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Re: Forbidden City V28 (P22) [I,Gp] - Graphic changes

PostPosted: Fri Aug 22, 2008 6:06 pm
by cairnswk
Androidz wrote:
cairnswk wrote:
Androidz wrote:Hmm could you try move the pictures of the impassibles (on legend) to the end of legend/Corner. LIke you do witht the bonuses? or will that look bad


no....but may be possible.. i'll see :)



kk=D


^^What does this mean please?

Re: Forbidden City V28 (P22) [I,Gp] - Graphic changes

PostPosted: Sat Aug 23, 2008 5:28 am
by gimil
KK = ok in text talk >.<

Re: Forbidden City V28 (P22) [I,Gp] - Graphic changes

PostPosted: Sat Aug 23, 2008 5:33 am
by Androidz
gimil wrote:KK = ok in text talk >.<


[-X I really think its okey...or am i wrong:S. :D

Re: Forbidden City V28 (P22) [I,Gp] - Graphic changes

PostPosted: Sat Aug 23, 2008 1:01 pm
by cairnswk
Androidz wrote:Hmm could you try move the pictures of the impassibles (on legend) to the end of legend/Corner. LIke you do witht the bonuses? or will that look bad
Done

Images for Stamping


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Click image to enlarge.
image


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Re: Forbidden City V28 (P22) [I,Gp] - Graphic changes

PostPosted: Wed Aug 27, 2008 6:38 pm
by cairnswk
Is anyone graphic stamping this?

Re: Forbidden City V28 (P22) [I,Gp] - Graphic changes

PostPosted: Thu Aug 28, 2008 11:28 pm
by whitestazn88
nope... they're shutting down the foundry. didn't you hear the news? gimil and andy decided to make their own site

Re: Forbidden City V28 (P22) [I,Gp] - Graphic changes

PostPosted: Thu Aug 28, 2008 11:40 pm
by cairnswk
whitestazn88 wrote:nope... they're shutting down the foundry. didn't you hear the news? gimil and andy decided to make their own site


LOL :lol: :lol: :lol:

Re: Forbidden City V28 (P22) [I,Gp] - Graphic changes

PostPosted: Fri Aug 29, 2008 9:47 am
by gimil
whitestazn88 wrote:nope... they're shutting down the foundry. didn't you hear the news? gimil and andy decided to make their own site


Its called:

clubconquer.banana.biz :-^

We give our map makers commission and muffins.

Re: Forbidden City V28 (P22) [I,Gp] - Graphic changes

PostPosted: Fri Aug 29, 2008 9:49 am
by gimil
While I am here cairns, would you consider reducing the intensity of the pink on the lantern connections? I feel it is a little more distracting than the other connections.

Here is a little under the counter for your troubles:

Image

;)

Good work as always.

Re: Forbidden City V28 (P22) [I,Gp] - Graphic changes

PostPosted: Fri Aug 29, 2008 10:05 am
by blakebowling
gimil wrote:
whitestazn88 wrote:nope... they're shutting down the foundry. didn't you hear the news? gimil and andy decided to make their own site


Its called:

clubconquer.banana.biz :-^

We give our map makers commission and muffins.

:lol: :lol: :lol: It actually exists

Re: Forbidden City V28 (P22) [I,Gp] - Graphic changes

PostPosted: Sat Aug 30, 2008 2:41 pm
by cairnswk
blakebowling wrote:
gimil wrote:
whitestazn88 wrote:nope... they're shutting down the foundry. didn't you hear the news? gimil and andy decided to make their own site


Its called:

clubconquer.banana.biz :-^

We give our map makers commission and muffins.

:lol: :lol: :lol: It actually exists


back to discussing gameplay please peoples

Re: Forbidden City V28 (P22) [I,Gp,Gr] - Graphic changes

PostPosted: Sun Aug 31, 2008 4:08 pm
by cairnswk
gimil wrote:While I am here cairns, would you consider reducing the intensity of the pink on the lantern connections? I feel it is a little more distracting than the other connections...


PInk reduced in intensity Gimil, Please refresh your browser.

