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Re: Pot Mosbi [22.10.11] V6 - legend adjustments

PostPosted: Mon Oct 24, 2011 10:47 am
by AndyDufresne
It might be worthwhile to adjust the color of the Viles so it doesn't correspond to the Waigani Ponds. For a bit I thought those were a part of the bonus, since it took me a bit to locate all of the vile territories, and I noticed the larger blue areas over the smaller ones.


--Andy

Re: Pot Mosbi [25.10.11] V6 - legend adjustments

PostPosted: Mon Oct 24, 2011 12:36 pm
by cairnswk
AndyDufresne wrote:It might be worthwhile to adjust the color of the Viles so it doesn't correspond to the Waigani Ponds. For a bit I thought those were a part of the bonus, since it took me a bit to locate all of the vile territories, and I noticed the larger blue areas over the smaller ones.
--Andy

Ah, Andy, to me those 2 colours are miles apart. But i will adjust something so they can't be mistaken.

Andy, please f5 to see that adjustment in v6 below
Click image to enlarge.
image

Re: Pot Mosbi [25.10.11] V6 - legend adjustments

PostPosted: Tue Oct 25, 2011 9:10 am
by Gillipig
I love the impassables in this map! Most mapmakers have a hard time with the trees, but I must say they look brilliant already.

Re: Pot Mosbi [25.10.11] V6 - legend adjustments

PostPosted: Mon Oct 31, 2011 4:36 pm
by cairnswk
Gillipig wrote:I love the impassables in this map! Most mapmakers have a hard time with the trees, but I must say they look brilliant already.

Yeh gillipig, thanks, I'm pretty happy with them also. the mountains around PM around low and flat but not peaked as opposed to mountains in the rest of the country which are still not peaked but much higher.
The trees do look good and indicative of this area.

Re: Pot Mosbi [25.10.11] V6 - legend adjustments

PostPosted: Tue Nov 01, 2011 9:08 am
by AndyDufresne
Regarding the impassable legend, the glow or fuzziness around the text is a little hard. Maybe go with the style of text you have in the bonus legend.

The killer neutrals mentioned in the legend are the solawaras and pasis? What does Walters connect to?

The bonus legend takes some getting use to. Some of the continents have recognizable shapes, and others are closer to one another. It might be just that the large map is tall, which means there is a touch of scroll between looking over the legend and looking at the top of the map for corresponding bonus zones. The small map may not have such a problem.

Looking at the game play, it looks like every tribe is set up access to a easy/middle range bonus zone. Highland, Asaro, and Enga might have some of the better expansion possibilities while limiting borders. Motu might fit into that group too.

Hm, best of luck.


---Andy

Re: Classic Cities :Pot Mosbi [25 Oct] V6

PostPosted: Fri Nov 11, 2011 1:36 am
by rmt333
very nice map...nice job. its got my useless vote =D>

Re: Classic Cities :Pot Mosbi [25 Oct] V6

PostPosted: Fri Nov 11, 2011 4:43 pm
by Victor Sullivan
Ah! I totally forgot to post this: http://www.fileden.com/files/2010/12/18 ... Mosbi1.xml

-Sully

Re: Classic Cities :Pot Mosbi [25 Oct] V6

PostPosted: Fri Nov 11, 2011 6:07 pm
by isaiah40
Aren't you a little early for that Sully? Everything looks good to me so far. Does anyone else have any other gameplay related concerns, before I stamp it?

Re: Classic Cities :Pot Mosbi [25 Oct] V6

PostPosted: Sat Nov 12, 2011 12:55 pm
by Victor Sullivan
isaiah40 wrote:Aren't you a little early for that Sully? Everything looks good to me so far. Does anyone else have any other gameplay related concerns, before I stamp it?

I made that months ago when this map was just in PMs between cairns and me.

-Sully

Re: Pot Mosbi [25.10.11] V6 - legend adjustments

PostPosted: Sat Nov 12, 2011 7:12 pm
by cairnswk
AndyDufresne wrote:Regarding the impassable legend, the glow or fuzziness around the text is a little hard. Maybe go with the style of text you have in the bonus legend.

