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Re: Castle Map (updated 01-05: New Graphic on pg 4)

PostPosted: Tue Jan 06, 2009 4:05 pm
by sailorseal
I hate the new background in version 5.1 go back to 4.

Re: Castle Map (updated 01-05: New Graphic on pg 4)

PostPosted: Thu Jan 08, 2009 4:18 am
by thenobodies80
MrBenn wrote:Personally, I think it would be nice if the territories/regions had names instead of numbers - but only because it lends more to the imagination...

These are only suggestions:

The Fields could be
    1. Wheat
    2. Oats
    3. Maize
    4. Barley
    5. Rye / Ryegrass
    6. Oilseed
    7. Cotton
The forest could be:
    1. Thicket
    2. Wildwood
    3. Forest
    4. Woodland
    5. Coppice
The mountains could be:
    1. Heights
    2. Ridge
    3. Peak
    4. Precipice
    5. Pass
    6. Range
The desert could be:
    1. The Flats
    2. Wasteland
    3. Barren Land
    4. Wilderness
    5. Quicksand
    6. Dunes
    7. Savannah
The courts could be named for kings or queens, or seasons, or different types of garden?
The towers could be named after their quadrant: "Mountain Tower" etc.


Bow down to Mr.Benn!
Wonderful choice!

Re: Castle Map (updated 01-05: New Graphic on pg 4)

PostPosted: Thu Jan 08, 2009 4:25 am
by thenobodies80
pikkio wrote:good idea! but i never can find all this names by myself, cause i don't know english so much.. thanx a lot! for the court i'm thinking to use the noble titles but i don't know 8 different titles in english..
Lord
Duke
Count
Prince
Queen
King
...
...

please, help me! ^_^


Viscount?
Archduke?
Baron?
Princess?


Choose one....



I'm complitely opposite with this :

sailorseal wrote:I hate the new background in version 5.1 go back to 4.


i think 5.1 is a good choice go straight pikkio.

Re: Castle Map (updated 01-05: New Graphic on pg 4)

PostPosted: Thu Jan 08, 2009 4:48 am
by EagleofGreenErth
Rankings from lowest to highest-

Barons/Baronesses
Viscount/Viscountess
Earl/Countess
Marquess/Marchoiness
Duke/Duchess


There's 5... maybe add a Lord, Sir, Lady, Princess, Vicar, (Arch)bishop, etc

Re: Castle Map (updated 01-05: New Graphic on pg 4)

PostPosted: Thu Jan 08, 2009 5:02 am
by thenobodies80
EagleofGreenErth wrote:Rankings from lowest to highest-

Barons/Baronesses
Viscount/Viscountess
Earl/Countess
Marquess/Marchoiness
Duke/Duchess


There's 5... maybe add a Lord, Sir, Lady, Princess, Vicar, (Arch)bishop, etc



good work EagleofGreenErth =D>

Re: Castle Map (updated 01-05: New Graphic on pg 4)

PostPosted: Thu Jan 08, 2009 10:14 am
by pikkio
THANX TO ALL!! ^_^

version 5.2 with new names is relased! i'm waiting for new suggests!

Click image to enlarge.
image

Re: Castle Lands (updated 01-08:version 5.2 with new names pg 4)

PostPosted: Thu Jan 08, 2009 6:08 pm
by EagleofGreenErth
Really am loving this map right now! One question, whats determined the bridge names? It seems you have north (N), east (E), south (S).... but the west one is (O)? o_O

Re: Castle Lands (updated 01-08:version 5.2 with new names pg 4)

PostPosted: Thu Jan 08, 2009 8:31 pm
by MrBenn
I'm guessing it comes from Nord, Sud, Est, Ouest?

