Vertex/Austrum [Quenched]

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Re: Vertex/Austrum [10/12] V15.1 Page 1/7

Postby ManBungalow on Tue Dec 11, 2012 12:42 pm

I don't really understand the bonuses.

+1 for every 4 connected regions in a territory

Does this mean that, in Austrum, the region Ha5 can't ever feature in a bonus because it's not directly attached to any other Ha regions ?
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Re: Vertex/Austrum [10/12] V15.1 Page 1/7

Postby nolefan5311 on Tue Dec 11, 2012 12:59 pm

ManBungalow wrote:I don't really understand the bonuses.

+1 for every 4 connected regions in a territory

Does this mean that, in Austrum, the region Ha5 can't ever feature in a bonus because it's not directly attached to any other Ha regions ?


This is a good point. Now that I look at it, you should probably think of a way to connect Su2 and Su3.
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Re: Vertex/Austrum [10/12] V15.1 Page 1/7

Postby koontz1973 on Tue Dec 11, 2012 1:06 pm

Why? It is a dead territ, their is no reason to add it onto the others. All of the Su territs, so no bonus can ever be had from them.
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Re: Vertex/Austrum [10/12] V15.1 Page 1/7

Postby nolefan5311 on Tue Dec 11, 2012 1:12 pm

koontz1973 wrote:Why? It is a dead territ, their is no reason to add it onto the others. All of the Su territs number 3 so no bonus can ever be had from them.


Having a dead territ is never a good thing. Or you could just change HA5 to another Su territory. And there are 4 Su territs, split into 2's. There is bonus potential there.
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Re: Vertex/Austrum [10/12] V15.1 Page 1/7

Postby koontz1973 on Tue Dec 11, 2012 1:35 pm

If it gets me the stamp, then fine, I will change it. Expect the map some time.
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Re: Vertex/Austrum [10/12] V15.1 Page 1/7

Postby ManBungalow on Tue Dec 11, 2012 1:39 pm

To rephrase my question -

Can Ha5 be a part of the 4 connected regions bonus if the player holds Su1?, thus connecting the regions by a traceable unbroken line in the style of Age of Merchants and - I think - Kings Court.

Also, is there any point to having differently coloured regions in the centre of Vertex? Are they like that so that one can't actually get a bonus from them? ie. there aren't 4 regions of the same colour.
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Re: Vertex/Austrum [10/12] V15.1 Page 1/7

Postby koontz1973 on Tue Dec 11, 2012 1:43 pm

ManBungalow wrote:To rephrase my question -

Can Ha5 be a part of the 4 connected regions bonus if the player holds Su1?, thus connecting the regions by a traceable unbroken line in the style of Age of Merchants and - I think - Kings Court..

I will post the map as suggested changing Ha5.

Also, is there any point to having differently coloured regions in the centre of Vertex? Are they like that so that one can't actually get a bonus from them? ie. there aren't 4 regions of the same colour.

Yes, continuity of graphics and each one has its own name for the decays. Correct about the bonus though, no bonuses there. You will find nothing there apart from death (decay) and
glory (WC).
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Re: Vertex/Austrum [10/12] V15.1 Page 1/7

Postby nolefan5311 on Tue Dec 11, 2012 1:52 pm

Don't sound so enthusiastic about it...
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Re: Vertex/Austrum [10/12] V15.1 Page 1/7

Postby ManBungalow on Tue Dec 11, 2012 2:24 pm

koontz1973 wrote:
Also, is there any point to having differently coloured regions in the centre of Vertex? Are they like that so that one can't actually get a bonus from them? ie. there aren't 4 regions of the same colour.

Yes, continuity of graphics and each one has its own name for the decays. Correct about the bonus though, no bonuses there. You will find nothing there apart from death (decay) and
glory (WC).

So, therefore, is there no way of gaining a bonus from holding the Su regions on Austrum? At the moment there are two sets of 2 Su regions, separated by the Meridiem....not connected.
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Re: Vertex/Austrum [10/12] V15.1 Page 1/7

Postby koontz1973 on Tue Dec 11, 2012 11:27 pm

nolefan5311 wrote:Don't sound so enthusiastic about it...

I am not, their are maps that have territs that award no bonuses (Alexander's Empire, World 2.1, Knights, Classic Sydney). The Ha5 and Su territs where added to Austrum for a couple of reasons. The whole point of those territs was to allow strategy to evolve beyond a normal game play type. To make everything into a bonus, you end up giving away troops. You do not force players to think. It all ends up as a normal land grab like most games. As I said, I will make the changes.

ManBungalow wrote:So, therefore, is there no way of gaining a bonus from holding the Su regions on Austrum? At the moment there are two sets of 2 Su regions, separated by the Meridiem....not connected.

