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Re: Labyrinth [7/6] V12 Page 6

Postby koontz1973 on Thu Jun 07, 2012 12:25 pm

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Stones at corners.

Does that work?
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Re: Labyrinth [7/6] V12 Page 6

Postby chapcrap on Thu Jun 07, 2012 6:41 pm

Oh my... This is looking lovely. I like the look of your stones, koontz. ;)
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Re: Labyrinth [7/6] V12 Page 6

Postby koontz1973 on Thu Jun 07, 2012 9:11 pm

Thanks chapcrap.

OK, I am now pretty sure this is the final version game play wise. Can I ask the blue boys for game play to give me any changes they want to see in the way of neutrals and bonuses please.
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Re: Labyrinth [8/6] V13 Page 7

Postby koontz1973 on Fri Jun 08, 2012 10:46 am

Added Prometheus fire traps out side of each starting territ. These are killer neutrals to make the game a tad more fun. :lol:
Minor changes to the map.
Spelling mistakes fixed.
Just need the get go from the game play boys. :P

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Re: Labyrinth [8/6] V13 Page 7

Postby DoomYoshi on Thu Jun 14, 2012 2:41 pm

The traps are kind of pointless around the edges, they would need to be beside 1 territ, not 2 to be effective.
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Re: Labyrinth [8/6] V13 Page 7

Postby koontz1973 on Thu Jun 14, 2012 9:47 pm

DoomYoshi wrote:The traps are kind of pointless around the edges, they would need to be beside 1 territ, not 2 to be effective.


Here I will have to disagree with you. You are right that they may never get used, but the purpose of them is to give players a choice. Do I go over the more neutrals of the dead warriors or take a quicker path and lose a man only to get him back with the easier bonus of the Minotaur. With the reinforcements set at 1 for 4, you are only going to get three for the first couple of goes. So do you really want to try your luck going 3 against 2 neutrals for two turns?
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Re: Labyrinth [8/6] V13 Page 7

Postby DoomYoshi on Thu Jun 14, 2012 9:50 pm

But if you take the trap, you are getting only 2 to go against anything. If you go for the Minotaur, and take the trap, you are only back at 3 reinfiorcements per turn. So why not just build the dead warrior up?

EDIT: playing nuclear, I would take a trap.
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Re: Labyrinth [8/6] V13 Page 7

Postby koontz1973 on Thu Jun 14, 2012 9:57 pm

Because if you take the trap, you have 3 territs and as soon as the Pegasaus is taken, you are back to your 3 reinforcements (if you have taken the swords and food).
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Re: Labyrinth [8/6] V13 Page 7

Postby DoomYoshi on Thu Jun 14, 2012 10:03 pm

koontz1973 wrote:Because if you take the trap, you have 3 territs and as soon as the Pegasaus is taken, you are back to your 3 reinforcements (if you have taken the swords and food).

I'm sorry, I don't understand. It says 1 reinforcement for 4 territs. Does that mean it starts at 3 and when you get 4 territs, you are at 5?

The sword is a bonus of 0 until you have 5. The food is a bonus of 0 until you have 3. There is no bonus listed for the Pegasus so I really am not following here.
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Re: Labyrinth [8/6] V13 Page 7

Postby koontz1973 on Thu Jun 14, 2012 10:11 pm

Sorry, the normal reinforcements you get in games for holding territories.
So you start at 3, get the +2 auto deploy and attack. When you hold four territs, you get +1. This is the same as in all games but instead of the normal 1 for 3 territs, it is 1 for 4 territ. So every 4 you get, your normal reinforcements goes up by 1. But now as you mentioned it, I need to change it to 1 for every 5 territs to counter the slaves entrance.
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Re: Labyrinth [8/6] V13 Page 7

Postby DoomYoshi on Thu Jun 14, 2012 10:19 pm

Ok, that's what I was trying to get at. So a log line would read

Doom yoshi Received 1 troop for holding 1 territory
Doomyoshi received 2 on slaves entrance

Or

Doomyoshi received 3 troops for holding 1 territory
Doomyoshi received 2 on slaves entrance

?