Done
The killer neutrals mentioned in the legend are the solawaras and pasis? What does Walters connect to?

Fixed, i had simply forgot to move the army holder to connect to the line :oops:

The bonus legend takes some getting use to. Some of the continents have recognizable shapes, and others are closer to one another. It might be just that the large map is tall, which means there is a touch of scroll between looking over the legend and looking at the top of the map for corresponding bonus zones. The small map may not have such a problem.

Ah Andy, this is the small map. 892 x 800 :)

Looking at the game play, it looks like every tribe is set up access to a easy/middle range bonus zone. Highland, Asaro, and Enga might have some of the better expansion possibilities while limiting borders. Motu might fit into that group too.
Hm, best of luck.
---Andy


Yes, but because others will be starting in those areas also, they'll still have to battle it out for supremacy

Re: Classic Cities :Pot Mosbi [13 Nov] V7

PostPosted: Sat Nov 12, 2011 7:24 pm
by cairnswk
rmt333 wrote:very nice map...nice job. its got my useless vote =D>

thanks rmt333 for dropping in.
Vote, what vote, oh you mean support - well thanks. pleased you like it.

isaiah40 wrote:Aren't you a little early for that Sully? Everything looks good to me so far. Does anyone else have any other gameplay related concerns, before I stamp it?

Yes i do, i need to process the probability drop tool before you go stamping.

Until then, here is V7....with some small changes as suggested by Andy.

Click image to enlarge.
image

Re: Classic Cities :Pot Mosbi [22 Nov] V8 Gameplay

PostPosted: Tue Nov 22, 2011 1:24 am
by cairnswk
104 regions - 3 killer neutrals and i neutral on Tokarara + 8 neutrals in front of each tribe = 92 regions.

Why the neutral in front of tribes?
To stop quick elimination of each player's tribe...it is a condition that you must hold your tribe otherwise you will be eliminated.
What value should this be?
Well to start, i have set this at 7 neutrals on Version 8...but that can be adjusted if thought to be too high.

I have done a count of the regions directly between each tribe around the board.
Jiwiki <-> Chimbu = 6
Chimbu <-> Enga = 7
Enga <-> Highland = 5
Highland <-> Asaro = 7
Asaro <-> Hulli = 7
Hulli <-> Iwan = 8
Iwan <-> Motu = 9
Motu <-> Jiwiki = 8

Here is the Probability stakes
Click image to enlarge.
image


Version 8 showing neutrals in front of tribes set at 7
+ a couple of toned down colours
+ moved the Iwan Tribe to arrive in Kila Kila (makes the distance between Iwan and Hulli larger)

Click image to enlarge.
image

Re: Classic Cities :Pot Mosbi [22 Nov] V8 Gameplay

PostPosted: Tue Nov 22, 2011 10:29 am
by AndyDufresne
cairnswk wrote:104 regions - 3 killer neutrals and i neutral on Tokarara + 8 neutrals in front of each tribe = 92 regions.

Why the neutral in front of tribes?
To stop quick elimination of each player's tribe...it is a condition that you must hold your tribe otherwise you will be eliminated.
What value should this be?
Well to start, i have set this at 7 neutrals on Version 8...but that can be adjusted if thought to be too high.

I have done a count of the regions directly between each tribe around the board.
Jiwiki <-> Chimbu = 6
Chimbu <-> Enga = 7
Enga <-> Highland = 5
Highland <-> Asaro = 7
Asaro <-> Hulli = 7
Hulli <-> Iwan = 8
Iwan <-> Motu = 9
Motu <-> Jiwiki = 8


Hm, I understand your reasoning for the large neutral, but it also kind of stifles easy expansion into natural bonus zones. If I was the Huli tribe for instance, I might be disappointed that to get my bonus zone of 3 regions, I'd have to take out 7 neutrals early on. Hm, but I'll give it some thought.


--Andy

Re: Classic Cities :Pot Mosbi [22 Nov] V8 Gameplay

PostPosted: Tue Nov 22, 2011 6:41 pm
by Victor Sullivan
AndyDufresne wrote:
cairnswk wrote:104 regions - 3 killer neutrals and i neutral on Tokarara + 8 neutrals in front of each tribe = 92 regions.

