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samuelc812 wrote:Looks Good Oak


ZeakCytho wrote:I'm not sure how viable the victory condition is - I think most people will just go for eliminating their opposition rather than holding Route 66. Perhaps turns Route 66 into a very large bonus instead of an objective? I still doubt it would come into play.
This might be a bit more complicated than what you want, but you could give a bonus for holding X consecutive cities on Route 66 - +1 for 3, +2 for 4, +3 for 5...up to whatever value is good for 11. I just made those numbers up, so they might not work, but I think having consecutive cities puts more of an emphasis on traveling down the route.
Overall, though, this looks sweet. Is that the same font you used for Duck and Cover that I spy in the bottom right?
ZeakCytho wrote:I'm not sure how viable the victory condition is - I think most people will just go for eliminating their opposition rather than holding Route 66. Perhaps turns Route 66 into a very large bonus instead of an objective? I still doubt it would come into play.
ZeakCytho wrote:you could give a bonus for holding X consecutive cities on Route 66 - +1 for 3, +2 for 4, +3 for 5...up to whatever value is good for 11. I just made those numbers up, so they might not work, but I think having consecutive cities puts more of an emphasis on traveling down the route.
ZeakCytho wrote:Overall, though, this looks sweet. Is that the same font you used for Duck and Cover that I spy in the bottom right?
oaktown wrote:ZeakCytho wrote:I'm not sure how viable the victory condition is - I think most people will just go for eliminating their opposition rather than holding Route 66. Perhaps turns Route 66 into a very large bonus instead of an objective? I still doubt it would come into play.
It may not, but like edbeard says it's what the map is about. And it may just come into play if I use your other suggestion...
Oaktown wrote:ZeakCytho wrote:you could give a bonus for holding X consecutive cities on Route 66 - +1 for 3, +2 for 4, +3 for 5...up to whatever value is good for 11. I just made those numbers up, so they might not work, but I think having consecutive cities puts more of an emphasis on traveling down the route.
I actually thought about that when I was throwing this together - it's what I was trying to do with the LA map a few months ago. My concern was that by dropping the per/city army allotment I may already be doing something rather complicated, but at least anybody who has played ConquerMan (which I still think should have been called "LackMan") already has some experience with this.
It would probably mean starting those cities with a higher neutral value than the other cities, so as not to give an advantage to a player that starts along Route 66.
Oaktown wrote:ZeakCytho wrote:Overall, though, this looks sweet. Is that the same font you used for Duck and Cover that I spy in the bottom right?
You caught me, same font! I should go looking for some more typefaces from that era.

edbeard wrote:not really hard, yeti. Just annoying in that you have to hard code every one and do a bunch of overrides.

yeti_c wrote:Remember - that Adjacent city bonuses - whilst doable - aren't that easy in the XML - although as they are in a straight line - then it is somewhat easier... (Give me a shout if you need help on that one)
oaktown wrote:As suggested above: +1 for 3, +2 for 4, +3 for 5, etc, is actually very easy to code... just code each combo and it works out fine. A set of 4 is two sets of three overlapping - thus +2. A set of five contains three sets of three overlapping, thus +3. Give each bonus the same name in the code and you're golden. It gets tricky when you start skipping steps: +1 for 3, +2 for 5, +3 for 7, etc. Then you have to start negating.
oaktown wrote:The graphics are still in the rudimentary stages, but I think I've given a basic impression of how I want this look - 1950s, Cadillacs, postcards, world's largest ketchup bottle, aliens near Roswell, that kinda thing.
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