Page 13 of 23

Re: Re: WWI: Gallipoli [11.8.13] V36(p20) - onto GFX

PostPosted: Thu Aug 22, 2013 11:09 pm
by RedBaron0
As a personal preference, I'd change, "Land Batteries" to "Coastal Batteries" it just sounds better to me, but I leave it to you.

Otherwise I see no real graphical concern, (other the remaining requirements of tests and large version) however I worry that this map is smaller/losing condition version of Stalingrad which gives 95% of the site reason to cringe, but that's my opinion, plenty of niche maps out there!

Re: Re: WWI: Gallipoli [23.8.13] V37 (p21) - GFX Finals

PostPosted: Fri Aug 23, 2013 2:38 am
by cairnswk
RedBaron0 wrote:As a personal preference, I'd change, "Land Batteries" to "Coastal Batteries" it just sounds better to me, but I leave it to you.

Otherwise I see no real graphical concern, (other the remaining requirements of tests and large version) however I worry that this map is smaller/losing condition version of Stalingrad which gives 95% of the site reason to cringe, but that's my opinion, plenty of niche maps out there!


OK, thanks RB0, Coastal Batteries it is. :)
I've made some small changes to the legend to "tidy".

Yes there are plenty of niche maps, but i'm not sneezing at 90 Stalingrads currently in play :mrgreen:

Version 37
Small
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Large
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This is a rough 888 for small :)
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...and rough for large
Click image to enlarge.
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Re: Re: WWI: Gallipoli [23.8.13] V37 (p21) - GFX finals

PostPosted: Sat Aug 31, 2013 10:11 pm
by RedBaron0
Last call on this one guys, any remaining concerns, lets hear them.

Re: WWI: Gallipoli [23.8.13] V37 (p21) - GFX finals

PostPosted: Sun Sep 01, 2013 11:15 pm
by Bruceswar
Is it me or are 8's not lined up? Looks good otherwise. :)

Re: WWI: Gallipoli [23.8.13] V37 (p21) - GFX finals

PostPosted: Mon Sep 02, 2013 12:41 am
by isaiah40
Bruceswar wrote:Is it me or are 8's not lined up? Looks good otherwise. :)

The 8's aren't lined up, but all we need is to make sure that they don't overlap other 888's, region names etc. The lining up will be in the xml stage.

Re: WWI: Gallipoli [23.8.13] V37 (p21) - GFX finals

PostPosted: Mon Sep 02, 2013 1:18 pm
by RedBaron0
With the tides of change come additional requirements. Since this map began its journey under the assumption that 8 being the maximum amount of player, I won't ask the map be totally reworked to accommodate this, however, please note that a player cap may need to be imposed should it be discovered and/or deemed that the map can't handle player amounts over 8.

Also note that there are 5 new army colors, 4 totally new and a different shade of green for player #2. Please take this into account when doing graphics testing. All HEX codes are as follows:

    Red: FF0000
    Green: 006400
    Blue: 0000FF
    Yellow: FFFF00
    Pink: FF00FF
    Cyan: 00FFFF
    Orange: FF9922
    Silver: C0C0C0
    Purple: 9400D3
    Lime: 00FF00
    Amber: CD5C5C
    Olive: 688E23


Re: WWI: Gallipoli [23.8.13] V37 (p21) - GFX finals

PostPosted: Mon Sep 02, 2013 1:35 pm
by cairnswk
with those sorts of colours now army circles may have to become more prominent.

Re: WWI: Gallipoli [23.8.13] V37 (p21) - GFX finals

PostPosted: Mon Sep 02, 2013 6:44 pm
by cairnswk
OK this is a (somewhat) centered 88 version for V37.
What i want to know, is are the new colours on the current army circle background acceptable.

Image

and here is the CB version of that.

Image

Re: Re: WWI: Gallipoli [23.8.13] V37 (p21) - GFX finals

PostPosted: Mon Sep 02, 2013 7:46 pm
by RedBaron0
Of course... Gilly gave me the wrong HEX code for the new green, sorry cairns the green is #006400

Re: Re: WWI: Gallipoli [23.8.13] V37 (p21) - GFX finals

PostPosted: Mon Sep 02, 2013 8:27 pm
by cairnswk
RedBaron0 wrote:Of course... Gilly gave me the wrong HEX code for the new green, sorry cairns the green is #006400

RB0, those armies were generated from the xml tool, where green is 009a04, so i am not sure if that is a correction that needs to be made in the xml tool or not.

Re: Re: WWI: Gallipoli [23.8.13] V37 (p21) - GFX finals

PostPosted: Tue Sep 03, 2013 7:05 pm
by RedBaron0
yeah it likely does, we're working behind the scenes on the tools

Re: Re: WWI: Gallipoli [5.9.13] V37 (p21) - XML Centering

PostPosted: Thu Sep 05, 2013 2:23 am
by cairnswk
Version 37. with all.

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Large
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Starts
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show: Centered 88s


show: Centered 888s

Re: Re: WWI: Gallipoli [5.9.13] V37 (p21) - XML Centering

PostPosted: Sat Sep 07, 2013 11:49 am
by RedBaron0
Image

Okay kiddo, up you go!

Re: Re: WWI: Gallipoli [5.9.13] V37 (p21) - XML Centering

PostPosted: Sat Sep 07, 2013 9:02 pm
by cairnswk
RedBaron0 wrote:Image

Okay kiddo, up you go!


