!

Re: Fractured America - *Updated V3* - pg.5

PostPosted: Sat Sep 12, 2009 8:51 pm
by isaiah40
Small changes here!
- Changed background colors for Democratic Socialists and Quebec to better tell them apart from the other bonuses.
- Made SC and Jacksonville easier to tell that they are next to each other.

Large map:Image

Small map:
Image

Please no more changes tonight! :lol:

Re: Fractured America - *Updated V3.1* - pg.6

PostPosted: Sat Sep 12, 2009 10:22 pm
by soundman
Much better. :) Gameplay wise I think you should make the Quebec bonus 4 instead of 3. Oh, and can the capitals conquer the other capitals or only bombard? It sounded like they could conquer earlier...

Re: Fractured America - *Updated V3.1* - pg.6

PostPosted: Sat Sep 12, 2009 10:24 pm
by sinctheassasin
yeah, this is a good improvement. but maybe you can let a little of the earlier symbols show through, just the tineist bit... 8-[

i feel like a hypocryte

Re: Fractured America - *Updated V3.1* - pg.6

PostPosted: Sat Sep 12, 2009 10:25 pm
by soundman
sinctheassasin wrote:yeah, this is a good improvement. but maybe you can let a little of the earlier symbols show through, just the tineist bit... 8-[

i feel like a hypocryte

Yeah I like that idea that WM had. Maybe you could try it out?

Re: Fractured America - *Updated V3.1* - pg.6

PostPosted: Sat Sep 12, 2009 10:29 pm
by isaiah40
sinctheassasin wrote:yeah, this is a good improvement. but maybe you can let a little of the earlier symbols show through, just the tineist bit... 8-[

i feel like a hypocryte


:lol:

soundman wrote:
sinctheassasin wrote:yeah, this is a good improvement. but maybe you can let a little of the earlier symbols show through, just the tineist bit... 8-[

i feel like a hypocryte

Yeah I like that idea that WM had. Maybe you could try it out?


Yes I'll give it a try. Maybe I'll have it done sometime tomorrow!

Re: Fractured America - *Updated V3.1* - pg.6

PostPosted: Sat Sep 12, 2009 10:32 pm
by isaiah40
soundman wrote:Much better. :) Gameplay wise I think you should make the Quebec bonus 4 instead of 3. Oh, and can the capitals conquer the other capitals or only bombard? It sounded like they could conquer earlier...


No just bombard. This way you would have to go thru everyone to get the capitals and no one would do a stack-o-rama on the capitals. I don't want to make it too easy. The capitals would start with either 5 or 10 neutral to make it harder to get them right off the bat.

Re: Fractured America - *Updated V3.1* - pg.6

PostPosted: Sat Sep 12, 2009 11:29 pm
by soundman
isaiah40 wrote:
soundman wrote:Much better. :) Gameplay wise I think you should make the Quebec bonus 4 instead of 3. Oh, and can the capitals conquer the other capitals or only bombard? It sounded like they could conquer earlier...


No just bombard. This way you would have to go thru everyone to get the capitals and no one would do a stack-o-rama on the capitals. I don't want to make it too easy. The capitals would start with either 5 or 10 neutral to make it harder to get them right off the bat.

Ok that's what I thought, just wanted to make sure. ;) So what about Quebec?

Re: Fractured America - *Updated V3.1* - pg.6

PostPosted: Sat Sep 12, 2009 11:31 pm
by isaiah40
soundman wrote:Ok that's what I thought, just wanted to make sure. ;) So what about Quebec?


It will be in my next revision ;)
I also changed the French/English name to strictly French for Quebec.

Re: Fractured America - *Updated V3.1* - pg.6

PostPosted: Sat Sep 12, 2009 11:45 pm
by soundman
For graphics I think you should make the bridges look like actual bridges or something. The red looks out of place.

Re: Fractured America

PostPosted: Sun Sep 13, 2009 3:24 pm
by isaiah40
Version 4

Here are the changes to this version:

- Changed army circles with #'s to just plain army circles
- Changed bonus for Quebec from 3 to 4
- Changed my ugly attack routes with arrows

That's it for this revision :D
Large map

Image

Small map

Image

Hope you all are liking the changes!

Re: Fractured America - *Updated V4* - pg.7

PostPosted: Sun Sep 13, 2009 5:10 pm
by thenobodies80
Wow great improvements!
With the new layout zones are very clear. Well done!
Bonuses seem balanced, maybe you could increase texas due its central position...9/10 ?
Some borders aren't clear:
  • Dakota-Saskatchewan-Montana
  • Maryland-VA-WY-Penn

I have a couple of questions:
All regions are randomly assigned?
There are some neutrals or starting positions?
How capitals will be assigned to players?