Correct, but will make the changes.
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Re: Vertex/Austrum [10/12] V15.1 Page 1/7

Postby nolefan5311 on Wed Dec 12, 2012 8:42 am

I fail to see your point koontz, and I think you're justifying something just for the sake of justifying it. This issue would have most likely arisen in beta anyway. If you don't want a bonus to be awarded for these territories, I suggest changing their names. Regardless of what you choose to do, it won't stop you from being awarded this:

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Onwards and upwards!
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Re: Vertex/Austrum [10/12] V15.1 Page 1/7

Postby koontz1973 on Wed Dec 12, 2012 12:23 pm

Nole, not justifying something for the sake of it, like all map makers, we have an image in our heads and that is what we work from. As I explained to you early on, these are experiments in what I can do graphically, but also what can be done within current xml with the least amount of words on a map. But like all things in life, things have to change. I just wanted to have dead terts on both maps, but if it is the wish, then so be it. As you know, these two days are my busy ones, so expect the maps tomorrow (to show GP only). Then I will start on the graphical changes to get these up to scratch.
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Re: Vertex/Austrum [10/12] V15.1 Page 1/7

Postby nolefan5311 on Wed Dec 12, 2012 12:31 pm

koontz1973 wrote:Nole, not justifying something for the sake of it, like all map makers, we have an image in our heads and that is what we work from. As I explained to you early on, these are experiments in what I can do graphically, but also what can be done within current xml with the least amount of words on a map. But like all things in life, things have to change. I just wanted to have dead terts on both maps, but if it is the wish, then so be it. As you know, these two days are my busy ones, so expect the maps tomorrow (to show GP only). Then I will start on the graphical changes to get these up to scratch.


Sounds good koontz. Thanks.
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Re: Vertex/Austrum [13/12] V15.5 Page 1/8

Postby koontz1973 on Thu Dec 13, 2012 3:04 am

Vertex
No changes.
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Austrum
Ha5 is now Su0. This name will change like the others. Ha5 is also part of the Su bonus chain. Added bridge between the Su zones to allow bonus to be had. This is graphically done quickly so no comments on that. I just posting the game play changes agreed. Will get on an clean the images up now for the graphics stamp later.
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Re: Vertex/Austrum [13/12] V15.5 Page 1/8

Postby iancanton on Fri Dec 14, 2012 5:22 pm

in vertex, is it worth reducing all of the neutrals from n3 to n2? i don't see any advantage from holding more of the regions on the inner four continents than is necessary to reach arctous.

ian. :)
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Re: Vertex/Austrum [13/12] V15.5 Page 1/8

Postby koontz1973 on Sat Dec 15, 2012 12:02 am

iancanton wrote:in vertex, is it worth reducing all of the neutrals from n3 to n2? i don't see any advantage from holding more of the regions on the inner four continents than is necessary to reach arctous.

ian. :)

Not sure, lowering the neutral count from 16 to 14, would it really make much difference in games? But OK, will show the difference when I post the new maps.
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Re: Vertex/Austrum [13/12] V15.5 Page 1/8

Postby koontz1973 on Sun Dec 16, 2012 2:49 am

Update to Vertex only today. Starting work on Austrum next.

Lots of graphical updates. Remember, some things are meant to be slightly of centre or have a rough look to them. This is done deliberately to simulate the drawing.
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show: neutral starts

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nole, can you see if the glow is ok for you now? If not, will rework it.
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Re: Vertex/Austrum [16/12] V16 Page 1/8

Postby koontz1973 on Mon Dec 17, 2012 5:53 am

Time for the Austrum to get updated. Worked on the map and all looks good to me. Some things have changed on this map so have updated Vertex in the previous post to reflect these changes. Bridges and been redone as have the glows. Made darker, slightly destroys the look but id far better for the CB players. Will ask for a check by some CB players to make sure all is good with this. Other things have been done, centred, damaged and generally made to look how I want it.
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All maps below are done before I noticed a mistake with the territ names. Same map but different names.
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Re: Vertex/Austrum [17/12] V17 Page 1/8

Postby koontz1973 on Thu Dec 20, 2012 3:36 am

Update to Austrum for CB reasons only.
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Re: Vertex/Austrum [27/12] V18 Page 1/8

Postby koontz1973 on Sat Dec 29, 2012 2:54 am

Their are a lot of maps to be posted so double posted for the sake of clarity.
Vertex
Large - no change.
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Small
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Miscellaneous maps.
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Re: Vertex/Austrum [27/12] V18 Page 1/8

Postby koontz1973 on Sat Dec 29, 2012 2:59 am

Their are a lot of maps to be posted so double posted for the sake of clarity.
Austrum
Large - no change.
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Re: Vertex[p1/8] Austrum[p1/9] [29/12] V18 GFX?

Postby nolefan5311 on Fri Jan 04, 2013 9:09 am

These are really coming along nicely koontz!
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Re: Vertex[p1/8] Austrum[p1/9] [29/12] V18 GFX?

Postby koontz1973 on Fri Jan 04, 2013 9:11 am

Thanks nole, Does anyone have a problem with these two? I would like to start the xmls?
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Re: Vertex[p1/8] Austrum[p1/9] [29/12] V18 GFX?

Postby cairnswk on Fri Jan 04, 2013 9:54 pm

koontz1973 wrote:Thanks nole, Does anyone have a problem with these two? I would like to start the xmls?

koontz, they are good, but i have to wonder if they both could not be down-sized, especially the large which i think is excessively large.
seems such a waste of real estate on them given there are so few territories and we are asked these days to watch every pixels we create.
i would have to wonder if the small could lose a bit a also. :)
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Re: Vertex[p1/8] Austrum[p1/9] [29/12] V18 GFX?

Postby Seamus76 on Fri Jan 04, 2013 10:08 pm

I have to say the more I look at the maps the more I'm not a fan of the colors. The background, and the outer edge images give me an old time nautical feel, but then there are these really bright colors that are throwing me off. I know you've been playing around with them for CB reasons, but would lowering the opacity still allow them to be different, yet give it the more toned down feel of the rest of the map?
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