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Re: Classic Cities :Pot Mosbi [5.6.12] V17-P17 Small & Lge

PostPosted: Tue Jun 05, 2012 10:41 am
by AndyDufresne
Jippd wrote:That is what the problem was...its a forum and picture and my screen size issue, not a map issue that I was having.


That happens when someone doesn't use [bigimg]...for a big image!


--Andy

Re: Classic Cities :Pot Mosbi [5.6.12] V17-P17 Small & Lge

PostPosted: Tue Jun 05, 2012 10:01 pm
by Nola_Lifer
AndyDufresne wrote:
Jippd wrote:That is what the problem was...its a forum and picture and my screen size issue, not a map issue that I was having.


That happens when someone doesn't use [bigimg]...for a big image!


--Andy


Is this Cairns guy a newbie or what? ;)

Re: Classic Cities :Pot Mosbi [5.6.12] V17-P17 Small & Lge

PostPosted: Fri Jun 08, 2012 4:43 pm
by cairnswk
Nola_Lifer wrote:...
Is this Cairns guy a newbie or what? ;)


Yeh, he's a newbie, everyone wants something of him, nobody listens to him, he makes heaps of mistakes and doesn't sometimes follow guidelines, but gees...he's pretty creative at times. :lol: :lol:
Oh, i forgot to add...can't play the game for nuts very well either.

Re: Classic Cities :Pot Mosbi [5.6.12] V17-P17 Small & Lge

PostPosted: Sat Jun 09, 2012 10:44 am
by cairnswk
Victor Sullivan wrote:...
Oh, and I forgot to say in my previous PM, could you make the width and kerning of the abbreviation explanation text the same as the text to the left of it (like the "utilities interconnect" text)?

-Sully

I'll see what i can do.

Re: Classic Cities :Pot Mosbi [10.6.12] V18-P17 Small & Lge

PostPosted: Sat Jun 09, 2012 5:42 pm
by cairnswk
version 18.
1. army circles on large map made consistent - hopefully - Sully will let me know :)
2. legend text on two right hand instructions made consistent.

Click image to enlarge.
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Click image to enlarge.
image

Re: Classic Cities :Pot Mosbi [10.6.12] V18-P17 Small & Lge

PostPosted: Sun Jun 10, 2012 8:45 pm
by Victor Sullivan
Looks okay to me! Sorry, forgot to copy-paste my comment from our PM exchange.

XML is on its way! I have the coordinates on the large finished; I just gotta work on the small coordinates and work on/find a solution to a drop issue.

-Sully

Re: Classic Cities :Pot Mosbi [5.6.12] V17-P17 Small & Lge

PostPosted: Sun Jun 10, 2012 9:10 pm
by Nola_Lifer
cairnswk wrote:
Nola_Lifer wrote:...
Is this Cairns guy a newbie or what? ;)


Yeh, he's a newbie, everyone wants something of him, nobody listens to him, he makes heaps of mistakes and doesn't sometimes follow guidelines, but gees...he's pretty creative at times. :lol: :lol:
Oh, i forgot to add...can't play the game for nuts very well either.


We are all humans here. Keep this ball rollin :!:

Re: Classic Cities :Pot Mosbi [10.6.12] V18-P17 Small & Lge

PostPosted: Thu Jun 14, 2012 3:39 am
by cairnswk
OK. exams are over for a couple of weeks...do we need to do anything here?

Click image to enlarge.
image


Click image to enlarge.
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[/quote]

Re: Classic Cities :Pot Mosbi [10.6.12] V18-P17 Small & Lge

PostPosted: Thu Jun 14, 2012 9:03 am
by AndyDufresne
I don't think I have any other suggestions...hm.


--Andy

Re: Classic Cities :Pot Mosbi [10.6.12] V18-P17 Small & Lge

PostPosted: Sun Jun 24, 2012 5:27 pm
by cairnswk
I'm wondering if my xml person has gone AWOL :lol:

Re: Classic Cities :Pot Mosbi [10.6.12] V18-P17 Small & Lge

PostPosted: Sun Jun 24, 2012 5:59 pm
by Pirlo
nice job as usual!

Re: Classic Cities :Pot Mosbi [10.6.12] V18-P17 Small & Lge

PostPosted: Sun Jun 24, 2012 6:18 pm
by cairnswk
Pirlo wrote:nice job as usual!

thank-you Pirlo :)

Re: Classic Cities :Pot Mosbi [10.6.12] V18-P17 Small & Lge

PostPosted: Mon Jun 25, 2012 10:31 pm
by Swimmerdude99
WOW just now seen this, why hadn't I seen it?! I love it :)

Re: Classic Cities :Pot Mosbi [10.6.12] V18-P17 Small & Lge

PostPosted: Tue Jun 26, 2012 12:30 am
by Nola_Lifer
Your probably gonna hate me for this, I like the idea of marking the utilities but the lil house thing just doesn't seem to fit. I am not sure if it is the 2'd effect on it. You have each tribe member and they look awesome and then you have that little white hut. It seems a bit forced in.

Re: Classic Cities :Pot Mosbi [10.6.12] V18-P17 Small & Lge

PostPosted: Tue Jun 26, 2012 12:45 am
by cairnswk
Nola_Lifer wrote:Your probably gonna hate me for this, I like the idea of marking the utilities but the lil house thing just doesn't seem to fit. I am not sure if it is the 2'd effect on it. You have each tribe member and they look awesome and then you have that little white hut. It seems a bit forced in.