Continue on this way =D>
Nobodies

p.s. Update the first post could be a good idea ;)

Re: Fractured America - *Updated V4* - pg.7

PostPosted: Sun Sep 13, 2009 7:19 pm
by isaiah40
thenobodies80 wrote:Wow great improvements!
With the new layout zones are very clear. Well done!

Continue on this way =D>
Nobodies

Thank you nobodies 8-)

Here is Version 4.1 ...

Changes:

- Made the borders between Maryland and Virginia clearer, redrew the border between dakoda, Montana and Saskatchewan to show Dakoda and Montana are connected

In answer to nobodies questions
I have a couple of questions:
All regions are randomly assigned? Yes all regions are randomly assigned
There are some neutrals or starting positions? All capitals start with 10 neutral - possibly 5 neutral.
How capitals will be assigned to players? See above answer ;)

Click image to enlarge.
image

Re: Fractured America - *Updated V4.1* - pg.7

PostPosted: Sun Sep 13, 2009 8:06 pm
by captainwalrus
This is looking really good.
+6 for republicans seems a bit much. The big blured borders of canada are a little off, why are they so much thicker?

Re: Fractured America - *Updated V4.1* - pg.7

PostPosted: Sun Sep 13, 2009 8:15 pm
by isaiah40
captainwalrus wrote:This is looking really good.
+6 for republicans seems a bit much. The big blured borders of canada are a little off, why are they so much thicker?

That is from all connecting borders Canada - Metis, Canada - Freemen etc..

The Republicans get +6 because Iowa can be attacked from all directions, so I figured I'll add 1 extra for the bonus. :)

Re: Fractured America - *Updated V4.1* - pg.7

PostPosted: Sun Sep 13, 2009 10:16 pm
by soundman
Saw you put the flag/symbols into the map. Looks great! :D Bridges are much better. The star on "Fort Albany" needs to be moved down because it's over the name. Also, "PEI" is all dark, maybe you should add some orange to it?

Re: Fractured America - *Updated V4.1* - pg.7

PostPosted: Sun Sep 13, 2009 10:24 pm
by isaiah40
soundman wrote:Saw you put the flag/symbols into the map. Looks great! :D Bridges are much better. The star on "Fort Albany" needs to be moved down because it's over the name. Also, "PEI" is all dark, maybe you should add some orange to it?


DOH! Didn't realize about Fort Albany! Thanks! I'm working on a new revision as I am replying. Redrawing New England - actually deleting one territory - and getting rid of all the extra thick borders! :D

Re: Fractured America - *Updated V4.1* - pg.7

PostPosted: Sun Sep 13, 2009 11:38 pm
by isaiah40
Version 4.2

Changes made:

- Looking at other maps I decided to remove all the thick borders since there was enough color difference between bonuses that the thick border wasn't warranted.
- Cleaned up New England by removing MA and expanding VT
- Expanded Abilene so the text, star and army circle could fit in and not be crowded
- Expanded WA into British Columbia for the same reason as previous point
- Removed mountains between VA - WV - PA & Maryland so that it was cleaner and you can see the connections better
- Removed mountains between WY and Ida. for same reason as previous point

So now it should be clean and easy to read and follow! :D

Re: Fractured America - *Updated V4.2* - pg.7

PostPosted: Mon Sep 14, 2009 12:40 am
by waseemalim
its too onerous to have 5 neutrals on capitals. the east europe WW2 map has only 3 neutrals on the capitals -- and they never come into play. Granted that capitals are essential for bonuses in this case, but the neutrals really make it a pain -- especially in team games. My bet would be that most teams would ignore the capitals and try to go for elims, given the high terr count of this map.

Suggestion -- make capitals a neutral 1 or 2.

Re: Fractured America - *Updated V4.2* - pg.7

PostPosted: Mon Sep 14, 2009 7:21 am
by isaiah40
waseemalim wrote:its too onerous to have 5 neutrals on capitals. the east europe WW2 map has only 3 neutrals on the capitals -- and they never come into play. Granted that capitals are essential for bonuses in this case, but the neutrals really make it a pain -- especially in team games. My bet would be that most teams would ignore the capitals and try to go for elims, given the high terr count of this map.

Suggestion -- make capitals a neutral 1 or 2.


True that a lot of teams probably would just go for the elim, but I'm looking at I think would be the majority who don't play teams. That is why I think starting the capitals at 5 is a good number because in an 8 player game each player would get 3 men. So if a player gets 3 men they could easily put them down on an adjacent territory and take it if the starting amount is 1, 2, or 3 men. I wanted to make it harder to gain a capital or two the first round or two. In a 1v1 each player would get 12 men a piece.