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Re: Forbidden City V28 (P22) [I,Gp,Gr] - Discuss Gameplay pls!

PostPosted: Mon Sep 01, 2008 9:43 am
by yeti_c
Cairns - does "Outer Court SE" connect to "Outer Court East" - the river running through that area makes it a little vague.

If they do - then I would consider removing the little river out of the impassibles - as it doesn't actually make anything impassible!?

C.

Re: Forbidden City V28 (P22) [I,Gp,Gr] - Discuss Gameplay pls!

PostPosted: Mon Sep 01, 2008 3:31 pm
by cairnswk
yeti_c wrote:Cairns - does "Outer Court SE" connect to "Outer Court East" - the river running through that area makes it a little vague.

If they do - then I would consider removing the little river out of the impassibles - as it doesn't actually make anything impassible!?

C.


C...that is fixed now, please refresh to see in v28 above.

Re: Forbidden City V28 (P22) [I,Gp,Gr] - Discuss Gameplay pls!

PostPosted: Wed Sep 03, 2008 7:29 am
by yeti_c
cairnswk wrote:
yeti_c wrote:Cairns - does "Outer Court SE" connect to "Outer Court East" - the river running through that area makes it a little vague.

If they do - then I would consider removing the little river out of the impassibles - as it doesn't actually make anything impassible!?

C.


C...that is fixed now, please refresh to see in v28 above.


Spot on.

C.

Re: Forbidden City V28 (P22) [I,Gp,Gr] - Discuss Gameplay pls!

PostPosted: Thu Sep 04, 2008 4:08 pm
by cairnswk
Refresh your browsers....i've toned down the orange in V28 above.

Re: Forbidden City V28 (P22) [I,Gp,Gr] - Discuss Gameplay pls!

PostPosted: Fri Sep 05, 2008 7:39 pm
by iancanton
which of the wu men gates can attack each other and the emperors? are east and west separated by the middle one and do they touch the meridian? on balance of probability, it looks as if they all touch each other and the meridian, but it's not 100% clear. this could be an issue in a speed game. the meridian looks a darker orange where it separates the eunuchs, compared with at the wu men gates.

ian. :)

Re: Forbidden City V28 (P22) [I,Gp,Gr] - Discuss Gameplay pls!

PostPosted: Fri Sep 05, 2008 8:10 pm
by cairnswk
iancanton wrote:which of the wu men gates can attack each other and the emperors? are east and west separated by the middle one and do they touch the meridian? on balance of probability, it looks as if they all touch each other and the meridian, but it's not 100% clear. this could be an issue in a speed game. the meridian looks a darker orange where it separates the eunuchs, compared with at the wu men gates.

ian. :)


Ian thanks for that pickup. :)
Those are three seperate territories, so have fixed all that in the V28 above...please refresh F5

Re: Forbidden City V28 (P22) [I,Gp,Gr] - Discuss Gameplay pls!

PostPosted: Sat Sep 06, 2008 12:32 am
by Incandenza
Sooooo I'm coming to realize that it's not a simple thing to be able to just look at a map and divine gameplay, especially given the vagaries of setting and individual skill.

Which begs the question: cairns, how do you see various types of gameplay working on this map? To me it seems like a more constricted version of sydney, but I've played that map a grand total of one time so it's not like I'm an expert. And more to the point, what would you say would be the ideal settings for a game?

Re: Forbidden City V28 (P22) [I,Gp,Gr] - Discuss Gameplay pls!

PostPosted: Sat Sep 06, 2008 12:57 am
by cairnswk
Incandenza wrote:Sooooo I'm coming to realize that it's not a simple thing to be able to just look at a map and divine gameplay, especially given the vagaries of setting and individual skill.

Which begs the question: cairns, how do you see various types of gameplay working on this map? To me it seems like a more constricted version of sydney, but I've played that map a grand total of one time so it's not like I'm an expert. And more to the point, what would you say would be the ideal settings for a game?


