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IcePack wrote:4) Prom fire blocks all slave entrances, but you can't attack entrances without owning Prometheus first. Does this mean you must send ur troop stack thru Prometheus to hit an entrance? Or does be just unlock the ability to enter from the fire, where ur attack stack would need to be located? (or both?)
isaiah40 wrote:IcePack wrote:4) Prom fire blocks all slave entrances, but you can't attack entrances without owning Prometheus first. Does this mean you must send ur troop stack thru Prometheus to hit an entrance? Or does be just unlock the ability to enter from the fire, where ur attack stack would need to be located? (or both?)
This could be a good conditional border. Just thinking out loud.
IcePack wrote:isaiah40 wrote:IcePack wrote:4) Prom fire blocks all slave entrances, but you can't attack entrances without owning Prometheus first. Does this mean you must send ur troop stack thru Prometheus to hit an entrance? Or does be just unlock the ability to enter from the fire, where ur attack stack would need to be located? (or both?)
This could be a good conditional border. Just thinking out loud.
That's what I'm trying to clear up. Is the intent to unlock a conditional border, or just link prom to the slaves?
nolefan5311 wrote:IcePack wrote:isaiah40 wrote:IcePack wrote:4) Prom fire blocks all slave entrances, but you can't attack entrances without owning Prometheus first. Does this mean you must send ur troop stack thru Prometheus to hit an entrance? Or does be just unlock the ability to enter from the fire, where ur attack stack would need to be located? (or both?)
This could be a good conditional border. Just thinking out loud.
That's what I'm trying to clear up. Is the intent to unlock a conditional border, or just link prom to the slaves?
It's to unlock a conditional border. Prometheus can't attack the slave entrances directly, but you have to hold it to attack the slave entrance from the adjacent region.
1) Siren call -1 per turn, is that -1 to the territory like Antarctica, or -1 to deploy?
2) same for traps.
but the beige blended so much in the legend
4) Prom fire blocks all slave entrances, but you can't attack entrances without owning Prometheus first. Does this mean you must send ur troop stack thru Prometheus to hit an entrance? Or does be just unlock the ability to enter from the fire, where ur attack stack would need to be located? (or both?)
5) Dead warriors + "3" (three), the upper part of the top ring is so faint its actually hard to tell its a 3.
This could be a good conditional border. Just thinking out loud.
Personally, i'd like to see the map shifted to the left. it looks like the ABCDEF line is centered to fill up crappily used space, and the right side with your names is packed in...while all the other borders are "thin" and nice looking, the left looks terrible.
Either that, or add a row of territories somewhere so the left side shifts over and narrows the rock border a bit so its thinner all around.
IcePack wrote:Looks much better. The yellow shows up on my 100% better, still hard to see / notice on the parchment below. You've made darker spots / areas on parchment to age it, perhaps you can age the area beneath the spears to make the yellow stand out a bit?
On traps, I think I would prefer "Traps -1 deploy" on line 1 and "each turn" centered line 2?
It's strange seeing just traps on one line and the description on the other wedged in, when you did the opposite for Prometheus fire. There you added kills to its line, when you could have fit it below. I just think it would look better visually.
Maybe contrast / darken the warriors in rock (didn't notice them @ first) as it still looks visually blank, and I'd like to see a nicer / more creative way to display your names. The way it is now just seems tacky/sloppy, but I don't have any hard specific suggestions fr improvement.
But I really like the improvements
IcePack
nolefan5311 wrote:It should be "Gaia and Arolus spears bombard their colored regions".
IcePack wrote:Is it possible to get rid of the tiny bit(s) of white on Prom fire?
If its intended that way...ok, but to me it looks like a bad edit job whether intended or not.
I think it'd look more polished if that was corrected.
IcePack
koontz1973 wrote:IcePack wrote:Is it possible to get rid of the tiny bit(s) of white on Prom fire?
If its intended that way...ok, but to me it looks like a bad edit job whether intended or not.
I think it'd look more polished if that was corrected.
IcePack
I see what you mean. Never noticed it before but I can see how that would become annoying (to me that I see it). Will get it removed with the graphic polish.
IcePack wrote:koontz1973 wrote:IcePack wrote:Is it possible to get rid of the tiny bit(s) of white on Prom fire?
If its intended that way...ok, but to me it looks like a bad edit job whether intended or not.
I think it'd look more polished if that was corrected.
IcePack
I see what you mean. Never noticed it before but I can see how that would become annoying (to me that I see it). Will get it removed with the graphic polish.
Also, is there a way to make the swords look "crisper"? Everything else looks bright and clean, while the swords look faded.
Again, you don't have to make all the changes obviously, just giving more feedback.
IcePack
iancanton wrote:looking excellent. the only thing i'd do is to move the corner dead warrior bonuses one square toward the middle slave entrances. this is because the corner entrances already have the big advantage of being remote from attack, so they should not also have the additional advantage of being closer to the nearest dead warrior bonus. otherwise, i regard it as good for the gameplay stamp in all respects. alternatively, if u don't want to move the dead warriors, then have each of the four corner foods start as n2.
i'm not sure that it's possible to arrange for only the 4 corner entrances and nothing else to be occupied for 4-player games. if the corners are the 4 start positions with a maximum of 1 position each, then the other 4 entrances are shared equally among the players (though there's nothing wrong with that).
ian.
AndyDufresne wrote:For Traps, is the -1 on that region? Or does it reduce your every turn reinforcements?
--Andy
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