Page 11 of 17

Re:

PostPosted: Sat Mar 29, 2008 10:14 pm
by mibi
WidowMakers wrote:Well here is an interesting thing. I play test this map last night, 1v1 no cards unlimited and the bonuses were too high.

Here were the suggestions that came out of the play test:
1) Instead of +1 for any uranium => +1 for any 2 uranium and +2 for all uranium (in same country)
2) Instead of +1 for any scientist => +1 for any 2 scientist and +2 for all scientist(in same country)
3) Instead of Launch code +2 => Launch code +1
4) Instead of President/Premiere +2 => President/Premiere +1

The reasons behind this are as follows
If a player starts off next to a uranium or scientist, they can quickly attack and next turn gain an easy deployable bonuses.
This lowers the overall bonus for holding an entire country by +4 which makes the game last longer and gives the other players more time to react since the front player has less power each turn.

EDIT#1: for some reason the BBC code is not working and I cannot turn it on for this post or thread. It is turned on in my other threads and posts though ?????

EDIT #2: I figured it out, the FF maps are now announcements and those do not have BBC code for some reason.


sounds good to me, although there are only 3 unraniums per side, so its hard to have +1 for 2 since there isn't a second pair.

Re: Re:

PostPosted: Sun Mar 30, 2008 7:16 am
by WidowMakers
mibi wrote:sounds good to me, although there are only 3 unraniums per side, so its hard to have +1 for 2 since there isn't a second pair.
Why? There does not need to be a second pair. I wrote that the bonuses are as follows

+1 for any 2 uranium (in same country)
+2 for all uranium (in same country)

and

+1 for any two scientists (in same country)
+2 for all scitenistis (in same country)

WM

Re:

PostPosted: Sun Mar 30, 2008 11:00 am
by mibi
WidowMakers wrote:Well here is an interesting thing. I play test this map last night, 1v1 no cards unlimited and the bonuses were too high.

Here were the suggestions that came out of the play test:
1) Instead of +1 for any uranium => +1 for any 2 uranium and +2 for all uranium (in same country)
2) Instead of +1 for any scientist => +1 for any 2 scientist and +2 for all scientist(in same country)
3) Instead of Launch code +2 => Launch code +1
4) Instead of President/Premiere +2 => President/Premiere +1

The reasons behind this are as follows
If a player starts off next to a uranium or scientist, they can quickly attack and next turn gain an easy deployable bonuses.
This lowers the overall bonus for holding an entire country by +4 which makes the game last longer and gives the other players more time to react since the front player has less power each turn.

EDIT#1: for some reason the BBC code is not working and I cannot turn it on for this post or thread. It is turned on in my other threads and posts though ?????

EDIT #2: I figured it out, the FF maps are now announcements and those do not have BBC code for some reason.


After thinking about it some more, I'm not so sure. This map is designed to be 1v1, but really only in the end game. What about where there are 6+ players, would the 2 for 1 bonuses be too hard to obtain? You could also add another uranium to even it out.

Also concerning the routes, Uranium 2 needs to connect to Chicago, because currently Denver is too powerful.

Re: Arms Race! - V. 14 - Page 1 & 26[I,GP,Gr] [Final Forge]

PostPosted: Sun Mar 30, 2008 3:02 pm
by WidowMakers
OK mibi. I will leave everything the same as it currently is and change the uranium from Denver to Chicago.
Then we should be set. We are almost there.

WM

Re: Arms Race! - V. 14 - Page 1 & 26[I,GP,Gr] [Final Forge]

PostPosted: Mon Mar 31, 2008 4:11 am
by Tieryn
This is looking fantastic :) I can't wait to play

PostPosted: Mon Mar 31, 2008 5:45 am
by WidowMakers

Re:

PostPosted: Mon Mar 31, 2008 10:53 am
by mibi
WidowMakers wrote:OK here is version 15

OK mibi:
-Uranium 2 in USA no longer borders Denver but Chicago.
-Kept the bonuses the same
-Move the Uranium 2 icon on small map up 10px and right 5 px
-Updated XML

XML: http://www.fileden.com/files/2007/6/15/ ... %21_15.xml

Large: http://img241.imageshack.us/img241/2428 ... 15lmg3.png
Small: http://img238.imageshack.us/img238/2161 ... 15sgp7.png

Large 88: http://img404.imageshack.us/img404/6346 ... 88lkp2.png
Large 888: http://img442.imageshack.us/img442/6595 ... 88lzo1.png

Small 88: http://img374.imageshack.us/img374/5641 ... 88sdo0.png
Small 888: http://img384.imageshack.us/img384/8143 ... 88sjc4.png


Thanks WM, I think we will just have to see how it plays out. It's hard to make a small map balanced across a spectrum of 2-8 players, but I think this works for the most part. If it turns out there are some weak spots after a few hundred games are played then we can revisit it. This looks ace to me.

