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Postby cairnswk on Wed Mar 05, 2008 12:58 am

Version 11a

Guys, i'm flooded out here in Cairns, the floods cut the roads and i couldn't get to work today :twisted: so i worked on this and i put all those little tin roofs on it.....plus changed the colours around a bit....I also 'xperimented with the hub and decided against putting one in...as much as i'd like to help it tie in with the other maps, i don't think it needs it.....
but alas it looks shocking (like a pyjama party) so we'll go back to the drawing and do this again.
Just thought i'd show you anyways.

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Postby Tieryn on Wed Mar 05, 2008 8:32 am

Haha, pyjama party indeed... tho I like it, but you can't really see the tin corregation at that level... perhaps each moutain/valley needs to be 4 px wide to be able to show some gradual change in height rather than 2px as currently, and just be a colour/white/colour/white.

Hub wise, okay, so "story"wise, it kinda works, and yes I guess my -major- objection was graphically it was just tacked on. How about work -with- the aboriginal design?

That circle has 4 quadrants. Each quadrant could be designed and extracted to form a territory, this could then "grow" from the Adl station into the hub for the 4 long distances rails.

This would also spice up the holding of the long distance rail lines to some extent. Work on developing this graphically and i won't have a problem with it. It was the "added on to look like rail US/Europe" bit that threw me. Make it a hub, but make it a distinctly "Rail Aus" hub.
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Postby cairnswk on Fri Mar 07, 2008 3:33 pm

Tieryn wrote:That circle has 4 quadrants. Each quadrant could be designed and extracted to form a territory, this could then "grow" from the Adl station into the hub for the 4 long distances rails.

This would also spice up the holding of the long distance rail lines to some extent. Work on developing this graphically and i won't have a problem with it. It was the "added on to look like rail US/Europe" bit that threw me. Make it a hub, but make it a distinctly "Rail Aus" hub.


Yes i had tried using that quardant, but it hadn't worked, but i'll try it again to see if i can do something more appealing.
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Postby trk1994 on Tue Mar 11, 2008 9:50 am

I love the railroad maps. I don't have any real comments on what to do for it b/c I don't really know much about rail systems or coding games. I just wanted ya'll to know that work is not wasted on refining these type of maps. btw if hubs could be worked in that would be cool. they do fit with the line of maps and I personally like them. They make things interesting when triing to fort b/c of multiple lines of attack. I also like the addition of resource bonuses for connecting rail lines and the long haul bonuses.

have you thought of making maps with the U.S. interstate highway system? That would offer MANY lines of attack. Cairnswk, after you got me into that waterloo game I'm looking at complex maps in a whole new light. thanx
"We are advancing constantly and not interested in holding anything except the enemy. We're gonna hold 'em by the nose and we're gonna kick 'em in the ass!" -PATTON
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Postby cairnswk on Tue Mar 11, 2008 2:29 pm

trk1994 wrote:I love the railroad maps. I don't have any real comments on what to do for it b/c I don't really know much about rail systems or coding games. I just wanted ya'll to know that work is not wasted on refining these type of maps. btw if hubs could be worked in that would be cool. they do fit with the line of maps and I personally like them. They make things interesting when triing to fort b/c of multiple lines of attack. I also like the addition of resource bonuses for connecting rail lines and the long haul bonuses.

have you thought of making maps with the U.S. interstate highway system? That would offer MANY lines of attack. Cairnswk, after you got me into that waterloo game I'm looking at complex maps in a whole new light. thanx


Thanks trk1994. Glad to hear you like these challenges on railroads.
No i hadn't thought about the highway systems, but thanks for the idea.
And of course, after your Waterloo games, a wonderful outcome for all.
Keep up the comments. :)
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Postby iancanton on Sat Mar 15, 2008 10:44 am

cairnswk wrote:what would make the eruopean map look more european?


that's a difficult one. europe is very diverse and, since some places on the map aren't in the european union, u can't even use an eu flag image. however, this is a bit off-topic.

hope ur feet are dry now.

u have two city codes for darwin: DWN on the map and DRW in the legend. putting "darwin dwn" into google produces darwin, minnesota as the first link, while "darwin drw" gives darwin, northern territory. i conclude that DRW is more logical.

it's not 100% clear which route to port the minerals must take between mount isa and townsville. i assume there's meant to be an orange box at hughenden to show the way.

while on the subject of mount isa, i suggest that ISA will be more recognisable than MTI as the city code.

i agree that a hub isn't necessary for this map. however, if u put one in, then would using a square prism as the adelaide hub work better than the curious half-hub in version 10?