For the short and sweet answer: backstabbing central would be the ideal setting. :twisted:

For a longer answer:
1. no cards is going to be extremely long games.
2. foggy games will be difficult also because not all continent territories are 100% grouped/connected
3. game might be OK for a no-so-short speed game on 1v1v1, but i doubt it with 81 terts.
4. anything 4 player and above would be ideal so that the game doesn't take too long, and i guess escalating would be necessary
5. i don't see it working too well with no cards or flat rate
6. the emperors and the middle meridian terts are going to be extremely hard to defend
7. freestyle might be really good to get a good strong-hold in order to backstab oppoonents.
8. and i guess assassin and terminator games would also do well although it is a big map to chase players around in.
My overall preference is for escalating games.
What do you think?
I don't think this map is anythging like Sydney. Sydney is open because of the bus depots, but this doesn't have that aspect, although it does have the unconnected terts from one continent in another (Olympic Park)
But this definitely not like Sydney map. :)

Re: Forbidden City V28 (P22) [I,Gp,Gr] - Discuss Gameplay pls!

PostPosted: Sat Sep 06, 2008 1:11 am
by Incandenza
Certainly it's not as wide-open as sydney, but it's somewhat similar in that there are a ton of small and medium continents to grab and hold.

I agree that the more players on the map, the better. In an 8p game, a couple of players will get assed out, but the rest should either drop a bonus or be able to snag one in the first couple of turns. Weirdly in that respect it sorta seems like pearl harbor (which I am just now playing for the first time, and I'm the one guy in an 8p game that didn't drop a bonus).

A lot of what you said (i.e. no cards will be slow, backstabbing will be ideal) could be applied to any large map. The outer terits and the yellow imperial line thing do give the map a good flow. But there are an awful lot of dead-ends (fourteen by my quick count) that would definitely impede a higher-end escalating game where blocks and positioning are key. I'm not even sure what you could do about that save for completely redrawing the continents, and that seems like a bit of overkill. Maybe that's just a game style that won't be ideal for the map (and you'll be in good company, as solar system and high seas, among others, share that affliction).

Re: Forbidden City V28 (P22) [I,Gp,Gr] - Graphic changes

PostPosted: Sat Sep 06, 2008 1:20 am
by cairnswk
Current Version 28

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Re: Forbidden City V28 (P22) [I,Gp,Gr] - Discuss Gameplay pls!

PostPosted: Wed Sep 10, 2008 5:58 pm
by iancanton
Incandenza wrote:Certainly it's not as wide-open as sydney, but it's somewhat similar in that there are a ton of small and medium continents to grab and hold.

the sheer number of bonus regions makes forbidden city the devil to analyse without making notes along the way. i personally think it resembles pearl harbor the most, but with the additional wrinkle of the imperial meridian making it far easier to move around to kill any big bonuses.

that being so, there needs to be a bigger differential between the easier bonuses and the impossible-looking ones. to this end, i'm thinking that only an additional 2 bonus for the palaces and eunuchs (making +10 and +9 respectively) will make anyone bother with trying to hold them, otherwise it will be all about a race for the small bonuses.

ian. :)

Re: Forbidden City V28 (P22) [I,Gp,Gr] - Discuss Gameplay pls!

PostPosted: Sat Sep 13, 2008 7:04 pm
by cairnswk
iancanton wrote:
Incandenza wrote:Certainly it's not as wide-open as sydney, but it's somewhat similar in that there are a ton of small and medium continents to grab and hold.

the sheer number of bonus regions makes forbidden city the devil to analyse without making notes along the way. i personally think it resembles pearl harbor the most, but with the additional wrinkle of the imperial meridian making it far easier to move around to kill any big bonuses.

that being so, there needs to be a bigger differential between the easier bonuses and the impossible-looking ones. to this end, i'm thinking that only an additional 2 bonus for the palaces and eunuchs (making +10 and +9 respectively) will make anyone bother with trying to hold them, otherwise it will be all about a race for the small bonuses.

ian. :)

OK, i understand that...what about the Great Halls...should they be bumped up also? and if so by how much?

Re: Forbidden City [I,Gp,Gr] - V28 /w armies

PostPosted: Sun Sep 14, 2008 3:22 am
by cairnswk
Version 28 Testing

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