Treasures of Galápagos [Quenched]

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Postby militant on Fri Feb 08, 2008 9:00 am

I really like this map, but it is quite confusing, will the -1 be taken away from the snorkel territory or will it just be imposed on bonues and armies received from no. of territorys, and can the luggers attack all over luggers around the map, lastly, isnt reef 5 the best reef to start with because you can attack isabela west immediatly and get a +4 bonus.
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Graphics & Game Play

Postby FreeMan10 on Fri Feb 08, 2008 10:05 am

Wow Cairns! The graphics have taken a huge leap forward - they're looking great! A couple of minor notes:
--the "L" in San Cristobal is sliced in half by at the edge of the map - give it a gentle kick to the west to fix it.
--Lugger Cristocruz could use a slight nudge west to move it away from the map edge, too.
--If there's any way you can sharpen the descriptive text at the top of the legend, that'd be awesome, the rest of the text is readable - that stuff's a bit fuzzy (to me).
--I really like the critter glow in the legend - looks really good.
--Isabela West text disappears into the continental shelf a bit, maybe move it east or lighten the background a bit.

As far as game play, it looks to me like Reef 1 has a huge advantage
--it's fairly isolated (OK, it's totally isolated...)
--the 1st three territs accessible all come with bonuses
--I'd play for Wolf (4) then Darwin (1) then Lugger Wolwin (3) and have a +8 bonus within a round or two (three with nasty dice :()

Reef 2 looks like an OK starting point
--Marchena (1) is immediately available
--Genovesa (4) and Lugger Pintmar (3) are right at hand, too, but they're going to be hotly contested by the person starting at Reef 3

Reef 3 isn't quite as good as Reef 2
--no matter what you do, you're trapped behind a non-bonus territ
--then you get access to Genovesa (4), Lugger Pintmar (3) or Lugger Genocruz (3)
--you're gonna be fighting with Reef 2 for the first 2 territs.

Reef 4 looks pretty good
--Pinzon (1) to Santa Fe(4), then back to Santiago (1) and Lugger Isiago (3) gets you a good bonus start with minimal player fighting

Reef 5 also looks good
--a run through Isabela Island nets you +10 bonus with two water territs with limited initial resistance from other players
--if your path does get blocked, you can retrench to F3, F2, Fernandia (1) and Lugger Fernela (3) plus holding Isabela West (4)

Reef 6 isn't looking quite so hot...
--F1 to Tortuga (4)
--<F1|Tortuga> to F2 to Lugger Tortisa (3)
--F1 to Floreana (2)

Reef 7 looks to be the worst spot to start from
--SC3 to Lugger Cristocruz (3) is the best shot for a bonus
--SC3 to Santa Cruz (1) is a smaller bonus option with the same distance
--SL3 to SL2 to San Cristobal (4 and 1??) is a pretty good option, but you'll be fighting Reef 8 for the privilege, and he's got a shorter path

Reef 8 is OKish...
--Espanola (1) is handy
--SL5 to San Cristobal (5??) has the battle with Reef 7
--Espanola to Lugger Floreola (3) ? or do you have to go thru SL4 - it's really hard to tell

Sorry, I don't have any advice on fixing/balancing this, I just thought I'd point out what I see and let the gurus help you fix 'em! :D

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Postby cairnswk on Fri Feb 08, 2008 1:12 pm

militant wrote:I really like this map,
:)

but it is quite confusing,
:cry:

will the -1 be taken away from the snorkel territory or will it just be imposed on bonues and armies received from no. of territorys,
to mix the spice up, be taken away from the reef

and can the luggers attack all over luggers around the map,
yes

lastly, isnt reef 5 the best reef to start with because you can attack isabela west immediatly and get a +4 bonus.
at this point, yes, but i will swap that water with a treasure.