Re: Arms Race! - V. 15 - Page 1 & 19[I,GP,Gr] [Final Forge]

PostPosted: Mon Mar 31, 2008 7:18 pm
by Splash_x
This is an interesting map :P

Re: Arms Race! - V. 15 - Page 1 & 19[I,GP,Gr] [Final Forge]

PostPosted: Sat Apr 05, 2008 1:33 am
by SkyCaptain
Map looks really cool, WM. One minor thing, and I don't know if you could do anything to fix this, but because the territory route lines and the border of the US is the same, it kinda looks like President connects to New York, especially in the small version where the line is n early straight.

Re: Arms Race! - V. 15 - Page 1 & 19[I,GP,Gr] [Final Forge]

PostPosted: Fri Apr 11, 2008 5:39 am
by WidowMakers
SkyCaptain wrote:Map looks really cool, WM. One minor thing, and I don't know if you could do anything to fix this, but because the territory route lines and the border of the US is the same, it kinda looks like President connects to New York, especially in the small version where the line is n early straight.
I will move the president in the small map and try ti brighten up the connection lines.

Is there anything else that needs to be done. The XML needs to be checked again but I believe it is OK. I fixed all of the issues listed last time (by lanyards) and only have made coordinate changes. All of the final images and XML are listed several posts above by myself and mibi as well.

Thanks
WM

Re: Arms Race! - V. 15 - Page 1 & 19[I,GP,Gr] [Final Forge]

PostPosted: Fri Apr 11, 2008 9:38 am
by SkyCaptain
WidowMakers wrote:
SkyCaptain wrote:Map looks really cool, WM. One minor thing, and I don't know if you could do anything to fix this, but because the territory route lines and the border of the US is the same, it kinda looks like President connects to New York, especially in the small version where the line is n early straight.
I will move the president in the small map and try ti brighten up the connection lines.

Is there anything else that needs to be done. The XML needs to be checked again but I believe it is OK. I fixed all of the issues listed last time (by lanyards) and only have made coordinate changes. All of the final images and XML are listed several posts above by myself and mibi as well.

Thanks
WM


Thanks, WM. Other than that, it looks finished. Can't wait to play it.

Re: Arms Race! - V. 15 - Page 1 & 19[I,GP,Gr] [Final Forge]

PostPosted: Mon Apr 14, 2008 3:52 am
by Incandenza
Ye gods, I can't wait to play some 1v1s on this.

Re: Arms Race! - V. 15 - Page 1 & 19[I,GP,Gr] [Final Forge]

PostPosted: Mon Apr 14, 2008 3:14 pm
by bryguy
why did u get rid of the -225 decay from missile launch? now someone can build up there armies and destroy america!

*hides under table*

Re: Arms Race! - V. 15 - Page 1 & 19[I,GP,Gr] [Final Forge]

PostPosted: Mon Apr 14, 2008 4:31 pm
by WidowMakers
bryguy wrote:why did u get rid of the -225 decay from missile launch? now someone can build up there armies and destroy america!

*hides under table*
we got rid of the decay and replaced it with respawning neutrals. Now every turn a player needs to kill the 15 neutrals. Plus the bonus for holding the Prez/Launch code and entire missile is now 75**.
[**EDIT: this number should have been written as 50 NOT 75.
The previous sentence should be: Plus the bonus for holding the Prez/Launch code and entire missile is now 50.


Sorry about the lack of work/updates everyone. When your basement floods it takes a while to get back to normal. I will try to get the small map Washington<>President connection issue fixed along with the XML tonight.

