Moderator: Cartographers
nolefan5311 wrote:My first impressions are that the slave entrances autodeploying at +1, and the region bonus not kicking in until 15, is going to make for some very, very long games.
A couple suggestions:
- 1 troop for every 5 with a minimum deploy of 5 OR 1 troop for every 4 regions
- Increase the autodeploys on the slave entrances to at least 3
Those are just my initial impressions from a 1v1 game...koontz and I are in Round 8, and we both have less than 15 regions and less than 25 armies.
puppydog85 wrote:nolefan5311 wrote:My first impressions are that the slave entrances autodeploying at +1, and the region bonus not kicking in until 15, is going to make for some very, very long games.
A couple suggestions:
- 1 troop for every 5 with a minimum deploy of 5 OR 1 troop for every 4 regions
- Increase the autodeploys on the slave entrances to at least 3
Those are just my initial impressions from a 1v1 game...koontz and I are in Round 8, and we both have less than 15 regions and less than 25 armies.
Don't touch it! 1v1 is working great for me.
I like the low deploy because it give plenty of time for maneuver and strategy. You can do your own thing for a little bit without having to worry about an attack coming at you. A large initial deploy and there will be too many 2nd round strikes at people (imho)
Maybe an auto of 2 but I like the +1 and don't see reason to make the deploy massive. I don't really see much reason to move at all though ^^^ see above.
As for it taking too long? Try Hive and Conquer Man. It is just something you have to deal with.
puppydog85 wrote:I don't mean elimination. I mean turning the map into a boring variation of Antarctica with sieges occurring outside the bases. What I refer to is a 2nd round strike into the bonus area. And no offense Gil, but I don't think you have even finished game on the map and I have 7 in the bag.
Which brings me to my first criticism. It would be nice to code the starts in 1v1 so that you both hold an even number of corners (each having a 2 neutrals to cut through to get the cups) I don't mind if it's each having 2 corners and one middle or visa versa.
jcarter1 wrote:it looks like L9 is not actually bombarding L12 even though the colors seem to suggest it
http://www.conquerclub.com/game.php?game=12523533
nolefan5311 wrote:Ok, here's the correct XML:
Changes:
- Increased the autodeploy on the slave entrances from 1 to 2
- Changed the deploy from 1 army for every 5 regions to 1 army for every 4 regions
- Added the bombardment from L9 to L12.
http://www.fileden.com/files/2012/5/13/ ... yrinth.xml
puppydog85 wrote:Um, should it not be L8 to L12?
ManBungalow wrote:koontz, the font you've used in the legend looks sort of iffy and I can't quite put my finger on why.
Have you used auto-hinter and anti-aliasing ?
Maybe you could change it from black to a really dark colour? (I don't think pure black ever looks good on a map)
Mess with the layer mode?
Consider adding a really low-opacity glow around the characters?
ManBungalow wrote:ManBungalow wrote:koontz, the font you've used in the legend looks sort of iffy and I can't quite put my finger on why.
Have you used auto-hinter and anti-aliasing ?
Maybe you could change it from black to a really dark colour? (I don't think pure black ever looks good on a map)
Mess with the layer mode?
Consider adding a really low-opacity glow around the characters?
Just reposting to make sure you got this from the previous page.
As a bonus, I've underlined the part which I feel would make the most difference.
Have you used auto-hinter and anti-aliasing ?
Maybe you could change it from black to a really dark colour?
Consider adding a really low-opacity glow around the characters?
koontz1973 wrote:New files for upload. These go with noles last xml update here.
http://img199.imageshack.us/img199/9784/finallab.png
http://img202.imageshack.us/img202/2004 ... hsmall.png
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