[GP/UI] Add neutral starting values to maps in Browse Maps

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Re: Include default neutral values in map images

Postby IcePack on Fri Jun 29, 2012 6:54 pm

Go pester nolefan he's got blue in his name now ;)
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Re: Include default neutral values in map images

Postby patrickaa317 on Fri Jun 29, 2012 9:51 pm

What about maps like Arms Race where there are a fair amount of neutrals at the start but they aren't always the same? Or is this only for territories that are ALWAYS neutral.
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Re: Include default neutral values in map images

Postby skychaser on Sat Jun 30, 2012 7:25 am

All in for it. It could be included in the map's image.
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Re: Include default neutral values in map images

Postby darth emperor on Sat Jun 30, 2012 8:34 am

patrickaa317 wrote:What about maps like Arms Race where there are a fair amount of neutrals at the start but they aren't always the same? Or is this only for territories that are ALWAYS neutral.

In any map, any region can be neutral, therefore it should be put for all the regions, no matter if they start neutral or not
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Re: Include default neutral values in map images

Postby Chuuuuck on Mon Jul 02, 2012 1:30 pm

This is a no brainer. I have often clicked on maps and looked at them and thought "what idiot decided to leave all of those spots blank?"
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Re: Include default neutral values in map images

Postby agentcom on Sat Jul 07, 2012 9:14 pm

rdsrds2120 wrote:I also support this suggestion. It would just be another two images to load (one large, one small) for the gallery, and would let people get a jump on trying to learn maps that are best played foggy.

-rd


Yeah, I don't think it really requires that much work. Out of the two places that I suggested the information be (the foundry AND the clickable map image from various screens on this site), I actually would prefer it be in the clickable map images, if it's only going to be in one place.

The advantage to this is that it really shouldn't require any additional work on the mapmaker's part. It could be coded from the XML. I can't imagine that this would be a very hard thing to do, given that the site retrieves this information in every game played.
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Re: Include default neutral values in map images

Postby rdsrds2120 on Tue Jul 17, 2012 1:25 am

agentcom wrote:
rdsrds2120 wrote:I also support this suggestion. It would just be another two images to load (one large, one small) for the gallery, and would let people get a jump on trying to learn maps that are best played foggy.

-rd


Yeah, I don't think it really requires that much work. Out of the two places that I suggested the information be (the foundry AND the clickable map image from various screens on this site), I actually would prefer it be in the clickable map images, if it's only going to be in one place.

The advantage to this is that it really shouldn't require any additional work on the mapmaker's part. It could be coded from the XML. I can't imagine that this would be a very hard thing to do, given that the site retrieves this information in every game played.


Even better!! Save many more manhours of work that way. :)

-rd
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Re: Include default neutral values in map images

Postby anonymus on Tue Jul 17, 2012 2:44 am

yes would be great, im so sick of going to foundry-pages and hoping im counting the correct versions neutrals.. or like described finding a sunny early stages game..
/ :?:
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Re: Include default neutral values in map images

Postby Arama86n on Tue Jul 17, 2012 6:06 am

=D>
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Re: Include default neutral values in map images

Postby trinicardinal on Tue Jul 17, 2012 7:53 am

I definitely support this suggestion. That information will be helpful for anyone new to a map who wants to learn it.
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Re: Include default neutral values in map images

Postby agentcom on Tue Jul 17, 2012 2:56 pm

Thanks for the support guys. Just FYI for anyone concerned, I will not be using my new mod powers on any of my own suggestions. Anything I say in my own suggestions like this will be as a common user and proponent of my own suggestion.
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Re: Include default neutral values in map images

Postby IcePack on Tue Jul 17, 2012 3:59 pm

agentcom wrote:Thanks for the support guys. Just FYI for anyone concerned, I will not be using my new mod powers on any of my own suggestions. Anything I say in my own suggestions like this will be as a common user and proponent of my own suggestion.


Bullocks use your power and push this baby thru to the front of the line! ;)
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Re: Include default neutral values in map images

Postby agentcom on Tue Jul 17, 2012 4:37 pm

IcePack wrote:
agentcom wrote:Thanks for the support guys. Just FYI for anyone concerned, I will not be using my new mod powers on any of my own suggestions. Anything I say in my own suggestions like this will be as a common user and proponent of my own suggestion.


Bullocks use your power and push this baby thru to the front of the line! ;)


I will use my powers to head over and talk to some of the tech guys to see how possible this is and maybe have one of them come back and talk about it. All I was saying was that I won't be stickying this or moving it to submitted. I'll let another mod do that.
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Re: Include default neutral values in map images

Postby SirSebstar on Sun Jul 29, 2012 4:56 am

BluU wrote:you have my vote
=D>

and mine
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Re: Include default neutral values in map images

Postby x-raider on Sun Jul 29, 2012 6:04 am

SirSebstar wrote:
BluU wrote:you have my vote
=D>

and mine

And my axe..er quote..ehm vote. Yes. You have my vote.

rdsrds2120 wrote:
agentcom wrote:Yeah, I don't think it really requires that much work. Out of the two places that I suggested the information be (the foundry AND the clickable map image from various screens on this site), I actually would prefer it be in the clickable map images, if it's only going to be in one place.
The advantage to this is that it really shouldn't require any additional work on the mapmaker's part. It could be coded from the XML. I can't imagine that this would be a very hard thing to do, given that the site retrieves this information in every game played.

Even better!! Save many more manhours of work that way. :)-rd

'Tis a good idea to use the code that's already there; The role-over shouldn't take too long.
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