[Vacation valid until July 2014] Alamo

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Re: Alamo map [11/23/12] Pg10

Postby generalhead on Sat Nov 24, 2012 12:37 pm

koontz1973 wrote:
DoomYoshi wrote:Why can't some cannons have one target and some cannons have 2?

They can. As long as one does not become too powerful over the others, they can all have different abilities.

Is there a way to code it so that the cannons with two targets can only bombard one target per round?
that would allow some cannons to have two target but reduce the power.
It would have to be <a bombards either b or c> not <a bombards b and c>.
because in real time they would have had to turn the cannons to attack another spot which would have taken time.
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Re: Alamo map [11/23/12] Pg10

Postby tkr4lf on Sat Nov 24, 2012 3:05 pm

generalhead wrote:
koontz1973 wrote:
DoomYoshi wrote:Why can't some cannons have one target and some cannons have 2?

They can. As long as one does not become too powerful over the others, they can all have different abilities.

Is there a way to code it so that the cannons with two targets can only bombard one target per round?
that would allow some cannons to have two target but reduce the power.
It would have to be <a bombards either b or c> not <a bombards b and c>.
because in real time they would have had to turn the cannons to attack another spot which would have taken time.

Don't trust me on this, because I know very little about xml, but I don't think that's possible.
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Re: Alamo map [11/23/12] Pg10

Postby koontz1973 on Sun Nov 25, 2012 12:56 am

It is not.
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Re: Alamo map [11/23/12] Pg10

Postby generalhead on Sun Nov 25, 2012 11:30 am

Lessened the glows by 1 pix and lessened opacity
Removed ladder shadows
changed men shadows and moved cannon shadows a little
Moved all of the names below the highlights (The ones in the folder were above)
removed black spot from black territory
removed white spot from upper legend
changed color of the dark purple targets
removed some shadowing from both legends
realigned items in bottom legend
changed and darkened impassible river in the legend
fixed some walls at the doorways
Added grayish highlight to Remember the Alamo
fixed shadow at center wall where it bulged out
moved territory borders in Cos area
Click image to enlarge.
image

Waiting on Doom Yoshi for more input on game play
Should Duque only have one target on it?
Will keep checking graphics
Remember the Alamo needs moved to the right
more input on graphics please
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Re: Alamo map [11/25/12] Pg11

Postby DoomYoshi on Sun Nov 25, 2012 1:13 pm

Well, I was hoping someone else would bring something.

Elimininating the Gonzalez target makes sense from a gameplay sense, but also creates something really weird.
It means that the cannons outside are more useful than the cannons inside. A weird attackers adavantage. I guess it would make sense if we assume that since the building stays put, and the attacking troops keep moving, the offensive cannons can have greater accuracy? Right now there are 4 cannons inside and 5 outside. Is that the correct proportion?
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Re: Alamo map [11/25/12] Pg11

Postby koontz1973 on Sun Nov 25, 2012 1:30 pm

gh, men are getting better but keep working on them or start looking for an alternative way to show them. When I said to get rid of the shadows for the ladders, I meant the shadow that was inside the alamo as it did not fit with the rest. Just rub that bit out.

What fonts are you using?
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Re: Alamo map [11/25/12] Pg11

Postby generalhead on Sun Nov 25, 2012 1:38 pm

Font=Duality
I will return the ladder shadow and fix it
The men, I will keep looking

I did this as a quick mock draft, do you think either a flag or a profile pic would look better or should I continue with some kind of figure?
In a better version of course I would size every thing and have only the flags with no background. I could even do that with the profile pictures too. I don't know what would look better if the profile pics had backgrounds or not. Any ways what do you think about either of these?
Click image to enlarge.
image
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Re: Alamo map [11/25/12] Pg11

Postby koontz1973 on Sun Nov 25, 2012 2:27 pm

Men are better than those but the old photos might be nice for the legend some how.

Going to log of for the night so let me have a think on this for you and see what we can come up with.
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Re: Alamo map [11/25/12] Pg11

Postby koontz1973 on Tue Nov 27, 2012 2:47 am

gh, some ideas to try and bring this away from rorkes drift.
Think about using conditional borders some. Hold a Mexican general to be able to get into the Alamo and hold an American general to attack out.
Allow the cannons to bombard a complete region, this would get rid of the targets all together but a higher neutral needs to be placed onto them.
Hold a complete region to be able to use the ladders/bridges going into and out of the Alamo.

The men might be the way to go, but another idea might also to use rank insignia as well. Give each territ a rank and think of a bonus to go with that rank. General with 2 privates +1, with two sergeants +2, with 3 officers+4. You could then have a unifying colour for both American and Mexican armies ground. I am sure the site would not mind if you used their insignia so players will recognize the ranks really easily.
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Re: Alamo map [11/25/12] Pg11

Postby generalhead on Tue Nov 27, 2012 7:16 am

koontz1973 wrote:gh, some ideas to try and bring this away from rorkes drift.

o man, I was thinking about having an 150 yard line. :lol:

koontz1973 wrote:Think about using conditional borders some. Hold a Mexican general to be able to get into the Alamo and hold an American general to attack out.
Allow the cannons to bombard a complete region, this would get rid of the targets all together but a higher neutral needs to be placed onto them.
Hold a complete region to be able to use the ladders/bridges going into and out of the Alamo.

The men might be the way to go, but another idea might also to use rank insignia as well. Give each territ a rank and think of a bonus to go with that rank. General with 2 privates +1, with two sergeants +2, with 3 officers+4. You could then have a unifying colour for both American and Mexican armies ground. I am sure the site would not mind if you used their insignia so players will recognize the ranks really easily.


As always Koontz great suggestions. I will definitely implement these into the map. I have been checking around to see if I can find something better for the men. I will keep looking.
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Re: Alamo map [11/25/12] Pg11

Postby koontz1973 on Tue Nov 27, 2012 11:39 am

Glad to here that. Always like it when guys say yes. :mrgreen:
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Re: Alamo map [11/25/12] Pg11

Postby DoomYoshi on Tue Nov 27, 2012 1:48 pm

koontz1973 wrote:Allow the cannons to bombard a complete region, this would get rid of the targets all together but a higher neutral needs to be placed onto them.


I like all your ideas except this one.
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Re: Alamo map [11/25/12] Pg11

Postby generalhead on Tue Nov 27, 2012 10:12 pm

DoomYoshi wrote:
koontz1973 wrote:Allow the cannons to bombard a complete region, this would get rid of the targets all together but a higher neutral needs to be placed onto them.


I like all your ideas except this one.


What if the cannons reset to x amount of neutrals at the beginning of the next round. This way the cannons would be used to break bonus's, but wouldn't be able to be continually held?
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Re: Alamo map [11/25/12] Pg11

Postby DoomYoshi on Tue Nov 27, 2012 10:26 pm

generalhead wrote:
DoomYoshi wrote:
koontz1973 wrote:Allow the cannons to bombard a complete region, this would get rid of the targets all together but a higher neutral needs to be placed onto them.


I like all your ideas except this one.


What if the cannons reset to x amount of neutrals at the beginning of the next round. This way the cannons would be used to break bonus's, but wouldn't be able to be continually held?


Much better.
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Re: Alamo map [11/25/12] Pg11

Postby koontz1973 on Tue Nov 27, 2012 11:31 pm

Go with the killers on the canons
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