Thank-you RB0
I've adjusted a couple of those borders to better show the mountains impassables.
when doing the xml, it was hard to determine them so...

Re: Re: WWI: Gallipoli [5.9.13] V37 (p21) - XML Centering

PostPosted: Sat Sep 07, 2013 9:07 pm
by cairnswk
Version 37 for xml chekcing

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Starts
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Re: WWI: Gallipoli [8.9.13] V37 (p21) - XML check ready

PostPosted: Thu Sep 19, 2013 4:16 pm
by Gilligan
Cairns,

I do not see anything on the map that lets battleships bombard Gaba Tepe, Serafim, Krithia, or F8. They don't have the fire marking on it.

Chunnuk Bair should not border Bigali

Should MS1, MS2, MS3 also get autodeploy? Seems unfair for some players to get 2 territs with +2 auto and some with 1 +2 auto.

L1-13 and MS1-3 need underlying neutrals for games with less than 8 players.

Why do BS territs have autodeploy of 0?

Re: WWI: Gallipoli [8.9.13] V37 (p21) - XML check ready

PostPosted: Thu Sep 19, 2013 4:25 pm
by Gilligan
Few other points,

all of the starting positions need underlying neutrals.

Beach Y needs 3 neutral not 2.

Re: WWI: Gallipoli [21.9.13] V38 (p21) - XML check ready

PostPosted: Fri Sep 20, 2013 3:35 pm
by cairnswk
Gilligan wrote:Cairns,

I do not see anything on the map that lets battleships bombard Gaba Tepe, Serafim, Krithia, or F8. They don't have the fire marking on it.

Fixed. Somehow :oops: they got deleted between V26 & v27

Chunnuk Bair should not border Bigali

Done

Should MS1, MS2, MS3 also get autodeploy? Seems unfair for some players to get 2 territs with +2 auto and some with 1 +2 auto.

Grouped in with landing craft on the map bonuses

L1-13 and MS1-3 need underlying neutrals for games with less than 8 players.

Done.

Why do BS territs have autodeploy of 0?

No reason, prolly a hang-over from something else.

Gilligan wrote:Few other points,

all of the starting positions need underlying neutrals.

Beach Y needs 3 neutral not 2.

Done.
New xml V2 added below :)


Image

Image

Click image to enlarge.
image


V38 Large and Small 88s
http://i155.photobucket.com/albums/s282 ... g~original
http://i155.photobucket.com/albums/s282 ... g~original

v38 Large and Small 888s
http://i155.photobucket.com/albums/s282 ... g~original
http://i155.photobucket.com/albums/s282 ... g~original

Re: WWI: Gallipoli [8.9.13] V37 (p21) - XML check ready

PostPosted: Fri Sep 20, 2013 4:15 pm
by Gilligan
Should MS1, MS2, MS3 also get autodeploy? Seems unfair for some players to get 2 territs with +2 auto and some with 1 +2 auto.


Grouped in with landing craft on the map bonuses


Sorry I don't see a reference to this either :oops:

Re: WWI: Gallipoli [8.9.13] V37 (p21) - XML check ready

PostPosted: Fri Sep 20, 2013 4:17 pm
by cairnswk
Gilligan wrote:
Should MS1, MS2, MS3 also get autodeploy? Seems unfair for some players to get 2 territs with +2 auto and some with 1 +2 auto.


Grouped in with landing craft on the map bonuses


Sorry I don't see a reference to this either :oops:

Where don't you see a reference.
The map shows one.
The xml has autodeploys.
I don't understand

Re: WWI: Gallipoli [8.9.13] V37 (p21) - XML check ready

PostPosted: Fri Sep 20, 2013 4:19 pm
by Gilligan
cairnswk wrote:
Gilligan wrote:
Should MS1, MS2, MS3 also get autodeploy? Seems unfair for some players to get 2 territs with +2 auto and some with 1 +2 auto.


Grouped in with landing craft on the map bonuses


Sorry I don't see a reference to this either :oops:

Where don't you see a reference.
The map shows one.
The xml has autodeploys.
I don't understand


Oh, the auto bonus wasn't there in the XML I checked. Sorry. :mrgreen:

I was looking at a map reference, not an XML reference. :)

Re: WWI: Gallipoli [8.9.13] V37 (p21) - XML check ready

PostPosted: Fri Sep 20, 2013 4:25 pm
by cairnswk
Gilligan wrote:...
Oh, the auto bonus wasn't there in the XML I checked. Sorry. :mrgreen:
I was looking at a map reference, not an XML reference. :)


So, what is missing?

Re: WWI: Gallipoli [21.9.13] V38 (p21) - XML check ready

PostPosted: Fri Sep 20, 2013 4:40 pm
by Gilligan
The Bigali/Chunuk Bair border is still there (on the Bigali side)

I still see that BS can bombard those 4 territories i mentioned above (Gaba Tepe, F8, Serafim, Krithia)

Re: WWI: Gallipoli [21.9.13] V38 (p21) - XML check ready

PostPosted: Fri Sep 20, 2013 5:01 pm
by cairnswk
Gilligan wrote:The Bigali/Chunuk Bair border is still there (on the Bigali side)

Fixed.

I still see that BS can bombard those 4 territories i mentioned above (Gaba Tepe, F8, Serafim, Krithia)

Yeh? so as stated above, they should be there...the fire images were accidentally deleted in previous version.
So you think they shouldn't be there and what is your evidence if so?