You're right, i do hate you LOL. JK.
Yes they are forced, the same as the white diamonds for the killer neutrals....reason...to be easiliy found. :)

Re: Classic Cities :Pot Mosbi [10.6.12] V18-P17 Small & Lge

PostPosted: Tue Jul 03, 2012 12:47 pm
by cairnswk
I haven't heard from Sully in quite a while and no-one seems to know what has happened to him...
therefore the xml will be done by nolefan5311. :)

Re: Classic Cities :Pot Mosbi [8.7.12] V19-P18 Small & Lge

PostPosted: Sat Jul 07, 2012 7:03 pm
by cairnswk
Some issues re borders and mini-map arose from noefan5311 doing the xml.
These hopefully have been addressed in these newest images...version 19

Image

Click image to enlarge.
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Re: Classic Cities :Pot Mosbi [8.7.12] V19-P18 Small & Lge

PostPosted: Sat Jul 14, 2012 9:11 pm
by nolefan5311

Re: Classic Cities :Pot Mosbi [8.7.12] V19-P18 Small & Lge

PostPosted: Sat Jul 14, 2012 9:28 pm
by cairnswk

thanks nolefan5311
can you check the centering for Gerehu Wan and Ples Westim :)
sorry i had moved these and thought you would have checked this.

Re: Classic Cities :Pot Mosbi [8.7.12] V19-P18 Small & Lge

PostPosted: Sat Jul 14, 2012 9:35 pm
by nolefan5311
cairnswk wrote:

thanks nolefan5311
can you check the centering for Gerehu Wan and Ples Westim :)
sorry i had moved these and thought you would have checked this.


I didn't realize you had moved them so when I loaded it to double check it I noticed it. The correct version is posted above.

Re: Classic Cities :Pot Mosbi [8.7.12] V19-P18 Small & Lge

PostPosted: Sat Jul 14, 2012 9:43 pm
by cairnswk
nolefan5311 wrote:...
I didn't realize you had moved them so when I loaded it to double check it I noticed it. The correct version is posted above.

Thanks nolefan5311

I want to discuss something about gameplay again, and if need be alter the gameplay accordingly.

On the front page there is this:
Gameplay type:Classic
Gameplay features:Ranged attacks, starting neutrals, killre neutrals, impassables.

But to my way of thinking now that i have read other discussion etc, I am thinking that these features are not a classic game at all.

So, my question is...what has to be done to turn this map more towwards the classic style of play.
And having said that, would it be better for the map to be that way, considering it is one of the cities on the classic map.
Indeed, should there be a push to create the cities on the classic map more in accordance with standard gameplay rather than using gameplay features of the xml.

I think there is plenty of time for this discussion....Any thoughts appreciated? :)

Re: Classic Cities :Pot Mosbi [8.7.12] V19-P18 Small & Lge

PostPosted: Sat Jul 14, 2012 10:36 pm
by nolefan5311
For one, a classic gameplay style of map isn't going to have starting positions or a losing conditioning. Most of them also don't have the killer neutrals or bonus structures like the public utilities or the parks bonus. They're straight geographical maps with contiguous bonus zones and that's about it.

Personally, I like the GP of the map and don't think it should be changed. I see your concern with calling it a "Classic City" map, but honestly, adding 42 maps to the current rotation that aren't unique at all other than they are cities featured on the classic map is probably a bit silly. Ideally, in my opinion, each map created based on the classic map should have it's own unique GP characteristics.

Re: Classic Cities :Pot Mosbi [8.7.12] V19-P18 Small & Lge

PostPosted: Sat Jul 14, 2012 11:32 pm
by cairnswk
nolefan5311 wrote:For one, a classic gameplay style of map isn't going to have starting positions or a losing conditioning. Most of them also don't have the killer neutrals or bonus structures like the public utilities or the parks bonus. They're straight geographical maps with contiguous bonus zones and that's about it.

Personally, I like the GP of the map and don't think it should be changed. I see your concern with calling it a "Classic City" map, but honestly, adding 42 maps to the current rotation that aren't unique at all other than they are cities featured on the classic map is probably a bit silly. Ideally, in my opinion, each map created based on the classic map should have it's own unique GP characteristics.

Ouch, but convinced about what you say. :)

Re: Classic Cities :Pot Mosbi [8.7.12] V19-P18 Small & Lge

PostPosted: Sun Jul 15, 2012 1:41 am
by Nola_Lifer
nolefan5311 wrote:For one, a classic gameplay style of map isn't going to have starting positions or a losing conditioning. Most of them also don't have the killer neutrals or bonus structures like the public utilities or the parks bonus. They're straight geographical maps with contiguous bonus zones and that's about it.

Personally, I like the GP of the map and don't think it should be changed. I see your concern with calling it a "Classic City" map, but honestly, adding 42 maps to the current rotation that aren't unique at all other than they are cities featured on the classic map is probably a bit silly. Ideally, in my opinion, each map created based on the classic map should have it's own unique GP characteristics.


Well said. =D>

Re: Classic Cities :Pot Mosbi [8.7.12] V19-P18 Small & Lge

PostPosted: Sun Jul 15, 2012 3:37 pm
by cairnswk
the 88s version 19

These 88 files are replaced by new ones below.

nolefan5311...
can you have a look over the centering of the xml again please...especially on the large map....there are many that are off-centre...and this won't pass xml stamping.