All Your Base Are Belong To Us

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All Your Base Are Belong To Us

Postby DiM on Wed Aug 10, 2011 3:27 pm

Map theme: SciFi
Number of players: 2-8
Number of terits: 85 (many start neutral)
Special features: neutrals, negative bonuses, bombard, one way attacks, ranged attacks, wining condition, etc.
Map developer: Art/Concept by DiM and XML by Victor Sullivan
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show: Map Instructions

Graphic guide:
Click image to enlarge.
image



FINAL VERSION
XML: http://www.fileden.com/files/2010/12/18/3040650//AllYourBaseAreBelongToUs2.xml

small:http://img17.imageshack.us/img17/3373/allyourbasearebelongtoun.png
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large:http://img267.imageshack.us/img267/6838/allyourbasearebelongtou.png
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image

show: tests



show: V15

show: V14

show: V13

show: V12

show: V11

show: V10

show: V9

show: V8

show: V7

show: V6

show: V5

show: V4

show: V3

show: V2

show: V1
Last edited by DiM on Tue Jan 10, 2012 1:45 pm, edited 39 times in total.
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Re: All Your Base Are Belong To Us [10.Aug.11] - V1 p1

Postby KoolBak on Wed Aug 10, 2011 4:56 pm

I like it! Go brother go!!
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Re: All Your Base Are Belong To Us [10.Aug.11] - V1 p1

Postby Victor Sullivan on Wed Aug 10, 2011 6:00 pm

Hey DiM! It's an intriguing concept to be sure...

DiM wrote:for each race to get to the level 3 tech they must also master the tech of the opponent. for example if i start as a human base i must get to the second row of human tech 2 and i must also get to the second row of alien tech 2. but i'm not sure if this is possible with the current xml.
if it's not i'll have to find another way of getting to tech lvl 3.

First off, this is not possible with the current XML. I think this would go under "Conditional Borders" on the wish list. Secondly, despite all the fancy symbols and tech trees, there doesn't seem to be much gameplay "meat". The first territories of each tech level do nothing but yield an auto-deploy, though the second set of territories in each level at least get bombardment powers as well, but then what's the purpose of there being two rows of territories in each tech level? Why not consolidate? The geographical area seems to have the single purpose of getting to a DNA lab/nuclear silo to get to the second level of the tech tree...which, I suppose, puts more focus on the tech trees/levels and using their respective bombardment powers, but I feel this map may become too systematic, especially being a conquest map. Also, I've noticed the only source of any deployable bonus is via the standard territory bonus - all bonuses sources you've included are solely auto-deploys, which doesn't seem conducive to real solid bonus system, and more importantly, it contributes more to that systematic feel. Perhaps consider including some sort of resource territory that supplies a bonus (possibly via techs, if you so choose). I mean, think about it, the aliens aren't risking their lives fighting on Earth just for kicks and giggles to see if they can best an intelligent (or so I like to think) race. Of course not! There here for something, so why not a particular resource that only Earth can provide? Plus, there seems to be a lack of geographical territories. I particularly think there aren't enough 'plain' territories. I think some, most, or all of the plain territories (particularly/especially if more are added) could stand to not be neutral, so as to, like I mentioned before, make it be less conquest and one-trick-pony-y. As for your winning conditions, they're all certainly possible as far as coding/XML is concerned and I'm fond of the concept of multiple winning conditions, but it is imperative that they are all equally obtainable by all players, so as to make the game be as balanced as possible, which I'm currently not convinced. The losing conditions sound good to me. Graphically speaking, it looks nice, though you could stand to one, make the title more prominent, as it's rather faded, two, cut off a lot from the top and bottom, as the map itself takes up only three-fifths of the image currently, and three, the text looks rather pixelated.

Those are my initial thoughts, anyway. I apologize if they seem disorganized.

