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Factories [Vacation]

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Postby mibi on Thu Dec 20, 2007 6:09 pm

Coleman wrote::D Spiesr understands me.


well how does that fit into the concept? A starting factory and a smaller factory is somehow good and worth +1? I could see if it were a factory and raw materials or something... but two factories doesn't quite compute.
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Postby spiesr on Thu Dec 20, 2007 8:36 pm

I think you misunderstand F and f or both factories and worth the same. I also don't think there is a size difference of the factory, just the letter.
The only difference is that:
Players start on F.
f starts neutral.
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Postby Coleman on Thu Dec 20, 2007 11:14 pm

mibi wrote:
Coleman wrote::D Spiesr understands me.


well how does that fit into the concept? A starting factory and a smaller factory is somehow good and worth +1? I could see if it were a factory and raw materials or something... but two factories doesn't quite compute.


The more factories you have the more soldiers you can make, and the more airlifts you have the more you can fly in from parent factories to add to your troops.
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Postby Coleman on Sat Dec 22, 2007 3:10 pm

Version 5 (Factories)

Changes
  • Added factories.
  • Added water. Robots don't like water, this addition took several tiles out of play.
  • Performed an image overhaul on several tiles.
Image

To Do
    Increase Tile Variety
    Repair More Roads
    Large Map
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Postby mibi on Sat Dec 22, 2007 6:39 pm

Coleman wrote:
mibi wrote:
Coleman wrote::D Spiesr understands me.


well how does that fit into the concept? A starting factory and a smaller factory is somehow good and worth +1? I could see if it were a factory and raw materials or something... but two factories doesn't quite compute.


The more factories you have the more soldiers you can make, and the more airlifts you have the more you can fly in from parent factories to add to your troops.


factories make soldiers? robot soldiers?
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Postby Coleman on Sat Dec 22, 2007 7:14 pm

mibi wrote:
Coleman wrote:
mibi wrote:
Coleman wrote::D Spiesr understands me.


well how does that fit into the concept? A starting factory and a smaller factory is somehow good and worth +1? I could see if it were a factory and raw materials or something... but two factories doesn't quite compute.


The more factories you have the more soldiers you can make, and the more airlifts you have the more you can fly in from parent factories to add to your troops.


factories make soldiers? robot soldiers?
That would be the point I've been trying to go with. I may need to wait until Information Pages are required before I can continue this? I can't very well explain the whole story on the map.
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Postby mibi on Sat Dec 22, 2007 7:43 pm

Coleman wrote:
mibi wrote:
Coleman wrote:
mibi wrote:
Coleman wrote::D Spiesr understands me.


well how does that fit into the concept? A starting factory and a smaller factory is somehow good and worth +1? I could see if it were a factory and raw materials or something... but two factories doesn't quite compute.


The more factories you have the more soldiers you can make, and the more airlifts you have the more you can fly in from parent factories to add to your troops.


factories make soldiers? robot soldiers?
That would be the point I've been trying to go with. I may need to wait until Information Pages are required before I can continue this? I can't very well explain the whole story on the map.


What is the whole story... did i miss something?
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Postby Coleman on Sat Dec 22, 2007 11:23 pm

I never posted it, I don't know, the whole sci-fi robot war stuff comes naturally to me out of factories. I don't have real life experience with an actual factory, so when I hear the word factory that's what I think of.

It's pretty much post humanity, maybe not even earth, it's just factories that make armies of robots that fight each other for control over more factories. I don't want to go in depth, if you aren't comfortable with the concept it's cool.
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Postby mibi on Sat Dec 22, 2007 11:56 pm

Coleman wrote:I never posted it, I don't know, the whole sci-fi robot war stuff comes naturally to me out of factories. I don't have real life experience with an actual factory, so when I hear the word factory that's what I think of.

It's pretty much post humanity, maybe not even earth, it's just factories that make armies of robots that fight each other for control over more factories. I don't want to go in depth, if you aren't comfortable with the concept it's cool.


