[Vacation - valid untillJune 2014] Classic Cities: Cairo

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Re: Classic Cities: Cairo [20/1][V7][P1/4]

Postby koontz1973 on Mon Jan 21, 2013 12:53 am

generalhead wrote:I wonder if this game play would work better on a more creative map.

Never get mad, but creative is what I need and must have or the map will die.
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Re: Classic Cities: Cairo [20/1][V7][P1/4]

Postby koontz1973 on Mon Jan 21, 2013 1:33 pm

Spent the last few hours getting creative. Nothing too fancy with this one. But should be a fun map to play.

Apart from the backing, a lot has changed. Territ names text needs to go and a new one found but that I can do over the course of this week.
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Re: Classic Cities: Cairo [21/1][V8][P1/5]

Postby generalhead on Mon Jan 21, 2013 6:05 pm

Now this is looking sweet.
two things. the area that has bridge land bridge in the north is missing a territory name.
The water looks like it has a peak in the middle.

I really the the color and shading of the water
land looks good, I really like the texture
territory borders look really really good

Game play
This is a super unique game play and I love it.
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Re: Classic Cities: Cairo [21/1][V8][P1/5]

Postby nolefan5311 on Mon Jan 21, 2013 9:48 pm

I haven't read the whole thread, so forgive me if this has already been answered, but when a border becomes "blocked", does that break the chain of connected territories? If so, that is going to be a nightmare to code and I don't even know if it's possible. Either way, I think you should mention that somewhere on the map.
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Re: Classic Cities: Cairo [21/1][V8][P1/5]

Postby koontz1973 on Tue Jan 22, 2013 12:17 am

generalhead wrote:two things. the area that has bridge land bridge in the north is missing a territory name.
The water looks like it has a peak in the middle.

No name for that island as it is not one, but will make it clear it belongs to one or the other. The water is dipped, not peaked.
nolefan5311 wrote:I haven't read the whole thread, so forgive me if this has already been answered, but when a border becomes "blocked", does that break the chain of connected territories? If so, that is going to be a nightmare to code and I don't even know if it's possible. Either way, I think you should mention that somewhere on the map.

Borders will become impassable like a mountain so yes, when one becomes blocked, it breaks the chain. Yes to placing it onto map to make it super clear. As for the nightmare to code, I do not see it as too big a problem. Normal continents with 4 large ones with required and override tags should sort this out.
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Re: Classic Cities: Cairo [21/1][V8][P1/5]

Postby koontz1973 on Tue Jan 22, 2013 12:26 pm

Added the text about bonuses being blocked.
Removed offending bridges.
Top territ has been removed as it is not part of Cairo, I just used it to get around but added more bridges to allow this.
Brought territ names out more till I find a font I will use.
Bridges still need to be redone.
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Re: Classic Cities: Cairo [21/1][V8][P1/5]

Postby nolefan5311 on Tue Jan 22, 2013 12:53 pm

koontz1973 wrote:
generalhead wrote:two things. the area that has bridge land bridge in the north is missing a territory name.
The water looks like it has a peak in the middle.

No name for that island as it is not one, but will make it clear it belongs to one or the other. The water is dipped, not peaked.
nolefan5311 wrote:I haven't read the whole thread, so forgive me if this has already been answered, but when a border becomes "blocked", does that break the chain of connected territories? If so, that is going to be a nightmare to code and I don't even know if it's possible. Either way, I think you should mention that somewhere on the map.

Borders will become impassable like a mountain so yes, when one becomes blocked, it breaks the chain. Yes to placing it onto map to make it super clear. As for the nightmare to code, I do not see it as too big a problem. Normal continents with 4 large ones with required and override tags should sort this out.


I trust your ability code it, lol...like to see if you can make it work.

Also, I think the Nile should be more prominent in the gameplay here. We're talking about one of, if not the most, important river in the history of civilization and it's not even labeled on the map. Perhaps add a winning condition about holding a certain amount of consecutive territories along the Nile, or increase the bonuses, or something?

Regardless, I think this is probably ready to be moved over to the MFW, so I will go ahead and sticky it for a couple of days.
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Re: Classic Cities: Cairo [22/1][V8][P1/5]

Postby koontz1973 on Tue Jan 22, 2013 1:15 pm

Cheers nole, what sort of WC did you have in mind. I have the bog standard one now but do you have anything creative to add?

How about the multiplier in the new xml feature? Hold all Nile territs and double the bonuses?
Or
How about using the burial urns to attack the underworld (symbol between the figures) and have that as a multiplier?
Or
As you said, hold all Nile territs to win. This would then become the only WC and have the urns as the auto deploy only?
Or another idea:
Only allow the Nile to be crossed if you hold a certain amount of territs. You hold 15 and you can jump across the Nile. 14 or 16 you cannot. :lol: Or a range like that?
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Re: Classic Cities: Cairo [22/1][V8][P1/5]

Postby ManBungalow on Tue Jan 22, 2013 1:40 pm

Out of interest, who sticky'd this thread?
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Re: Classic Cities: Cairo [22/1][V8][P1/5]

Postby nolefan5311 on Tue Jan 22, 2013 1:41 pm

I do like the multiplier idea, that would be interesting, and the winning condition of holding all of the Nile territs, or 8 consecutive, or something like that. The Nile crossing idea might be too much to deal with lol.

ManBungalow wrote:Out of interest, who sticky'd this thread?


I did.
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Re: Classic Cities: Cairo [22/1][V8][P1/5]

Postby koontz1973 on Tue Jan 22, 2013 1:50 pm

Will change the winning condition and the multiplier. :twisted:

ManBungalow wrote:Out of interest, who sticky'd this thread?

Not me, not allowed to.
nolefan5311 wrote:I did.

Blame him, I normally do. :lol:
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Re: Classic Cities: Cairo [22/1][V8][P1/5]

Postby koontz1973 on Thu Jan 24, 2013 1:15 pm

I know I will disappoint some with the graphics on this one. Not that their is anything wrong with them, but they are just boring and doing a complete city again is getting old, I promise to make the next one far more interesting. But I do believe that the game play is going to knock the socks of some players.
Has anyone got any idea on how to do the bridges? I am at a loss with them.
Also, the image under the legend was to over powering and made the text hard to read so will not put one there.
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Re: Classic Cities: Cairo [24/1][V9][P1/5]

Postby nolefan5311 on Fri Jan 25, 2013 4:16 pm

I still think you need to actually label the Nile. And holding ALL regions adjacent to the Nile is damn near impossible...from my count, that's 21 regions.
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Re: Classic Cities: Cairo [24/1][V9][P1/5]

Postby nolefan5311 on Fri Jan 25, 2013 4:17 pm

Went ahead and moved this though (and forgot to leave the shadow topic in place...my apologies)
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Re: Classic Cities: Cairo [24/1][V9][P1/5]

Postby Seamus76 on Fri Jan 25, 2013 10:23 pm

I really like the border. I think you need to bring out "Cairo" more at the top, as well as include some label of the Nile as mentioned previously. Nothing to bold though. I also like the "Egyptian" pic, but I feel like it has a little too much empty space. Needs some glyphs in the back, like most images seem to have. Also, what does the text say at the bottom right? "Seamus76 rules"? :lol:

Also, burial urn in the legend should be hold ANY, not AND right?

Has anyone got any idea on how to do the bridges? I am at a loss with them.

What do you think of this? Might need to be scaled down just a bit, but it's a Seamus76 original, and I would be happy to throw it your way.

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