Arms Race! [Quenched]

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Arms Race! [Quenched]

Postby WidowMakers on Sat Dec 08, 2007 12:19 am

ImageImageImageImageImage
=================================================================
FINAL VERSION
Version 18 may 21st 2008
XML: http://www.fileden.com/files/2007/6/15/ ... %21_18.xml
Graphics did not change
Large: http://img242.imageshack.us/img242/7189 ... 17lwd1.png
Small: http://img72.imageshack.us/img72/9812/a ... 17slb0.png
=-=======================================================
Version 17 April 21th 2008
Changed St. Petersburg to Leningrad
XML: http://www.fileden.com/files/2007/6/15/ ... %21_17.xml
http://img242.imageshack.us/img242/7189 ... 17lwd1.png
http://img72.imageshack.us/img72/9812/a ... 17slb0.png


Version 16 April 15th 2008

http://img241.imageshack.us/img241/2428 ... 15lmg3.png
http://img255.imageshack.us/img255/7649 ... 16sce1.png

Version 15 March 31st 2008

XML: http://www.fileden.com/files/2007/6/15/ ... %21_15.xml

Large: http://img241.imageshack.us/img241/2428 ... 15lmg3.png
Small: http://img238.imageshack.us/img238/2161 ... 15sgp7.png

Large 88: http://img404.imageshack.us/img404/6346 ... 88lkp2.png
Large 888: http://img442.imageshack.us/img442/6595 ... 88lzo1.png

Small 88: http://img374.imageshack.us/img374/5641 ... 88sdo0.png
Small 888: http://img384.imageshack.us/img384/8143 ... 88sjc4.png

Version 14 March 21st 2008

1) Changed the Silo graphic
2) Changed <name>USA Nukes Armed</name> to <name>USA NUCLEAR STRIKE IMMINENT!</name>
3) Removed the -235 decay from teh MISSILE LAUNCH
4) Replaced #3 with 15 killer neutrals that respawn at the beginning of occupying players turn.
5) maker the nuclear strike bonus for from +25 to +50. That seems more realistic. You now have 50 armies (plus the rest of your bonuses) to attack the +15 neutrals on the Missile launch and then Destroy the other side of the globe.

XML: http://www.fileden.com/files/2007/6/15/ ... %21_15.xml
Large: http://img301.imageshack.us/img301/7321 ... 14log9.png
Small: http://img329.imageshack.us/img329/1197 ... 14sgb8.png

http://img301.imageshack.us/img301/7321 ... 14log9.png
http://img329.imageshack.us/img329/1197 ... 14sgb8.png


Version 13 March 20th 2008

I think everything is fixed.
-All XML
-changed gameplay per mibi's request

XML: http://www.fileden.com/files/2007/6/15/ ... %21_14.xml
Large: http://img175.imageshack.us/img175/8104 ... 13lzm8.png
Small: http://img401.imageshack.us/img401/5113 ... 13sin8.png


http://img175.imageshack.us/img175/8104 ... 13lzm8.png
http://img401.imageshack.us/img401/5113 ... 13sin8.png

http://img210.imageshack.us/img210/6096 ... esloq5.png
http://img401.imageshack.us/img401/6325 ... esshy7.png


Version 12 March 12th 2008
Changes:
-I fixed the president/premiere issue. They are now both represented.
-Better explanation for the MISSILE LAUNCH decay
-Made the bonus easier to read (yellow)
-Better explanation for how to get the +25 NUKE bonus
-Explained how silos 1 way attack the launch platforms
-MISSILE LAUNCHES now BOMBARD Everything (except other missile) and attack the opposite silo.
-Surrounding cities can attack the silos but the silos cannot attack back (arrows on map)
-XML should be OK, only needs the coordinates for the territories.