-Sully
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Re: All Your Base Are Belong To Us [10.Aug.11] - V1 p1

Postby cairnswk on Wed Aug 10, 2011 6:04 pm

And i thought you was gonna throw the towel in...when all the time you was cooking up another storm....you tricked us :lol:
One thing though right up, it's difficult to read the title, and some of the Tech levels because of the glare.
Great graphics idea/start...World 3000. I'll give you more when i see the instructions in the legend.
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Re: All Your Base Are Belong To Us [10.Aug.11] - V1 p1

Postby DiM on Wed Aug 10, 2011 6:23 pm

lol cairns. i haven't been cooking anything.
earlier today i was toying around with some tutorials and one thing led to another and i got myself an image, then decided to make a map. i certainly wasn't planning for it. in fact the gameplay is clearly very undeveloped as i didn't bother to work too much on it.
i've noted your graphic concerns and i'll attend to them as soon as i get a better/clearer gameplay going on.
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Re: All Your Base Are Belong To Us [10.Aug.11] - V1 p1

Postby DiM on Wed Aug 10, 2011 6:35 pm

Victor Sullivan wrote:Hey DiM! It's an intriguing concept to be sure...

DiM wrote:for each race to get to the level 3 tech they must also master the tech of the opponent. for example if i start as a human base i must get to the second row of human tech 2 and i must also get to the second row of alien tech 2. but i'm not sure if this is possible with the current xml.
if it's not i'll have to find another way of getting to tech lvl 3.

First off, this is not possible with the current XML. I think this would go under "Conditional Borders" on the wish list.


that sucks :(

Victor Sullivan wrote:Secondly, despite all the fancy symbols and tech trees, there doesn't seem to be much gameplay "meat". The first territories of each tech level do nothing but yield an auto-deploy, though the second set of territories in each level at least get bombardment powers as well, but then what's the purpose of there being two rows of territories in each tech level? Why not consolidate?


actually the first row + the second row give an "in hand" bonus
HT1.1+HT1.4 = +2
HT1.2+HT1.5 = +2
HT1.3+HT1.6 = +2
(same for alien tech tree)
HT2.1+HT2.4=+3
HT2.2+HT2.5=+3
HT2.3+HT2.6=+3
(same for alien tech tree)

so you have bases nukes and labs that autodeploy and the techs that give deployable bonuses.

Victor Sullivan wrote: The geographical area seems to have the single purpose of getting to a DNA lab/nuclear silo to get to the second level of the tech tree...which, I suppose, puts more focus on the tech trees/levels and using their respective bombardment powers, but I feel this map may become too systematic, especially being a conquest map. Also, I've noticed the only source of any deployable bonus is via the standard territory bonus - all bonuses sources you've included are solely auto-deploys, which doesn't seem conducive to real solid bonus system, and more importantly, it contributes more to that systematic feel. Perhaps consider including some sort of resource territory that supplies a bonus (possibly via techs, if you so choose). I mean, think about it, the aliens aren't risking their lives fighting on Earth just for kicks and giggles to see if they can best an intelligent (or so I like to think) race. Of course not! There here for something, so why not a particular resource that only Earth can provide?


see above. there are 12 deployable bonuses in the tech tree that give a total of +30.


Victor Sullivan wrote:Plus, there seems to be a lack of geographical territories. I particularly think there aren't enough 'plain' territories. I think some, most, or all of the plain territories (particularly/especially if more are added) could stand to not be neutral, so as to, like I mentioned before, make it be less conquest and one-trick-pony-y.


more terits could easily be added. in fact i was thinking of adding some terits in the oceans to profit from all the space available. it's the future so i'm pretty sure floating cities will be possible :)
however i do want to keep the bases.
i'm not sure if this is possible but maybe have 8 bases and each player gets 1 at start and X other terits that get distributed randomly. can this be done? have random terits but also make sure each player gets 1 base? if this is possible then i clearly like this solution.

Victor Sullivan wrote:As for your winning conditions, they're all certainly possible as far as coding/XML is concerned and I'm fond of the concept of multiple winning conditions, but it is imperative that they are all equally obtainable by all players, so as to make the game be as balanced as possible, which I'm currently not convinced.


if multiple winning conditions are possible then that's all i need to hear. making them equally obtainable will be a tough thing but it will be done.