ian. :)
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Postby cairnswk on Sat Mar 15, 2008 9:49 pm

iancanton wrote:
cairnswk wrote:what would make the eruopean map look more european?


that's a difficult one. europe is very diverse and, since some places on the map aren't in the european union, u can't even use an eu flag image. however, this is a bit off-topic.

hope ur feet are dry now.

u have two city codes for darwin: DWN on the map and DRW in the legend. putting "darwin dwn" into google produces darwin, minnesota as the first link, while "darwin drw" gives darwin, northern territory. i conclude that DRW is more logical.

it's not 100% clear which route to port the minerals must take between mount isa and townsville. i assume there's meant to be an orange box at hughenden to show the way.

while on the subject of mount isa, i suggest that ISA will be more recognisable than MTI as the city code.

i agree that a hub isn't necessary for this map. however, if u put one in, then would using a square prism as the adelaide hub work better than the curious half-hub in version 10?

ian. :)


ian...nope...still wet feet, been raining here for 5 days...monsson season, but at least we are not flooded.
Thanks for the comments. I'll attend to those suggestions re ISA and DRW.
The hub i am trying to work something into that meeting place symbol.
Most likely to be a quad with rounded edges. :)
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Postby FreeMan10 on Wed Mar 19, 2008 11:24 pm

Well, I've managed to stop spending so much time staring at a stupid monitor! :)

Cairns, sorry to hear about your flooding, but that brings up a good point. Maybe you should elevate all the rail lines so we don't have any washouts. That'd put a real crimp in the game, and might even cause players to miss turns waiting for the tracks to be repaired! :lol:

I think it was Oaktown who guessed that the hub was panned because of graphical issues, not game play. I'd agree with that statement.

Quick ad for Prohibition Chicago: Great map - it's gonna be a fun game!
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Postby cairnswk on Sun Mar 23, 2008 12:26 am

OK VErsion 12 update.

1. Finally figureed out the Adelaide hub to look like a digeridoo - fits map and retains link to other rail maps.
2. still have to re-work the eastern half of the station boxes in the eastern states.
3. Bonus long distance background will look like a glass station.

EDIT\\\ Those eastern station boxes are now fixed and re-configured.

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Last edited by cairnswk on Sun Mar 23, 2008 6:19 am, edited 1 time in total.
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Postby Tieryn on Sun Mar 23, 2008 12:32 am

Oh bravo... I LOVE the didge... that's top notch dude. I'll update the XML soon to include new hub-logic and territories.
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Postby cairnswk on Sun Mar 23, 2008 12:40 am

Tieryn wrote:Oh bravo... I LOVE the didge... that's top notch dude. I'll update the XML soon to include new hub-logic and territories.


Yeh...i'm happy with it also...i might see if i can add some wood grain markings to add a bit of authenticity to it later.....

do you have sig image like mine that i can add to the map Tieryn...like my butterfly

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Postby Tieryn on Tue Mar 25, 2008 2:38 am

BNE is missing an [X]

The Ghan territs list is hard to read.

Could possibly P/M go on one side/position consistent for all stations, and the O/X/S/G/I go on the other side? to differentiate between "long distance" and "port/min" or perhaps use a triangle for one or something along those lines?
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Postby edbeard on Tue Mar 25, 2008 2:46 am

I'll look over the gameplay some other time cairnswk, but one thing I notice right away is the text in the lower left legend being hard to read. Most of it is probably fine, but the pink is unreadable, and the yellow and orange are both difficult to read at best.


Could you maybe add extra Ms to the stations that are part of the 'direct route' for mineral pairs?

Also, could you make the colours a bit more distinguishable between the P - M for TSV - ISA and MKY - EMD. I know they're right next to each other and a mistake is unlikely. But, from a visual P.O.V. it seems quite weird to have those right next to each other.
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Postby oaktown on Tue Mar 25, 2008 11:14 pm

could just be me, but I find the legend text next to "The Ghan" almost impossible to read against the background.

Periods at the end of 2nd and 3rd legend lines, to stay consistent.

Is the "+4 I:Indian-Pacific" etc. line against a different background for a reason?

ADL looks like a giant sperm swimming out at us. :shock:
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Re:

Postby Tieryn on Mon Mar 31, 2008 12:01 pm

oaktown wrote:ADL looks like a giant sperm swimming out at us. :shock:


See!! take -that- voldemort! :P Bwahaha on the sperm...

Didge needs to look more wood, more oldschool classic.

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Try something with that
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