Oh... well if this map is going to be a personal Rorschach test, then I will think of the factories as pre-fabricated housing facilities, and the more factories you have, the bigger economies of scale, thus the bigger bonus. Get the most pre-fabricated housing to the market before interest rates rise and you win! sounds cool.
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Postby Coleman on Sun Dec 23, 2007 12:01 am

Yeah sure, interpret my insanity how you most like. :lol:
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Postby Coleman on Sun Dec 23, 2007 1:21 am

Version 6 (Large)

Changes
  • Added Large Version
Small:
Image

Large:
Image

To Do
    Increase Tile Variety
    Repair More Roads
    Figure Out Signatures
    Better Legend Text
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Postby Night Strike on Sun Dec 23, 2007 1:26 am

Can the small map be made any larger, especially the actual playing area (I don't know anything about pixel sizes)??
Image
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Postby Coleman on Sun Dec 23, 2007 1:28 am

I'd have to shrink my legend and it wouldn't be able to grow by much as the width is pretty much already max width for a small map.

I could make it brighter, since I'm assuming you are having a visibility issue.

I operate with two monitors and on my right one it is a lot brighter then on my left monitor, so I could make it bright enough so that the current brightness I see on my image work monitor now is the same as my crappy one.
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Postby Coleman on Sun Dec 23, 2007 1:38 am

Image

Is this better? worse? or not at all solving your issue?
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Postby edbeard on Sun Dec 23, 2007 3:55 am

Sorry, but I'm concerned about triple digits on the small map...


also, I'd like to get some discussion on starting points. Each of the 6 are unique. I think I'd prefer to start at the bottom left one. Especially when you compare it to the top left. I just feel like it'll be easier to expand there. Maybe other people will disagree. I'd just like to get discussion on it at the least.

It might help for discussion purposes to show us where the starting areas are on the maps you post (or maybe there's a distinguishing feature on them that I missed). I keep having to open the previous pages.
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Postby Coleman on Sun Dec 23, 2007 11:54 am

edbeard wrote:Sorry, but I'm concerned about triple digits on the small map...
Alright...

Here's how the numbers are actually going to be, top left two example only because I don't want to write all the xml just yet (forgive the jpg compression):
Image
And here is how they end up with trip digits:
Image

*Sometimes the numbers will be bottom-left/bottom-half of the square instead of how they are in the example.

Triple digits and the color code won't be pretty, but the chances of that ever happening on this map outside of escalating are nil, and people can toggle it off to see the full numbers.

I think I'm going to have to go with the bright version, blue and green are insanely hard to see.
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Postby Coleman on Sun Dec 23, 2007 12:21 pm

edbeard wrote:also, I'd like to get some discussion on starting points. Each of the 6 are unique. I think I'd prefer to start at the bottom left one. Especially when you compare it to the top left. I just feel like it'll be easier to expand there. Maybe other people will disagree. I'd just like to get discussion on it at the least.

It might help for discussion purposes to show us where the starting areas are on the maps you post (or maybe there's a distinguishing feature on them that I missed). I keep having to open the previous pages.


Nobody is going to go through less neutrals to get an airlift or their second factory and the roads are always 1 neutral, which you can usually just rip right on through. The choices come in on which you want, on unlimited those extra armies each turn will make taking the airlift easier. Especially since you aren't getting any other bonus.
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Postby Coleman on Sun Dec 23, 2007 1:28 pm

So, after talking with gimil over msn, I'm going to redo my small map to be the same format as the large map. This will likely make it less wide and taller, but will make the squares 30x30 instead of 24x24, which will help the army numbers.
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Postby gimil on Sun Dec 23, 2007 2:05 pm

The road till you have for each airfield looks different (EL,HE) from the normal rOad tiles, i personally dont like this doesnt fit right.

Also ive the grid numbering i dont really like how you have used letters for rows and colums, id much rather you used both letters and numbers, as this will cut down ingame confusion. e.g. cant tell the difference between EG and GE.

While discussion those, could you put the grid on the top and right hand side as well? In fact you might not fit them in because you resized so nevermind. Although i would advise that you move the letter bar at teh bottom to the top.