Victor Sullivan wrote:The losing conditions sound good to me.


great.

Victor Sullivan wrote:Graphically speaking, it looks nice, though you could stand to one, make the title more prominent, as it's rather faded, two, cut off a lot from the top and bottom, as the map itself takes up only three-fifths of the image currently, and three, the text looks rather pixelated.


i will probably make another draft tomorrow with more terits and i'll also try to maximize the space usage.

Victor Sullivan wrote:Those are my initial thoughts, anyway. I apologize if they seem disorganized.

-Sully


thanks for the feedback
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Re: All Your Base Are Belong To Us [10.Aug.11] - V1 p1

Postby Victor Sullivan on Wed Aug 10, 2011 7:02 pm

D'oh! I guess I assumed those bonuses were auto-deploys. Shows how much I'm paying attention, I guess! ](*,) I suppose that works, though I feel you could tie these bonuses with the whole resource concept like I mentioned before. Right now the techs seem rather...abstract. What are they? Think of R&C - each tech actually is called something, like it's (a) legitimate research/technology.

DiM wrote:i'm not sure if this is possible but maybe have 8 bases and each player gets 1 at start and X other terits that get distributed randomly. can this be done? have random terits but also make sure each player gets 1 base? if this is possible then i clearly like this solution.

That's precisely what I meant, actually. And yes! It is possible! :D

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Re: All Your Base Are Belong To Us [10.Aug.11] - V1 p1

Postby DiM on Wed Aug 10, 2011 7:49 pm

Victor Sullivan wrote:D'oh! I guess I assumed those bonuses were auto-deploys. Shows how much I'm paying attention, I guess! ](*,) I suppose that works, though I feel you could tie these bonuses with the whole resource concept like I mentioned before. Right now the techs seem rather...abstract. What are they? Think of R&C - each tech actually is called something, like it's (a) legitimate research/technology.


it's actually also my fault because i have the image with no working legend.
as promised i made a new version which uses the free space much better.
gameplay mechanics should be clearer now.
and in the meantime i'll work on adding more terits.

Victor Sullivan wrote:
DiM wrote:i'm not sure if this is possible but maybe have 8 bases and each player gets 1 at start and X other terits that get distributed randomly. can this be done? have random terits but also make sure each player gets 1 base? if this is possible then i clearly like this solution.

That's precisely what I meant, actually. And yes! It is possible! :D

-Sully


perfect.

V2:
added more legend space,
and lots of text
and more terits on the map
improved visibility of the title
muted the texture of the earth to make the connections more visible
Click image to enlarge.
image
Last edited by DiM on Wed Aug 10, 2011 8:30 pm, edited 3 times in total.
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Re: All Your Base Are Belong To Us [11.Aug.11] - V2 p1

Postby Victor Sullivan on Wed Aug 10, 2011 7:56 pm

Connections to and from the techs will have to be explained in the legend as well, don't forget! ;)

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Re: All Your Base Are Belong To Us [11.Aug.11] - V2 p1

Postby DiM on Wed Aug 10, 2011 8:14 pm

Victor Sullivan wrote:Connections to and from the techs will have to be explained in the legend as well, don't forget! ;)

-Sully


updated in the image above. and also added new terits on the map.
you might need to hit ctrl+F5 to do a clear cache refresh.
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Re: All Your Base Are Belong To Us [11.Aug.11] - V2 p1

Postby Victor Sullivan on Wed Aug 10, 2011 8:20 pm

DiM wrote:
Victor Sullivan wrote:Connections to and from the techs will have to be explained in the legend as well, don't forget! ;)

-Sully


updated in the image above. and also added new terits on the map.
you might need to hit ctrl+F5 to do a clear cache refresh.

I see it, thanks! Don't forget the silos' and labs' being able to attack level 2. And we still have to figure out how one can get to level 3!

