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Postby militant on Wed Feb 20, 2008 11:44 am

I really like it, the graphics are amazing, just one little thing about the legend is there is no "s" on army, where it says "Be careful, the dessert is dangerous..."
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Postby bryguy on Wed Feb 20, 2008 1:34 pm

gimil wrote:I think weve heard enought about hte legends :lol:

Lets give him time to make an update then we can bitch about it some more :wink:



yea!!
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Postby wcaclimbing on Wed Feb 20, 2008 5:30 pm

gimil wrote:I think weve heard enought about hte legends :lol:

Lets give him time to make an update then we can bitch about it some more :wink:


:roll:

Thank you guys for all of the graphics compliments.
The next update will be in a few days.
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Postby tomsemailis on Wed Feb 20, 2008 6:16 pm

its great - cant wait for it to be finished
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Postby tenio on Thu Feb 21, 2008 10:47 pm

will there be any bonuses for holding the green territories?

there should at least be an auto-deploy
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Postby wcaclimbing on Fri Feb 22, 2008 11:25 pm

tenio wrote:will there be any bonuses for holding the green territories?

there should at least be an auto-deploy

no bonuses.
no autodeploy.
The only bonuses come from the oases. that is to ensure that each player enters the desert. You need to enter the desert to even stand a chance.
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Postby wcaclimbing on Fri Feb 22, 2008 11:31 pm

NEW IMAGE!

Version 1.9 (cause its still not finished enough to be called 2.0 yet).


Done:
Both Fertile Areas.
Updated font on the map key.
A few other small fixes.
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--- 38 Fertile areas (38 starting territories total).
Please comment! With all of the details, everything is split up into many layers, so any changes are easy to make. If you see a problem, tell me!

ps: in case you are wondering what the tan/brown colors in the middle are for, those are the colors I use to paint the houses. I keep them there so I can add more houses if i need them. They are on a separate layer, so they won't effect the final image.
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Postby gimil on Fri Feb 22, 2008 11:36 pm

For hte -1 on the desert, will you be losing armies until you have 1 left? Or until you fo down to neutral 1?
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Postby wcaclimbing on Fri Feb 22, 2008 11:38 pm

gimil wrote:For hte -1 on the desert, will you be losing armies until you have 1 left? Or until you fo down to neutral 1?

down to 1 left, just like on AoR Magic. should I clarify that in the map key?
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Postby gimil on Fri Feb 22, 2008 11:40 pm

wcaclimbing wrote:
gimil wrote:For hte -1 on the desert, will you be losing armies until you have 1 left? Or until you fo down to neutral 1?

down to 1 left, just like on AoR Magic. should I clarify that in the map key?


no need, i was jsut curious, i would prefer to see it go to neutral, since hte desert would eventually kill everyone in reality :)
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Postby wcaclimbing on Fri Feb 22, 2008 11:42 pm

gimil wrote:
wcaclimbing wrote:
gimil wrote:For hte -1 on the desert, will you be losing armies until you have 1 left? Or until you fo down to neutral 1?

down to 1 left, just like on AoR Magic. should I clarify that in the map key?


no need, i was jsut curious, i would prefer to see it go to neutral, since hte desert would eventually kill everyone in reality :)

is that possible with the code? I thought it could only do it down to 1. Cause turning to neutral would be pretty cool.

EDIT: on second thought, I think turning to neutral might break up the flow of the game too much for me to like. You would be spending all of your time repairing your lines, you wouldn't have any armies left to do everything else. All of your armies that would normally be used for attacking would instead be used to fix your fort chains and heal your empire. Sounds like leaving them at 1s would be the best way to go. what do you think?
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Postby InkL0sed on Sat Feb 23, 2008 12:20 am

wcaclimbing wrote:
gimil wrote:
wcaclimbing wrote:
gimil wrote:For hte -1 on the desert, will you be losing armies until you have 1 left? Or until you fo down to neutral 1?

down to 1 left, just like on AoR Magic. should I clarify that in the map key?


no need, i was jsut curious, i would prefer to see it go to neutral, since hte desert would eventually kill everyone in reality :)

is that possible with the code? I thought it could only do it down to 1. Cause turning to neutral would be pretty cool.

EDIT: on second thought, I think turning to neutral might break up the flow of the game too much for me to like. You would be spending all of your time repairing your lines, you wouldn't have any armies left to do everything else. All of your armies that would normally be used for attacking would instead be used to fix your fort chains and heal your empire. Sounds like leaving them at 1s would be the best way to go. what do you think?


I don't know, I kinda like the idea of them going neutral. I think it would add to the gameplay. The problems you cite don't seem like a big deal to me.

