Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

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Re: WWI: Gallipoli [30.6.13] V33 - Mine Sweeper adjusts

Postby iancanton on Tue Jul 09, 2013 4:14 pm

iancanton wrote:
cairnswk wrote:do you have in mind which terts you want reduced apart from monahs gully and quinn's post?

the land regions which are are neither adjacent to a starting region...

iancanton wrote:tekke burnu trenches: n6 to n2
sedd el bahr: n3 to n2

actually, neither tekke burnu trenches nor sedd el bahr qualifies, so we'd better make them n3 instead of n2.

cairnswk wrote:ian, i think the fort neutrals are out of kilter now, should they be re-examined, some are 3 some are 6, but i think possibly they should be similar.

this doesn't really pose difficulties. the only reason some forts start as n6 is because they are adjacent to 2 starting regions. the minesweepers have no bonus and they can do very little with their 6 troops initially, so they're not a prime target for the forts. conversely, all of the landing ships have a +2 auto-deploy bonus, but are sitting ducks, so the main action is likely to take place there instead.

ian. :)
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Re: WWI: Gallipoli [30.6.13] V33 - Mine Sweeper adjusts

Postby cairnswk on Wed Jul 10, 2013 4:29 pm

iancanton wrote:
iancanton wrote:
cairnswk wrote:do you have in mind which terts you want reduced apart from monahs gully and quinn's post?

the land regions which are are neither adjacent to a starting region...

iancanton wrote:tekke burnu trenches: n6 to n2
sedd el bahr: n3 to n2

actually, neither tekke burnu trenches nor sedd el bahr qualifies, so we'd better make them n3 instead of n2.

Done.

cairnswk wrote:ian, i think the fort neutrals are out of kilter now, should they be re-examined, some are 3 some are 6, but i think possibly they should be similar.

this doesn't really pose difficulties. the only reason some forts start as n6 is because they are adjacent to 2 starting regions. the minesweepers have no bonus and they can do very little with their 6 troops initially, so they're not a prime target for the forts. conversely, all of the landing ships have a +2 auto-deploy bonus, but are sitting ducks, so the main action is likely to take place there instead.

ian. :)

OK.
Version 35 up later today.
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Re: WWI: Gallipoli [11.7.13] V35 - Gameplay adjusts

Postby cairnswk on Wed Jul 10, 2013 10:45 pm

Version 35.
I've adjusted some of the borders to lighten them on the dark side of the map, and increased the borders all round to 2 pixels....they may need toning down some more on the light side now.
ian's suggestions as above are done.
and moved the border on the Kilid Plateau mountains as requested by MB. :)

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Re: WWI: Gallipoli [11.7.13] V35 - Gameplay adjusts

Postby iancanton on Sat Jul 13, 2013 3:19 am

onward and upward!

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ian. :)
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Re: WWI: Gallipoli [11.7.13] V35 - Gameplay adjusts

Postby cairnswk on Sat Jul 13, 2013 3:35 am

iancanton wrote:onward and upward!

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ian. :)


Cheers ian, much appreciated at long last :)
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Re: WWI: Gallipoli [11.7.13] V35(p20) - onto GFX

Postby cairnswk on Mon Jul 15, 2013 5:00 pm

OK, over the last 4 yrs, this has been through the mill over and over...with relation to gameplay and lots of adjustsments to graphics to ensure clear determination of what is what.

I don't want to add anything else to the maps re graphics, but am willing to clear up small things where players may not be able to determine clearly something.

So, what needs clearing up?
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Re: Re: WWI: Gallipoli [11.7.13] V35(p20) - onto GFX

Postby Bruceswar on Wed Jul 17, 2013 10:30 pm

you gotta do something with those mountains to make the pop out a bit more so people can see them on the map. They get lost in places like lone pine ridge.
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Re: Re: WWI: Gallipoli [11.7.13] V35(p20) - onto GFX

Postby cairnswk on Thu Jul 18, 2013 12:26 pm

Bruceswar wrote:you gotta do something with those mountains to make the pop out a bit more so people can see them on the map. They get lost in places like lone pine ridge.

Is there any other place this needs adjusting?
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Re: WWI: Gallipoli [19.7.13] V36(p20) - onto GFX

Postby cairnswk on Thu Jul 18, 2013 5:40 pm

Version 36....adjustments made to mountains near Lone Pine Ridge and others
and the road moved from Coreldraw to Fireworks so it is more part of the background drawing

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Re: Re: WWI: Gallipoli [19.7.13] V36(p20) - onto GFX

Postby Seamus76 on Thu Jul 18, 2013 8:00 pm

Looks great cairns.

I believe Seamines is two words, Sea Mines.

Sorry if the Villages were explained earlier, but I want to make sure I understand them. So if I hold Krithia, that borders Madios? And all of the Villages just attack each other? Which I think is what it means.
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Re: Re: WWI: Gallipoli [19.7.13] V36(p20) - onto GFX

Postby cairnswk on Thu Jul 18, 2013 10:08 pm

Seamus76 wrote:Looks great cairns.

I believe Seamines is two words, Sea Mines.

Sorry if the Villages were explained earlier, but I want to make sure I understand them. So if I hold Krithia, that borders Madios? And all of the Villages just attack each other? Which I think is what it means.


Sea Mines is two words...correct....will fix.

Villages....border the next village via the roads
If you hold Krithia, you can attack Sedd el Bahr or Madios, but not Bigali :)
you then have to attain Madios to be able to attack Bigali...
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Re: Re: WWI: Gallipoli [19.7.13] V36(p20) - onto GFX

Postby RedBaron0 on Sat Aug 03, 2013 8:36 pm

Since you don't have -land-mines I think the use of the word "sea" is redundant. "Mines" should be more than sufficient.

The beach color and their label are the same, and a few are too close together to the point where the labels disappear into the beaches themselves. KK Beach being the biggest offender I can see where half the "B" disappears into he beach. A dark glow or outline should fix this.
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Re: Re: WWI: Gallipoli [19.7.13] V36(p20) - onto GFX

Postby cairnswk on Sun Aug 04, 2013 1:08 am

RedBaron0 wrote:Since you don't have -land-mines I think the use of the word "sea" is redundant. "Mines" should be more than sufficient.

The beach color and their label are the same, and a few are too close together to the point where the labels disappear into the beaches themselves. KK Beach being the biggest offender I can see where half the "B" disappears into he beach. A dark glow or outline should fix this.

A dark glow or outline on what...the text or the beach colour...?? :)
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Re: Re: WWI: Gallipoli [19.7.13] V36(p20) - onto GFX

Postby RedBaron0 on Tue Aug 06, 2013 9:33 pm

Text probably. Though you could try a darker yellow inner glow on the beaches and see which you like better.
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Re: WWI: Gallipoli [19.7.13] V36(p20) - onto GFX

Postby cairnswk on Sat Aug 10, 2013 11:41 pm

Version 36 adjusted...i've changed the colour of the beaches slightly and moved the main offender KK Beach text south slightly so not to interfere with the beach again. :)

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