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Re: All Your Base Are Belong To Us [11.Aug.11] - V2 p1

Postby DiM on Wed Aug 10, 2011 8:31 pm

Victor Sullivan wrote:
DiM wrote:
Victor Sullivan wrote:Connections to and from the techs will have to be explained in the legend as well, don't forget! ;)

-Sully


updated in the image above. and also added new terits on the map.
you might need to hit ctrl+F5 to do a clear cache refresh.

I see it, thanks! Don't forget the silos' and labs' being able to attack level 2. And we still have to figure out how one can get to level 3!

-Sully


added the silos and labs in the image above.

as for getting to level 3 i'm out of ideas at this moment. it's 04:31 and i'm going to sleep. hopefully when i wake up i'll get a good idea.

oh, and i'll need to start thinking of neutral values. 8-[
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Re: All Your Base Are Belong To Us [10.Aug.11] - V1 p1

Postby isaiah40 on Wed Aug 10, 2011 9:47 pm

Victor Sullivan wrote:Hey DiM! It's an intriguing concept to be sure...

DiM wrote:for each race to get to the level 3 tech they must also master the tech of the opponent. for example if i start as a human base i must get to the second row of human tech 2 and i must also get to the second row of alien tech 2. but i'm not sure if this is possible with the current xml.
if it's not i'll have to find another way of getting to tech lvl 3.

First off, this is not possible with the current XML. I think this would go under "Conditional Borders" on the wish list.


If I remember, I think you can work around it by listing Level 3 as a bonus and then requiring all 24 territories as required to receive it. Though it would create a slightly larger file. But eh what do I know, I'm not an XML specialist!
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Re: All Your Base Are Belong To Us [10.Aug.11] - V1 p1

Postby Victor Sullivan on Wed Aug 10, 2011 10:20 pm

isaiah40 wrote:
Victor Sullivan wrote:Hey DiM! It's an intriguing concept to be sure...

DiM wrote:for each race to get to the level 3 tech they must also master the tech of the opponent. for example if i start as a human base i must get to the second row of human tech 2 and i must also get to the second row of alien tech 2. but i'm not sure if this is possible with the current xml.
if it's not i'll have to find another way of getting to tech lvl 3.

First off, this is not possible with the current XML. I think this would go under "Conditional Borders" on the wish list.


If I remember, I think you can work around it by listing Level 3 as a bonus and then requiring all 24 territories as required to receive it. Though it would create a slightly larger file. But eh what do I know, I'm not an XML specialist!

I think he's talking about Level 3 access not the Level 3 bonus. Thus, it falls under Conditional Borders, which isn't possible at the moment.

-Sully

EDIT: Can I do the XML for this one if zimmah hasn't already called dibs? 8-[
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Re: All Your Base Are Belong To Us [10.Aug.11] - V1 p1

Postby DiM on Thu Aug 11, 2011 5:19 am

Victor Sullivan wrote:
isaiah40 wrote:
Victor Sullivan wrote:Hey DiM! It's an intriguing concept to be sure...

DiM wrote:for each race to get to the level 3 tech they must also master the tech of the opponent. for example if i start as a human base i must get to the second row of human tech 2 and i must also get to the second row of alien tech 2. but i'm not sure if this is possible with the current xml.
if it's not i'll have to find another way of getting to tech lvl 3.

First off, this is not possible with the current XML. I think this would go under "Conditional Borders" on the wish list.


If I remember, I think you can work around it by listing Level 3 as a bonus and then requiring all 24 territories as required to receive it. Though it would create a slightly larger file. But eh what do I know, I'm not an XML specialist!

I think he's talking about Level 3 access not the Level 3 bonus. Thus, it falls under Conditional Borders, which isn't possible at the moment.

-Sully


for a moment there i had hope. then sully crushed it. :lol:

Victor Sullivan wrote:EDIT: Can I do the XML for this one if zimmah hasn't already called dibs? 8-[


i haven't talked to anybody about the xml. in fact i actually wanted to do the xml myself but i think i may be in over my head so if you want to do it you're more than welcome. i'll do my own xml on a simpler map :)
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