I think the legends need to be prittier but i assume youll get it later :)

In the legends instead of +2 deploable anywhere make it "+2 bonus". Im sure people will understand that its not automatically deploeyed :)
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Postby Coleman on Sun Dec 23, 2007 3:27 pm

gimil wrote:The road till you have for each airfield looks different (EL,HE) from the normal rOad tiles, i personally dont like this doesnt fit right.

Also ive the grid numbering i dont really like how you have used letters for rows and colums, id much rather you used both letters and numbers, as this will cut down ingame confusion. e.g. cant tell the difference between EG and GE.

While discussion those, could you put the grid on the top and right hand side as well? In fact you might not fit them in because you resized so nevermind. Although i would advise that you move the letter bar at teh bottom to the top.

I think the legends need to be prittier but i assume youll get it later :)

In the legends instead of +2 deploable anywhere make it "+2 bonus". Im sure people will understand that its not automatically deploeyed :)

First, I already know there are a lot of problems with the roads. They will be corrected soon. It's on my to-do list.

Next, I think the letters and numbers is a good idea, but I'm also going to be naming it like this:

A1 Airlift
A4 Factory
G2 Road
D6 Wilderness

So even if you aren't quite sure, you should at least know what type of territory it is and that will probably help.

I probably have enough room to surround the picture (right and left) (top and bottom) with the naming bars, rather then arranging them like you said, as left and bottom works best for me, but I realize everyone is different.

I think I'd rather keep it +2 deployable anywhere, just to make it crystal clear. It might seem excessive to you, but since the only other bonus structure is auto deployed it feels right to me.

Hope that sounds good to everyone.
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Postby gimil on Sun Dec 23, 2007 3:29 pm

Coleman wrote:
gimil wrote:The road till you have for each airfield looks different (EL,HE) from the normal rOad tiles, i personally dont like this doesnt fit right.

Also ive the grid numbering i dont really like how you have used letters for rows and colums, id much rather you used both letters and numbers, as this will cut down ingame confusion. e.g. cant tell the difference between EG and GE.

While discussion those, could you put the grid on the top and right hand side as well? In fact you might not fit them in because you resized so nevermind. Although i would advise that you move the letter bar at teh bottom to the top.

I think the legends need to be prittier but i assume youll get it later :)

In the legends instead of +2 deploable anywhere make it "+2 bonus". Im sure people will understand that its not automatically deploeyed :)

First, I already know there are a lot of problems with the roads. They will be corrected soon. It's on my to-do list.

Next, I think the letters and numbers is a good idea, but I'm also going to be naming it like this:

A1 Airlift
A4 Factory
G2 Road
D6 Wilderness

So even if you aren't quite sure, you should at least know what type of territory it is and that will probably help.

I probably have enough room to surround the picture (right and left) (top and bottom) with the naming bars, rather then arranging them like you said, as left and bottom works best for me, but I realize everyone is different.

I think I'd rather keep it +2 deployable anywhere, just to make it crystal clear. It might seem excessive to you, but since the only other bonus structure is auto deployed it feels right to me.

Hope that sounds good to everyone.


fine with me :)
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Postby WidowMakers on Sun Dec 23, 2007 4:48 pm

I think all of the airlift territories should he the same (the one with the BIG H). I know they are both listed int eh legend but it is easier to look over the map when they are all similar.

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Postby gimil on Sun Dec 23, 2007 6:59 pm

WidowMakers wrote:I think all of the airlift territories should he the same (the one with the BIG H). I know they are both listed int eh legend but it is easier to look over the map when they are all similar.

WM


I think i might agree here, the airfields look good, but with army numbers etc it could be less obvious they are there, while with the heli-pad theres no sutleness about it.
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Postby Incandenza on Tue Dec 25, 2007 12:42 am

The map is cool, and it brings me back to playing robot wars on my old mac classic, but I think having no territory bonus will lead to stalemate.
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Postby Coleman on Tue Dec 25, 2007 10:06 am

I think I'm going to code my own C++ version of this map and play against myself a bunch to see what happens.

I think in no cards it could get rather ugly, but you'd be surprised how quickly the factories add up (unless it's also adjacent, no cards adjacent would be hell).
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