But then, I thought neutral-decay was not yet possible? Isn't that just a suggestion for XML changes right now?
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Postby edbeard on Sat Feb 23, 2008 12:27 am

well I don't think the neutral decay is part of the XML yet. Even if it is, you'd be making the desert neutral every turn which would probably be a bit excess and would just encourage killing each other in the fertile lands.

It's not possibly to have the armies drop by 1 or 2 or whatever per turn and then eventually go neutral. It's either a decay where when you have 1 nothing happens or it's a total decay where it goes neutral every turn.



Anyway, I'd like to see a different font for all that legend information. Since it's quite important to explaining the gameplay AND this is the large version of the map, it should be quite readable. At the moment it's not an easy read at all.
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Postby zimmah on Sat Feb 23, 2008 1:59 am

wcaclimbing wrote:
gimil wrote:
wcaclimbing wrote:
gimil wrote:For hte -1 on the desert, will you be losing armies until you have 1 left? Or until you fo down to neutral 1?

down to 1 left, just like on AoR Magic. should I clarify that in the map key?


no need, i was jsut curious, i would prefer to see it go to neutral, since hte desert would eventually kill everyone in reality :)

is that possible with the code? I thought it could only do it down to 1. Cause turning to neutral would be pretty cool.

EDIT: on second thought, I think turning to neutral might break up the flow of the game too much for me to like. You would be spending all of your time repairing your lines, you wouldn't have any armies left to do everything else. All of your armies that would normally be used for attacking would instead be used to fix your fort chains and heal your empire. Sounds like leaving them at 1s would be the best way to go. what do you think?


you can either kill all of them no matter how much are on them (killing neutrals) or get them down by a certain amount until it has dropped to 1 left. there is nothing in between yet. so no, for now it's not possible

would be fun if some 'random' places around the map would kill off your troops though however then the map should load a different XML at least every time you start a game, so the spots would be random, would be fun IMO.
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Postby militant on Sat Feb 23, 2008 6:23 am

militant wrote:I really like it, the graphics are amazing, just one little thing about the legend is there is no "s" on army, where it says "Be careful, the dessert is dangerous..."


This si the only problem i see with the map so far. I would prefer to not have the decay because i think it would be annoying to keep having to repair your fortifcation lines and stuff, i think it would be more fun for it just to go down to 1.
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Postby bryguy on Sat Feb 23, 2008 8:58 am

love the graphix, 'specially the grass, wish i could figure out how to do grass texture :evil:
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Postby wcaclimbing on Sat Feb 23, 2008 11:31 am

bryguy wrote:love the graphix, 'specially the grass, wish i could figure out how to do grass texture :evil:

want me to put up a tutorial on how to make this kind of stuff? (after the map is finished).
It's very, VERY easy to make.
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Postby gimil on Sat Feb 23, 2008 11:34 am

wc is it a noise overlay or a texture overlay youve done?
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Postby wcaclimbing on Sat Feb 23, 2008 11:51 am

gimil wrote:wc is it a noise overlay or a texture overlay youve done?


For the grass, it is:
Solid grey layer (127 127 127 RGB)
Set it on Overlay
Put color on a layer below that.
Use Filter-Texturizer on the grey layer using these settings:
Sandstone
200% scale
Relief=7
Light: Bottom
Inverted (check the box)
Then I zoom out to 50%. (my map is double the size of the final image. zooming it out makes it the right size)
Then make a layer on top of the grey and color in a bunch of different (but still similar) colors. Make it very low opacity, so it just shows a bit. you can see this a bit in the browns, blue-greens, and tans that are coloring the grass in some places.

For the sand, I did:
Start with a VERY small image (about 50x50)
Noise filter at 400%. (Black/White)
stretch that until it is rediculously huge (probably 15x the size).
Stretch it even more horizontally. (a lot more. so the sand looks like its piled up in dunes.)
Set it on Overlay.
Color goes in a layer below it.
Use Enhance: Adjust Lighting-Brightness/Contrast on the noise layer until you get a mix that you like.

It would be easier to explain with pictures, but thats basically it.
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Postby gimil on Sat Feb 23, 2008 11:55 am

Seems a little complicated.
**runs off to try it out**
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Postby bryguy on Sun Feb 24, 2008 10:23 am

gimil wrote:Seems a little complicated.
**runs off to try it out**


the 'seems a little complicated' was exactly my thoughts
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Postby brendan man on Sun Feb 24, 2008 10:28 am

You reall y need to make the middle before we can really vote.
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Postby bryguy on Sun Feb 24, 2008 10:30 am

brendan man wrote:You reall y need to make the middle before we can really vote.


look at v.1 for basically what the desert should look like
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Postby wcaclimbing on Mon Feb 25, 2008 5:33 pm

So... what do you guys think about the font I used on the most recent update?

Do you like it, or should I find something a bit better?
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Postby InkL0sed on Mon Feb 25, 2008 6:11 pm

I'd prefer something simpler, but it's legible.
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