Moderator: Cartographers
Gillipig wrote:cool map! but it's very hard to see where you can attack certain regions from. how big is the map?
The Cheat wrote:This is the map idea to rule all other map ideas ... just saying. Awesome work!
DiM wrote:Gillipig wrote:cool map! but it's very hard to see where you can attack certain regions from. how big is the map?
could you be more specific as to what area is hard to see?
MarshalNey wrote:(2) I'm assuming that the names for the research will have to be limited to about 4 or 5 characters. Given that...
How about dividing up each 'column' of research into a certain type listed at the very top, then each subsequent region as you go down the line describes an improvement/development.
So for the Alien research, for example, you could have four columns (types) such as:
(TECH 1.1) VIRAL BOTS RAYS PROBES
(TECH 1.2) H1N1 DOOM STUN DEEP
(TECH 2.1) STD T-1000 DEATH MIND
(TECH 2.2) .... etc.
For Human research maybe use some inspiration from Men in Black or X-com (the old computer game series)....
Winged Cat wrote:Note that there's the place designator on the map - 4-5 characters - and then the actual place name in the XML. So long as it's clear from the latter which of the former is meat, you can get away with abbreviations. Also, the tier 1 techs are not directly connected to the tier 2-3 techs, leaving 8 trees. So:
Alien 1.1: Cloning basics (CLON)
Alien 1.5: Cloning tanks (VATS)
Alien 1.2: Alien weaponsmithing (RAYS)
Alien 1.6: Metaphysical ammunition (DOOM)
Alien 1.3: Starship piloting (PILOT)
Alien 1.7: Starship construction (UFOS)
Alien 1.4: Alien sensors (PROBE)
Alien 1.8: Alien data compilation (DEEP)
Alien 2.1: Terran biology (TBIO)
Alien 2.5: Terran viruses (VIRUS)
Alien 3.1: Advanced viral transmission tactics (STD)
Alien 3.5: Extinction-inducing plagues (PLAG)
Alien 2.2: Terran geology (GEO)
Alien 2.6: Tectonic disruptors (QUAKE)
Alien 3.2: Volcano inducers (VOLC)
Alien 3.6: Earth-shattering kabooms (KABO)
Alien 2.3: Terran construction (CONS)
Alien 2.7: Rock eating organisms (ROCK)
Alien 3.3: Large-scale terran infrastructure demolition (DEMO)
Alien 3.7: Erasing human civilization (ERAS)
Alien 2.4: Terran sociology (TSOC)
Alien 2.8: Propaganda (PROP)
Alien 3.4: Brainwashing (BRAIN)
Alien 3.8: Human soldiers (SLAVE)
Human 1.1: Medical databanks (MEDIC)
Human 1.5: Hospitals (HOSP)
Human 1.2: Projectile weapon caches (GUNS)
Human 1.6: Ammunition factories (AMMO)
Human 1.3: Armored vehicle stockpiles (TANK)
Human 1.7: Fossil fuel depots (GAS)
Human 1.4: Farms (FARM)
Human 1.8: Produce distribution networks (FOOD)
Human 2.1: Alien biology (ABIO)
Human 2.5: Alien cellular structure (CELL)
Human 3.1: Poisons effective against aliens (POIS)
Human 3.5: Global fumigation (FUME)
Human 2.2: Robot servants (BOT)
Human 2.6: Cybernetics (CYBER)
Human 3.2: Artificial intelligence (AI)
Human 3.6: Immortality via backups (LIFE)
Human 2.3: Energy weapons (LASER)
Human 2.7: Fusion power (FUSE)
Human 3.3: Antimatter production (ANTI)
Human 3.7: Anti-starship weaponry (BYE)
Human 2.4: Alien sociology (ASOC)
Human 2.8: Alien mental structure (MIND)
Human 3.4: Psionics (PSI)
Human 3.8: Hive mind disruption (HIVE)
If "Anti-starship" is too vague, 3.7 could also be "Anti-mothership weaponry" (or "Anti-UFO weaponry" - but by then, the objects would no longer unidentified).
lostatlimbo wrote:Wow. Well done! This is an awesome list.
MarshalNey wrote:lostatlimbo wrote:Wow. Well done! This is an awesome list.
No kidding, Winged Cat you took something and ran with it. Amusing list and yet very thematic
yeti_c wrote:Victor Sullivan wrote:I would, however, like to reiterate my desire to restrict the territory bonus to the land area (i.e. excluding the tech regions).
-Sully
Remember that doing this will complicate the XML a great deal...
It's not hard XML to write - just an extra lot of it... and there's always the (annoying) force 1 to minus off the bonuses and detract from legibility in the log (see Poker club for an example of annoyance)
C.
DiM wrote:wonderful input and great list of techs.
unless anybody has something against it i will proceed on making all the requested changes and tweaks. hopefully tomorrow or the day after i'll come up with an update.
btw, it's ok to have the short tech name on the map and the long on in the drop down menu, right?
for example on the map the tech is called "CLON" but in the menu it will appear as "Cloning basics (CLON)"
mr. CD wrote:Yay, good to see this is back! In my opinion the arrow between Np-4 and Pa-1 is a bit weird, can't it connect directly?
DiM wrote:wonderful input and great list of techs.
DiM wrote:btw, it's ok to have the short tech name on the map and the long on in the drop down menu, right?
for example on the map the tech is called "CLON" but in the menu it will appear as "Cloning basics (CLON)"
DiM wrote:wonderful input and great list of techs.
unless anybody has something against it i will proceed on making all the requested changes and tweaks. hopefully tomorrow or the day after i'll come up with an update.
btw, it's ok to have the short tech name on the map and the long on in the drop down menu, right?
for example on the map the tech is called "CLON" but in the menu it will appear as "Cloning basics (CLON)"
Winged Cat wrote:Hmm. If you're doing that, might I suggest "CLON - Cloning Basics"? That way, people can keyboard quick-jump to the first letter of the abbreviation, if they might be in a situation where they have to choose from many of them.
Winged Cat wrote:NP-4 is screwed. All other bases have at least one area they can expand to where they are not immediately in conflict with another player. AS-6 could do nothing but take out any land area NP-4 tries to expand to. Further, NP-4 only has 2 land expansion routes; all other bases have 3 or 4. Also, it seems a bit harder for the humans to get to all the DNA labs than for the aliens to get to all the nuke silos. One possible fix:
* Rotate AS-6, PA-3, and NA-3. That is, make PA-3 a human base, NA-3 a DNA lab, and AS-6 a nuke silo. Disconnect AS-3 and AS-5 (Himalayas border) if you don't want 2 nuke silos connected that closely.
* Have PA-2 and SA-3 connect.
* Have PA-1 connect to PA-2 and PA-4.
* Have AU-1 be able to assault PA-4, and (more importantly) SP-1 be able to assault SP-4 (to guard SP-3 vs. AU-1) and NP-4 be able to assault PA-2.
DiM wrote:i'm also thinking of making the above image as small and making the large at 1100*889.
right now i think everything is perfectly visible but if i reduce the current image to make the small then the text might be very problematic.
thoughts?
do i need to make another approval request?
isaiah40 wrote:DiM wrote:i'm also thinking of making the above image as small and making the large at 1100*889.
right now i think everything is perfectly visible but if i reduce the current image to make the small then the text might be very problematic.
thoughts?
do i need to make another approval request?
I don't think there will be a problem. First can you please reduce it down to 840x679 which should be about 17% difference in size (if my math is correct), and then edit your supersize application and send me a pm so I know you got it done. This way it will be the first thing I do before anything else. Thanks.
isaiah40
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