Why the neutral in front of tribes?
To stop quick elimination of each player's tribe...it is a condition that you must hold your tribe otherwise you will be eliminated.
What value should this be?
Well to start, i have set this at 7 neutrals on Version 8...but that can be adjusted if thought to be too high.

I have done a count of the regions directly between each tribe around the board.
Jiwiki <-> Chimbu = 6
Chimbu <-> Enga = 7
Enga <-> Highland = 5
Highland <-> Asaro = 7
Asaro <-> Hulli = 7
Hulli <-> Iwan = 8
Iwan <-> Motu = 9
Motu <-> Jiwiki = 8


Hm, I understand your reasoning for the large neutral, but it also kind of stifles easy expansion into natural bonus zones. If I was the Huli tribe for instance, I might be disappointed that to get my bonus zone of 3 regions, I'd have to take out 7 neutrals early on. Hm, but I'll give it some thought.


--Andy

I currently have the starting positions coded to include each tribe's adjacent territory, and I'll probably edit the XML so that tribes start with more than 3 troops. No neutrals necessary :)

-Sully

Re: Classic Cities :Pot Mosbi [22 Nov] V8 Gameplay

PostPosted: Tue Nov 22, 2011 6:55 pm
by cairnswk
Victor Sullivan wrote:...
I currently have the starting positions coded to include each tribe's adjacent territory, and I'll probably edit the XML so that tribes start with more than 3 troops. No neutrals necessary :)
-Sully

Mmmm, OK did we discuss that...it's been so long i don't remember.

So what value should the tribes start with?

And what is your view on the probability criteria Sully?

Re: Classic Cities :Pot Mosbi [22 Nov] V8 Gameplay

PostPosted: Tue Nov 22, 2011 7:05 pm
by Victor Sullivan
cairnswk wrote:
Victor Sullivan wrote:...
I currently have the starting positions coded to include each tribe's adjacent territory, and I'll probably edit the XML so that tribes start with more than 3 troops. No neutrals necessary :)
-Sully

Mmmm, OK did we discuss that...it's been so long i don't remember.

So what value should the tribes start with?

I was thinking around 6.


cairnswk wrote:And what is your view on the probability criteria Sully?

I like to keep it as low as possible. Ideally, >2%.

-Sully

Re: Classic Cities :Pot Mosbi [22 Nov] V8 Gameplay

PostPosted: Tue Nov 22, 2011 7:13 pm
by cairnswk
Victor Sullivan wrote:
cairnswk wrote:
Victor Sullivan wrote:...
I currently have the starting positions coded to include each tribe's adjacent territory, and I'll probably edit the XML so that tribes start with more than 3 troops. No neutrals necessary :)
-Sully

Mmmm, OK did we discuss that...it's been so long i don't remember.

So what value should the tribes start with?

I was thinking around 6.


OK. Now i was just thinking about this further...
when start occurs, wouldn't it also be better to code the region in front of tribe as a high value also...if another player get one of the surrounding territories, in any game your opponent could still take you out in a couple of rounds if they have good dice.
I'd be inclined to code both of those with 6.

cairnswk wrote:And what is your view on the probability criteria Sully?

I like to keep it as low as possible. Ideally, >2%.
-Sully

Well what would you propose for those 2 and 3 regions...more neutrals ?

Re: Classic Cities :Pot Mosbi [22 Nov] V8 Gameplay

PostPosted: Tue Nov 22, 2011 7:51 pm
by Victor Sullivan
cairnswk wrote:
Victor Sullivan wrote:
cairnswk wrote:
Victor Sullivan wrote:...
I currently have the starting positions coded to include each tribe's adjacent territory, and I'll probably edit the XML so that tribes start with more than 3 troops. No neutrals necessary :)
-Sully

Mmmm, OK did we discuss that...it's been so long i don't remember.

So what value should the tribes start with?

I was thinking around 6.