XML: (coordinates are not done)
http://www.fileden.com/files/2007/6/15/ ... %21_12.xml
http://img524.imageshack.us/img524/6761 ... kelmy7.png
http://img517.imageshack.us/img517/9590 ... kesum2.png


Version 11 Feb 13th 2008

Changes:
-President is now Head of State
-Edited legend
-color coded the instructions for better readability
-used symbols instead of words for spy bombardment
-added spies attack spies. This allows the maps to be linked slightly. That way the maps can never be unwinable (see next fix)
-MISSILE LAUNCH can bombard foreign territories (NOT MISSILE)
-better explained decay on missile launch

http://img518.imageshack.us/img518/8274 ... a2sfu4.png

Version 10 Feb 12th 2008

Fixed:
- The +25 bonus text now reads Entire Missile instead of only warhead
- Spelled Miisile properly in legend, new reads missile
- Added "opposing missile" to the bombardments for the missile launch territory.
http://img521.imageshack.us/img521/1507 ... a2lbp7.png
http://img352.imageshack.us/img352/8914 ... a2srq7.png[/quote]


Version 9 Feb 10th 2008

Fixed:
-Move signature
-Fix Title Graphic
-Change Target Acquisition to Launch Codes
-Try to get Spy and Silo icons into legend
-Increase the glow for the russian bunkers on the large map?

BLANK MAPS
http://img98.imageshack.us/img98/5452/a ... 09ler4.png
http://img161.imageshack.us/img161/7871 ... 09ssu8.png

88's Map
http://img504.imageshack.us/img504/188/ ... lylmy5.png
http://img88.imageshack.us/img88/4722/a ... lysnf5.png
88's players and 2's for neutral starting positions
http://img259.imageshack.us/img259/4894 ... a2lok2.png
http://img139.imageshack.us/img139/8458 ... a2shr0.png

================================================
ORIGINAL POST

Hello everyone. Here is an idea that mibi approached me with.

I have agreed to do the graphics based on his initial design.
We will both be overseeing the development of this map.

So here it is.
-Players start out on any of the 18 blue X's.
- bu collecting different territories (uranium, scientist, etc) you gain armies.
-But the real way to kill your opponents is with a nuclear strike.
-If at the beginning of your turn you hold the target acquisition, the president and the entire missile (i know the maps justs says the warhead but that will be fixed) you get +20 to bombard any city of the opposing country.

Well?
http://img227.imageshack.us/img227/3989 ... 01lbx1.jpg
I am currently working on getting the graphics updated in an orderly fashion for both the large and small maps. But for now this is good enough to get the discussion going.

WM
Last edited by WidowMakers on Wed May 21, 2008 3:33 pm, edited 24 times in total.
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Postby edbeard on Sat Dec 08, 2007 12:26 am

a couple of nitpicky things that I'm positive you will fix, but I'll mention them anyway

1. do you mean that spies can attack or bombard? I don't think XML allows both

2. the missiles and +20 bonus probably needs to explain that they all need to belong to either US or USSR


other than that I don't see any problems, but I'll stew on it a bit. good job so far guys
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Postby Coleman on Sat Dec 08, 2007 12:45 am

We don't have code for players to start on only one of the blue x spots. So hopefully you know that these will be split equally as if the map had only 18 territories, right?
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Postby Keredrex on Sat Dec 08, 2007 1:16 am

Awesome idea... You may want to put Some Flag like symbols on the ICBM's to distinguish...Myabe blue for us red for Ussr otherwise looks really cool
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Postby edbeard on Sat Dec 08, 2007 1:41 am

Coleman wrote:We don't have code for players to start on only one of the blue x spots. So hopefully you know that these will be split equally as if the map had only 18 territories, right?


they do. he said any of the 18 X's
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Postby Coleman on Sat Dec 08, 2007 1:43 am

The wording of that implied to me that he meant any one. Otherwise why not say players start with the blue x's?
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Postby yeti_c on Sat Dec 08, 2007 3:15 am

It would be great if you could force the +20 to be deployed on the warhead...

Sadly the XML won't allow that.

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Postby edbeard on Sat Dec 08, 2007 4:10 am

Coleman wrote:The wording of that implied to me that he meant any one. Otherwise why not say players start with the blue x's?

I think he was killing two birds with one stone by also giving us the number of starting territories. Do you think they should put these notes about territories starting neutral, and the ones that don't into the legend?



so the XML will only let autodeploy occur on a territory bonus huh?

sounds like another mibi map needs a XML update.



edit: I noticed a few things. I'm not saying whether these are bad or good. Just a few things we should probably ponder.