I have to redo the graphics because i lost the .png file from v6. :oops:
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Re: Graphics & Game Play

Postby cairnswk on Fri Feb 08, 2008 2:00 pm

FreeMan10 wrote:Sorry, I don't have any advice on fixing/balancing this, I just thought I'd point out what I see and let the gurus help you fix 'em! :D

FreeMan10

Thanks FreeMan10 for analaysing this...i am making several changes based on your effort in the new version 6.
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Postby FreeMan10 on Fri Feb 08, 2008 3:20 pm

cairnswk wrote:I have to redo the graphics because i lost the .png file from v6. :oops:


That image is gone???? AAAARRRFGGGGGGHHHHH!!!!!!! Did you check your coat pockets, and the back pocket of the jeans you wore last Tuesday? That's usually where I find my lost stuff... Maybe in with the dirty socks?

I really liked that one - hope it's not a major effort to recreate it. It would take me months to get to that point! -10000 Artistic Ability
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Postby yeti_c on Fri Feb 08, 2008 3:21 pm

FreeMan10 wrote:
cairnswk wrote:I have to redo the graphics because i lost the .png file from v6. :oops:


That image is gone???? AAAARRRFGGGGGGHHHHH!!!!!!! Did you check your coat pockets, and the back pocket of the jeans you wore last Tuesday? That's usually where I find my lost stuff... Maybe in with the dirty socks?

I really liked that one - hope it's not a major effort to recreate it. It would take me months to get to that point! -10000 Artistic Ability


I suspect - it's simply a regeneration of the image... (Pings are the final product) however - with loads of layers it might be hard to remember which layers/settings he had in each place...

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Postby cairnswk on Fri Feb 08, 2008 3:34 pm

yeti_c wrote:
FreeMan10 wrote:
cairnswk wrote:I have to redo the graphics because i lost the .png file from v6. :oops:


That image is gone???? AAAARRRFGGGGGGHHHHH!!!!!!! Did you check your coat pockets, and the back pocket of the jeans you wore last Tuesday? That's usually where I find my lost stuff... Maybe in with the dirty socks?

I really liked that one - hope it's not a major effort to recreate it. It would take me months to get to that point! -10000 Artistic Ability


I suspect - it's simply a regeneration of the image... (Pings are the final product) however - with loads of layers it might be hard to remember which layers/settings he had in each place...

C.


No probs guys....there were a few minor changes to linear colour layers for the background and backglows, and a few additions of animals,,,won't take long to recreate... :D :wink:

I lost it becoz i downsized the png file and flattened the layering on the .png file to refresh my signature, and then stupidly saved the flattened reduced version a Version6.png.

Not to worry, these things do happen!
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Postby FreeMan10 on Fri Feb 08, 2008 3:44 pm

Whew!

I've lost a few files in my day, and it's never been that simple to recover...

</panic mode>
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Postby cairnswk on Fri Feb 08, 2008 7:27 pm

FreeMan10 wrote:Whew!

I've lost a few files in my day, and it's never been that simple to recover...

</panic mode>


Here is the recovered Version 6...now Version 7.
There is a few small changes....but i think the main elements of V6 are retained.

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Postby DiM on Fri Feb 08, 2008 7:33 pm

i can't see the image :(

edit// solved
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Postby Lone.prophet on Sat Feb 09, 2008 9:30 am

i really like the looks of this maps

and since when do army numberws loook like that or are they just randoom fontt
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Postby militant on Sat Feb 09, 2008 9:32 am

Lone.prophet wrote:i really like the looks of this maps

and since when do army numberws loook like that or are they just randoom fontt


I think they were put there to demonstrate how the map would work, rather than be the numbers used.
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Postby Lone.prophet on Sat Feb 09, 2008 10:24 am

ok i looked and think that the red is a bit imbalanced cause there you cant bumb into someone getting to a lugger
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Postby cairnswk on Sat Feb 09, 2008 1:44 pm

militant wrote:
Lone.prophet wrote:i really like the looks of this maps

and since when do army numberws loook like that or are they just randoom fontt


I think they were put there to demonstrate how the map would work, rather than be the numbers used.


That why they are there! Correctamundo.
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Postby cairnswk on Sat Feb 09, 2008 1:44 pm

DiM wrote:i can't see the image :(

edit// solved


Dim you asked for number on the map...are you going to comment on the gameplay?
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