Re: Castle Lands (updated 01-08:version 5.2 with new names pg 4)

PostPosted: Thu Jan 08, 2009 8:45 pm
by pikkio
uhauhauhauha!sorry, my mistake! in italian is: Nord, Sud, Est, Ovest! :P

in next version i will correct it! ;)

Re: Castle Lands (updated 01-08:version 5.2 with new names pg 4)

PostPosted: Fri Jan 09, 2009 2:43 pm
by EagleofGreenErth
Ah ok! Hmm, well I'd say that you should leave it as is if you had those all spelled out... but since you just have the first letter I think changing it to W is best. :D

Re: Castle Lands (updated 01-08:version 5.2 with new names pg 4)

PostPosted: Sat Jan 10, 2009 4:05 pm
by MrBenn
I like the look and feel of the map, but there are several things that still need a bit of work - the territory borders seem a bit too big and bright, while the background texture brings too much attention to itself.

My biggest concern at the moment is gameplay.... I'm not sure there's been a lot of discussion about how things will turn out during a game? Part of me thinks that the castle bonuses are a bit too high, and I'm not entirely sure how the attack routes work - particularly in the Castle and the Bridges.

Anyway, despite my concerns, this map is beginning to feel like it's coming to life...

[Advanced Draft]
Image

Re: Castle Lands (updated 01-08:version 5.2 with new names pg 4)

PostPosted: Sat Jan 10, 2009 8:12 pm
by pikkio
wow!!! :D
you cant understand how i'm happy!!! =D>

so, i corrected the name of the West Bridge, and i made smaller the territory borders (now it looking really better! thanx!).

the gameplay it's only an example at this time, and i need your help to fix it. please suggest!! :)

relased version 5.3

Click image to enlarge.
image

Re: Castle Lands (update 01-11: v. 5.3 pg 5 - Advanced Draft)

PostPosted: Sun Jan 11, 2009 4:01 am
by EagleofGreenErth
Thats a beautiful map. :D

I'm so happy it is moving along! Congrats!
But yes, the gameplay in the center is confusing right now.... what can attack the towers? What can attack the castle? What can the castle attack?

Re: Castle Lands (update 01-11: v. 5.3 pg 5 - Advanced Draft)

PostPosted: Sun Jan 11, 2009 8:29 am
by pikkio
the castle can attack the towers and all the courts.
the towers can attack the castle and 2 courts heac (for example, mountain tower can attack bishop e vicair), and can bombard the territories on its quadrant adjacent the fosse (mountain tower can bombard Precipice, Ridge and Peak)
the catapults can bombard the tower in its quadrant, but someone has suggest they maybe can bombard something else (like the opposite catapult, or the left and right catapults).

i thought that the gameplay become more similar to an assault at the castle if it has a more interesting bonus. at this moment i don't know how it's better to do this, and if it's a good idea.. maybe it can give 1 or 2 army a round to the owner, but deployed directly in the castle and not in the army deploy at the start of the turn...

Re: Castle Lands (update 01-11: v. 5.3 pg 5 - Advanced Draft)

PostPosted: Sun Jan 11, 2009 4:43 pm
by EagleofGreenErth
Ok thats what I thought.... but the castle has like 12 spots that can attack it? o_O

Re: Castle Lands (update 01-11: v. 5.3 pg 5 - Advanced Draft)

PostPosted: Sun Jan 11, 2009 7:39 pm
by The Neon Peon
The graphics are improving, but they need to flow from one region to another. Right now, the mountains/forest/plains come to an abrupt end when they hit each other. You need to transition from one region to another.

the map itself is way too symetrical. The territories are fine, but I would suggest adding a bend in the river or something. Make it seem more natural, and less drawn. Same with the bonuses. They don't have to extend in almost a straight line. Add a territory to one and subtract one from another.

This will make the map more visually appealing.

Re: Castle Lands (update 01-11: v. 5.3 pg 5 - Advanced Draft)

PostPosted: Wed Jan 14, 2009 9:50 pm
by sailorseal
I like the idea of catapults
Could you make some sort of drawbridge kind of thing where each drawbridge can only be used once every other turn or does the current xml not support that?

