Three Kingdoms of China - v10.0 [2013-12-31] p22 GFX & XML

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Re: Three Kingdoms of China - v3.0 [2013-01-11] p4

Postby RjBeals on Fri Jan 11, 2013 9:41 am

generalhead wrote:The lines on the map look awkward to me
Me too - because of the map graphics, the crease lines don't really give the illusion of paper folded map. They just look distracting. But I like the texture itself.
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Re: Three Kingdoms of China - v3.0 [2013-01-11] p4

Postby Seamus76 on Fri Jan 11, 2013 11:47 am

I'm about to post another update, moving the mini-map text out, should I ditch the lines and just leave the texture, or is there something I can do to make the lines work and look better?
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Re: Three Kingdoms of China - v3.0 [2013-01-11] p4

Postby koontz1973 on Fri Jan 11, 2013 11:52 am

Lines you can leave for later. Lets see this update.
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Re: Three Kingdoms of China - v3.0 [2013-01-11] p4

Postby Seamus76 on Fri Jan 11, 2013 12:02 pm

CURRENT UPDATE INFO - 2013-01-11:
- Moved the red and green mini-map labels outside of the map.
- Brought out the names more.
- For now just lowered the opacity of the line.

CURRENT MAP VERSION:
v3.1 - Large (840x800)
Click image to enlarge.
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Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

Postby koontz1973 on Fri Jan 11, 2013 12:20 pm

Seamus, here is your sticky. Stamping in two days as normal. But before I stamp this, I am going to ask if you want it stamped with the new rules now in place?

With the folds, they will need a lot more work done on them but you can do that as you go though game play and graphics. The lines that I think RJ is talking about and I do kind of agree with him is this, you territ lines and land/sea border are just too curvy. rough them up a bit. Not jagged but I can see every single point you have made. Look at Tian Shui - Han Zhong border. That is a nice line. Get the rest like this. It will mean a complete re do I am afraid but you have time.
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Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

Postby Seamus76 on Fri Jan 11, 2013 12:32 pm

koontz1973 wrote:Seamus, here is your sticky. Stamping in two days as normal. But before I stamp this, I am going to ask if you want it stamped with the new rules now in place?

With the folds, they will need a lot more work done on them but you can do that as you go though game play and graphics. The lines that I think RJ is talking about and I do kind of agree with him is this, you territ lines and land/sea border are just too curvy. rough them up a bit. Not jagged but I can see every single point you have made. Look at Tian Shui - Han Zhong border. That is a nice line. Get the rest like this. It will mean a complete re do I am afraid but you have time.

Thank you sir, and yes please stamp this.

RJ is specifically talking about the creases though, but if you're not a fan of the other lines I can have a deeper look. At first glance the territ lines look good to me, there is good consistency with curves and jaggs. The sea/land border is pretty smooth, which I can jag up a bit.
by RjBeals » Fri Jan 11, 2013 10:41 am
...because of the map graphics, the crease lines don't really give the illusion of paper folded map. They just look distracting. But I like the texture itself.
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Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

Postby koontz1973 on Fri Jan 11, 2013 12:37 pm

The creases will need more work, but as I said you have a lot of time to play around now with them. So as you do not bugger up your image, make a copy of it and play around till you find something that work. As yes, the territ lines are way to smooth. Give them a natural feel to them if you know what I mean.
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Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

Postby The Bison King on Fri Jan 11, 2013 12:55 pm

Looking awesome! Why is this still in the drafting room?
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Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

Postby generalhead on Fri Jan 11, 2013 5:30 pm

The Bison King wrote:Looking awesome! Why is this still in the drafting room?


It got stamped, you have to read back two and three posts. :D
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Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

Postby koontz1973 on Sat Jan 12, 2013 1:19 pm

Seamus, just posted this in GH Easter Island thread and it might help you to. With the mountains, try to change the colour of the smaller ones. Then place some in front of the larger mountains to add depth to them. Where you have the range going between red/green, add a few more going into red. Not as impassables but again to add depth to the range. Apart from that, the only other thing I can think of is adding some shadow to them.

EDIT:
Here you go Seamus. Use this wisely. ;)
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Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

Postby Seamus76 on Mon Jan 14, 2013 11:57 am

koontz1973 wrote:Seamus, just posted this in GH Easter Island thread and it might help you to. With the mountains, try to change the colour of the smaller ones. Then place some in front of the larger mountains to add depth to them. Where you have the range going between red/green, add a few more going into red. Not as impassables but again to add depth to the range. Apart from that, the only other thing I can think of is adding some shadow to them.

EDIT:
Here you go Seamus. Use this wisely. ;)
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Thanks koontz. I've added more mountains to the red range, and will be starting on the shadows.

Gameplay and bonus values should all be solid, if some of the gameplay guys can verify that I think we can move this one along pretty quickly. O:)
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Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

Postby nolefan5311 on Mon Jan 14, 2013 12:54 pm

Can you post a map in the OP with the starting neutrals? The cities will have to start neutral.
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Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

Postby Seamus76 on Tue Jan 15, 2013 11:21 am

nolefan5311 wrote:Can you post a map in the OP with the starting neutrals? The cities will have to start neutral.

Working on it now.

Currently I have the 8 Cities as starting positions with each player receiving one, and the others being neutral. So in 1v1 games players will start with 1 each, and the other 6 will be neutral, and in 8 player games each player will have 1. Koontz and I worked this out a while back, and I think it works really well for making the cities a playable option in all game types. Does that work for you?
Last edited by Seamus76 on Tue Jan 15, 2013 4:48 pm, edited 1 time in total.
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Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

Postby V.J. on Tue Jan 15, 2013 1:50 pm

Here are the starting positions and neutrals we came up with(this includes 1 city per player):

In 2 Player game 10 fields each and that's 20 total
3p = 8 each = 24 total
4p = 8 each = 32 total
5p = 6 each = 30 total
6p = 6 each = 32 total
7p = 4 each = 28 total
8p = 4 each = 32 total

3 hard coded neutral fields would be:
"bei ping west" because it could be a starting bonus for someone that gets the City next to it. Other two "Liang North" and "Nanman" are again going make it harder to get +2 bonus.
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Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

Postby Seamus76 on Tue Jan 15, 2013 4:56 pm

I've updated the OP with the starting position info, and put a version of the map with starting positions under the current version. Let me know your thoughts.
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