WM

Re:

PostPosted: Tue Apr 15, 2008 5:39 am
by WidowMakers
OK here is version 15 Large version 16 Small. Everything should be finished now

OK
-Moved President in small map to help better show attack path
-Updated XML

XML: http://www.fileden.com/files/2007/6/15/ ... %21_16.xml

Large: http://img241.imageshack.us/img241/2428 ... 15lmg3.png
Small: http://img255.imageshack.us/img255/7649 ... 16sce1.png

Large 88: http://img404.imageshack.us/img404/6346 ... 88lkp2.png
Large 888: http://img442.imageshack.us/img442/6595 ... 88lzo1.png

Small 88: http://img211.imageshack.us/img211/2015 ... 88sda7.png
Small 888: http://img120.imageshack.us/img120/3917 ... 88sdm6.png

Click image to enlarge.
image

Click image to enlarge.
image

Re: Arms Race! - Final Vers - Page 1 & 19[I,GP,Gr] [Final Forge]

PostPosted: Thu Apr 17, 2008 3:27 pm
by TaCktiX
Get this masterwork out of the Forge already, I've been wanting to play it for a couple months now!

Re: Arms Race! - V. 15 - Page 1 & 19[I,GP,Gr] [Final Forge]

PostPosted: Thu Apr 17, 2008 3:37 pm
by musicman_379
WidowMakers wrote:Plus the bonus for holding the Prez/Launch code and entire missile is now 75.

The map needs to be updated to reflect this change.

I don't like to nitpick, but an inaccurate legend could give someone a bad day ;)

Re: Arms Race! - V. 15 - Page 1 & 19[I,GP,Gr] [Final Forge]

PostPosted: Thu Apr 17, 2008 4:33 pm
by WidowMakers
musicman_379 wrote:
WidowMakers wrote:Plus the bonus for holding the Prez/Launch code and entire missile is now 75.

The map needs to be updated to reflect this change.

I don't like to nitpick, but an inaccurate legend could give someone a bad day ;)

Sorry my mistake the actual bonus is 50. But when it is combined wit the other bonuses you get for holding everything else it is about 75. My mistake. I just remembered it wrong :? :? :?

BUT TO MAKE EVERYTHING CLEAR.
The bonus for holding the Prez/Launch code and entire missile is 50

So everything on teh previous page is correct. Sorry.


WM

Re: Arms Race! - Final Vers - Page 1 & 19[I,GP,Gr] [Final Forge]

PostPosted: Thu Apr 17, 2008 4:46 pm
by mibi
TaCktiX wrote:Get this masterwork out of the Forge already, I've been wanting to play it for a couple months now!

Re: Arms Race! - Final Vers - Page 1 & 19[I,GP,Gr] [Final Forge]

PostPosted: Fri Apr 18, 2008 12:37 am
by yeti_c
mibi wrote:
TaCktiX wrote:Get this masterwork out of the Forge already, I've been wanting to play it for a couple months now!

Re: Arms Race! - Final Vers - Page 1 & 19[I,GP,Gr] [Final Forge]

PostPosted: Sun Apr 20, 2008 10:26 pm
by WidowMakers
QUENCH??

Re: Arms Race! - Final Vers - Page 1 & 19[I,GP,Gr] [Final Forge]

PostPosted: Mon Apr 21, 2008 5:24 am
by Ruben Cassar
It was called Leningrad not St. Petersburg when the Soviet Union still existed.

St. Petersburg is the name of the city as part of Imperial Russia or contemporary Russia. You might want to fix that one.

Re: Arms Race! - Final Vers - Page 1 & 19[I,GP,Gr] [Final Forge]

PostPosted: Mon Apr 21, 2008 5:32 am
by WidowMakers
Ruben Cassar wrote:It was called Leningrad not St. Petersburg when the Soviet Union still existed.

St. Petersburg is the name of the city as part of Imperial Russia or contemporary Russia. You might want to fix that one.
Thanks. Will Do!

Is that the only mistake as far a time period naming goes? I don 't feel like making 5 individual name changes and updates if I can just make one.

Thanks
WM

Re: Arms Race! - Final Vers - Page 1 & 19[I,GP,Gr] [Final Forge]

PostPosted: Mon Apr 21, 2008 5:57 am
by yeti_c
What are the starting neutrals again?

C.

Re: Arms Race! - Final Vers - Page 1 & 19[I,GP,Gr] [Final Forge]

PostPosted: Mon Apr 21, 2008 5:58 am
by WidowMakers
yeti_c wrote:What are the starting neutrals again?

C.


everything that is not a city starts with 2 neutral armies

WM