Re: Castle Lands (update 01-11: v. 5.3 pg 5 - Advanced Draft)

PostPosted: Wed Jan 14, 2009 9:52 pm
by LED ZEPPELINER
sailorseal wrote:I like the idea of catapults
Could you make some sort of drawbridge kind of thing where each drawbridge can only be used once every other turn or does the current xml not support that?

maybe try reading the xml guide bye yeti c

BRIDGES & SOME SUGGESTIONS

PostPosted: Thu Jan 15, 2009 3:37 am
by thenobodies80
LED ZEPPELINER wrote:
sailorseal wrote:I like the idea of catapults
Could you make some sort of drawbridge kind of thing where each drawbridge can only be used once every other turn or does the current xml not support that?

maybe try reading the xml guide bye yeti c


thank you led zeppeliner...
I'll develope the xml for this map, sailorseal , and i think that now isn't possible to do that. :|


For pikkio:
Now bridge are territories, but not continets.
You decided to put them on the line with a +1 for bridge owned...
I think it's better to do something similar to that:
  • 1 bridge = +1
  • 2 bridges = +3
  • 3 bridges = + 4
  • 4 bridges = + 6
obviously i did only an example...but i think it's a good thing to involve players to take and keep bridges, because bridges are a focusing point of your map...If you have the tower, castle or courts you need to prevent that some try to attack you from two lines ( catapultes and bridges) and if you are try to take courts or castle, or tower, you can try to pass the bridges to take castle...
I think that castle, for position, is the center of this map and this bonus can make game more funny and players will be involved to try to take it!
What do you think?

Another last little suggestion,
i think that is more immediately to see the fosses drawn on the working legend than to write down that fosses are impassable borders, you can do that like this:

http://www.conquerclub.com/maps/BeNeLux.S.jpg

all the impassable borders are drawn on legend.

Thenobodies80

Re: Castle Lands (update 01-11: v. 5.3 pg 5 - Advanced Draft)

PostPosted: Thu Jan 15, 2009 2:37 pm
by pikkio
i made a substantial change on gameplay.

i put some walls around the castle that are impassable borders and protect it from the courts. in this mode, the only way to conquer the castle is by attacking from the towers.

i also lowered the power of the towers and reduce theirs bombard range only to the territory with catapult (in the same quadrant).

then i recalculated the bonuses, and give at the bridges more importance like the suggest of thenobodies (thanx to him for the idea of the walls, too).

now relase the version 6. tell me what do you think!

Click image to enlarge.
image

Re: Castle Lands (update 01-15: change on gameplay pg.5)

PostPosted: Fri Jan 16, 2009 3:45 am
by thenobodies80
perfect Pikkio,
i think you are going on the right way now!
I think map is better now.
i will check all bonuses, because bonuses i've made are on the 5.3 map.
You have to show to community the bonuses formula...read here
oaktown wrote:Reasonable bonus structure. Bonuses should make sense given the size/style of the map, and be based on a consistent formula.
.
Anyways, i will send to you the new bonuses if something change in my opinion.

For me is ok the V6 map.

Good work =D>

Ps. I think you have to cut the older V.4 on the first post, left it in the first post as a link but remove the bigimg, because now the first post it's a little too "bigimged" :lol:

Re: Castle Lands (update 01-15: change on gameplay pg.5)

PostPosted: Fri Jan 16, 2009 7:19 pm
by EagleofGreenErth
Looks GREAT! Castle walls may be a bit hard for some to see but yeah. Lets get the bonuses down first!

Re: Castle Lands (update 01-15: change on gameplay pg.5)

PostPosted: Sat Jan 17, 2009 9:07 am
by LED ZEPPELINER
are there any certain starting positions

Re: Castle Lands (update 01-15: change on gameplay pg.5)

PostPosted: Sat Jan 17, 2009 10:16 am
by pikkio
LED ZEPPELINER wrote:are there any certain starting positions


at this moment no, but it can be an idea.. what do you think in particular?

Re: Castle Lands (update 01-15: change on gameplay pg.5)

PostPosted: Sat Jan 17, 2009 11:03 am
by LED ZEPPELINER
I was thinking that you started on the outside, and the couryards and castle and towers and bridges were all neutral, but i don't know whether that would take a way from the gameplay, but with 8 players in 4 regions, it could probably be devided evenly