OK. Now i was just thinking about this further...
when start occurs, wouldn't it also be better to code the region in front of tribe as a high value also...if another player get one of the surrounding territories, in any game your opponent could still take you out in a couple of rounds if they have good dice.
I'd be inclined to code both of those with 6.

Perhaps a compromise of 9 and 3? That way, the high troop can't be accessed until the second turn.

cairnswk wrote:
Victor Sullivan wrote:
cairnswk wrote:And what is your view on the probability criteria Sully?

I like to keep it as low as possible. Ideally, >2%.
-Sully

Well what would you propose for those 2 and 3 regions...more neutrals ?

I'll see if I can't make some magic with the starting positions, otherwise, yes, we would have to resort to neutrals.

-Sully

Re: Classic Cities :Pot Mosbi [22 Nov] V8 Gameplay

PostPosted: Tue Nov 22, 2011 8:16 pm
by cairnswk
Victor Sullivan wrote:...
Perhaps a compromise of 9 and 3? That way, the high troop can't be accessed until the second turn.

That's sound like a plan, I'll change the above graphic to reflect start positions rather than nuetrals. :)

cairnswk wrote:
Victor Sullivan wrote:
cairnswk wrote:And what is your view on the probability criteria Sully?

I like to keep it as low as possible. Ideally, >2%.
-Sully

Well what would you propose for those 2 and 3 regions...more neutrals ?

I'll see if I can't make some magic with the starting positions, otherwise, yes, we would have to resort to neutrals.
-Sully[/quote]
OK, that would be a preferred solution. :) Thanks!

Re: Classic Cities :Pot Mosbi [23 Nov] V8 Probabilities

PostPosted: Wed Nov 23, 2011 12:04 am
by cairnswk
Here is the adjusted version 8 showing those starting positions.
Apart from the neutrals all the other territories will be normal random drop play positions unless we have to adjust for probability drop situations.

Click image to enlarge.
image

Re: Classic Cities :Pot Mosbi [22 Nov] V8 Probabilities

PostPosted: Wed Nov 23, 2011 3:10 am
by Victor Sullivan
Oops! You mixed up the 3's and 9's. The 9's should be on the tribes.

-Sully

Re: Classic Cities :Pot Mosbi [22 Nov] V8 Probabilities

PostPosted: Wed Nov 23, 2011 3:20 am
by cairnswk
Victor Sullivan wrote:Oops! You mixed up the 3's and 9's. The 9's should be on the tribes.

-Sully

If that's the case, then i'd prefer to go back to the 6 & 6.

Re: Classic Cities :Pot Mosbi [22 Nov] V8 Probabilities

PostPosted: Wed Nov 23, 2011 3:24 am
by isaiah40
6 & 6 would be good if you're not going to start the tribes as starting positions. Though with the idea of these tribes arriving in Pot Mosbi, it would go with the theme of using them as starting positions. To me it doesn't matter as it isn't a game changer. It looks fair and balanced to me so let's get these neutrals settled and I might be able to stamp it tomorrow. If not then it will have to wait until next week when my Thanksgiving and wedding anniversary is over.

Re: Classic Cities :Pot Mosbi [22 Nov] V8 Probabilities

PostPosted: Wed Nov 23, 2011 3:40 am
by cairnswk
isaiah40 wrote:6 & 6 would be good if you're not going to start the tribes as starting positions. Though with the idea of these tribes arriving in Pot Mosbi, it would go with the theme of using them as starting positions. To me it doesn't matter as it isn't a game changer. It looks fair and balanced to me so let's get these neutrals settled and I might be able to stamp it tomorrow. If not then it will have to wait until next week when my Thanksgiving and wedding anniversary is over.


Well. i think 6 & 6 would be better on each of the tribes and the region in front...
isaiah40 - it can wait until next week in case some others want to comment.
and happy TG and WA all round eh?! ;)

Re: Classic Cities :Pot Mosbi [22 Nov] V8 Probabilities

PostPosted: Wed Nov 23, 2011 9:45 am
by AndyDufresne
I don't have any idea really what the values should be, but if Isaiah thinks 6&6 is alright, and if some others chime in, it sounds fine to me.

Keep up the good work.


--Andy