1. Of the 'bonus' or 'special' type territories, all except two scientists, two uraniums, and one silo are located adjacent to only one territory. And, all of these occur in the US.

2. Of the X territories, only Chicago does not border a 'bonus' type of territory.

3. None of the special territories are named. Are they going to be numbered, or maybe named by location? by number would be simpler, but names might be more 'exciting'
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Postby yeti_c on Sat Dec 08, 2007 5:50 am

edbeard wrote:so the XML will only let autodeploy occur on a territory bonus huh?


Yep.

sounds like another mibi map needs a XML update.


You could have a slight modification to the XML which could work ->

Code: Select all
<continent>
  <name>Push The Button</name>
  <components>
    <component>Pres</component>
    <component>Target Aquisition</component>
    <component>Misslie</component>
  </components>
  <bonus>20</bonus>
  <deploy>warhead</deploy>
</continent>


To keep it simple - only one deploy tag could exist...

If no deploy tag - continental bonus is as normal.

SOmeone wanna shove this into the XML suggestions thread... I've gotta run.

C.
Last edited by yeti_c on Sat Dec 08, 2007 6:15 am, edited 2 times in total.
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Postby Incandenza on Sat Dec 08, 2007 6:05 am

Please continue with this map. I've been hoping for a proper nuclear war map for some time now.
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Postby yeti_c on Sat Dec 08, 2007 6:15 am

Incandenza wrote:Please continue with this map. I've been hoping for a proper nuclear war map for some time now.


I'm loving this idea too...

Again - I said this in Oaktowns map...

Should be called "Global Thermonuclear War".

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Postby mibi on Sat Dec 08, 2007 7:37 am

Coleman wrote:We don't have code for players to start on only one of the blue x spots. So hopefully you know that these will be split equally as if the map had only 18 territories, right?


all other territories are neutral so yes, it's like there are only 18 territories. There may be some conventional warfare in the beginning, but if you get kicked off too one side, the only way back is an arms race.
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Postby mibi on Sat Dec 08, 2007 7:39 am

edbeard wrote:a couple of nitpicky things that I'm positive you will fix, but I'll mention them anyway

1. do you mean that spies can attack or bombard? I don't think XML allows both

2. the missiles and +20 bonus probably needs to explain that they all need to belong to either US or USSR


other than that I don't see any problems, but I'll stew on it a bit. good job so far guys


1.spies can bombard only. 2. noted.
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Postby mibi on Sat Dec 08, 2007 7:42 am

yeti_c wrote:It would be great if you could force the +20 to be deployed on the warhead...

Sadly the XML won't allow that.

C.



well by that time, chances are you probably wont have armies still left on the enemies turf. you have to get though 20 neutrals to launch the missile. it should also be noted that the launch circle can bombard foreign territories, not attack, so you will need to deploy on thr warhead to do some damaged.
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Postby WidowMakers on Sat Dec 08, 2007 8:49 am

edbeard wrote:I think he was killing two birds with one stone by also giving us the number of starting territories. Do you think they should put these notes about territories starting neutral, and the ones that don't into the legend?
Bottom left corner. And yes teh X's were just to show where all players start with armies but not predetermined spots

1. Of the 'bonus' or 'special' type territories, all except two scientists, two uraniums, and one silo are located adjacent to only one territory. And, all of these occur in the US.
Good that what the ideas are for. This is the map mibi gave me to clean up. So any suggestions. Do we want each side to be identical when it comes to land gamesplay? I think there needs to be variation within borders that way it does not turn into a symetrical board with 2 sides equal.

2. Of the X territories, only Chicago does not border a 'bonus' type of territory.
Maybe Chicago can border teh Uranium int eh middle of teh US as well?

3. None of the special territories are named. Are they going to be numbered, or maybe named by location? by number would be simpler, but names might be more 'exciting
Already thought of that and will take suggestions. The big issue will be what can get stuffed into the small map. I also will be setting up Army boxes to the right of each special symbol. because the numbers almost entirely block the symbol that is there, making it hard to read.

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