And yea, If it is at 4, without taking the trap you are up to +4. I would suggest going to 5 anyways though. That keeps the incentive to go for the bonus areas.
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Re: Labyrinth [8/6] V13 Page 7

Postby koontz1973 on Thu Jun 14, 2012 10:27 pm

Glad we got that settled. :mrgreen:
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Re: Labyrinth [8/6] V13 Page 7

Postby koontz1973 on Thu Jun 14, 2012 10:55 pm

Changed the reinforcements to 1 for 5 territs.
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Re: Labyrinth [15/6] V14 Page 7

Postby DoomYoshi on Thu Jun 14, 2012 11:10 pm

The swords bonus is probably a bit hard to hold. Not sure if that matters, just a final comment. This will be a good one.
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Re: Labyrinth [15/6] V14 Page 7

Postby nolefan5311 on Sat Jun 16, 2012 12:58 pm

I thought we agreed to lower the neutral on Prometheus from 50 to 30? Especially with the change to 1 troop for ever 5 territs. But other than that, I honestly think we can get this one ready for the GP stamp. I will sticky it and if anyone has any issues, now is the time to make them known.
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Re: Labyrinth [15/6] V14 Page 7

Postby koontz1973 on Sat Jun 16, 2012 1:21 pm

When we talked, we agreed to keep it at 50 as it is the only part of the winning condition.
you wrote:then 50 might be for the best...honestly, we probably won't know if thats too much or too less until it hits beta
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Re: Labyrinth [15/6] V14 Page 7

Postby nolefan5311 on Sat Jun 16, 2012 1:31 pm

You're right. We can see how it plays out in beta I guess.
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Re: Labyrinth [15/6] V14 Page 7

Postby koontz1973 on Sat Jun 16, 2012 1:32 pm

You been celebrating going blue with one to many shots that you already forgot this from a week ago. :lol:

Forgot to say thanks for the sticky.

While we wait, can I get opinions on the graphics side of things. What stays, what goes and what needs touching up.
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Re: Labyrinth [15/6] V14 Page 7

Postby nolefan5311 on Sat Jun 16, 2012 2:26 pm

I think maybe reducing the size of the grid letters/numbers, and changing the color so that they don't blend in so much with the background?
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Re: Labyrinth [15/6] V14 Page 7

Postby DoomYoshi on Sun Jun 17, 2012 4:51 pm

Swords should be bigger to stand out more. The food doesn't look appetizing at all. Pegasus and trap could probably use better graphics too.
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Re: Labyrinth [15/6] V14 Page 7

Postby WILLIAMS5232 on Sun Jun 17, 2012 6:46 pm

the font in the legend is kind of hard to read. maybe you could bold it or change it to something not quite so cursivy...
or maybe put a background around it or something....

EDIT; after another look, the main problem i have with it is the top section of the background is too dark and makes the legend kind of hard to read. if you lighten that up a bit i think everything would be fine. i can read the bottom section with no problems.
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Re: Labyrinth [15/6] V14 Page 7

Postby koontz1973 on Mon Jun 18, 2012 2:49 am

nolefan5311 wrote:I think maybe reducing the size of the grid letters/numbers, and changing the color so that they don't blend in so much with the background?

Done and brought in the fire aspect to it.
DoomYoshi wrote:Swords should be bigger to stand out more. The food doesn't look appetizing at all. Pegasus and trap could probably use better graphics too.

Bigger swords, and only god knows how long that food has been there. Traps become pits without the camo.
WILLIAMS5232 wrote:the font in the legend is kind of hard to read. maybe you could bold it or change it to something not quite so cursivy...
or maybe put a background around it or something....

EDIT; after another look, the main problem i have with it is the top section of the background is too dark and makes the legend kind of hard to read. if you lighten that up a bit i think everything would be fine. i can read the bottom section with no problems.

Lighter background. Let me know if the legend is still hard to read and will try a different approach.
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Re: Labyrinth [18/6] Page 1/8

Postby DoomYoshi on Mon Jun 18, 2012 4:05 pm

Legend is much easier to read now. I like the new Pegasus and traps and swords.
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Re: Labyrinth [18/6] Page 1/8

Postby nolefan5311 on Mon Jun 18, 2012 4:47 pm

I agree with everything Doom said. Pegasus' look really cool. Have you thought about making the swords the same as the swords for major, but larger? Think that would be a cool touch.
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Re: Labyrinth [18/6] Page 1/8

Postby SaviorShot on Mon Jun 18, 2012 5:09 pm

Nice map. I Can't wait for the beta
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