So how does this work, do I stamp a revamp?

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oaktown wrote:alright, works for me.
So how does this work, do I stamp a revamp?
natty_dread wrote:I was wrong
grunion wrote:Don't know if I am too late with this comment or not but I think the biggest problem with the map as-is is unclarity regarding kingdoms. More than once I have wiped out an attack force by mistakenly attacking the 10 neutrals in Barbarians 6 when I meant to go after the 1 in Ministello 6 (and several other players tell me they have done the same).
The revamp does indeed help with some clarity issues, and I do like the overall feel of the map, but perhaps we can fix this issue?
natty_dread wrote:I was wrong
gimil wrote:grunion wrote:Don't know if I am too late with this comment or not but I think the biggest problem with the map as-is is unclarity regarding kingdoms. More than once I have wiped out an attack force by mistakenly attacking the 10 neutrals in Barbarians 6 when I meant to go after the 1 in Ministello 6 (and several other players tell me they have done the same).
The revamp does indeed help with some clarity issues, and I do like the overall feel of the map, but perhaps we can fix this issue?
What do you suggest?
gimil wrote:grunion wrote:Don't know if I am too late with this comment or not but I think the biggest problem with the map as-is is unclarity regarding kingdoms. More than once I have wiped out an attack force by mistakenly attacking the 10 neutrals in Barbarians 6 when I meant to go after the 1 in Ministello 6 (and several other players tell me they have done the same).
The revamp does indeed help with some clarity issues, and I do like the overall feel of the map, but perhaps we can fix this issue?
What do you suggest?
wicked wrote:Start the numbering of LM on the right on the map?
natty_dread wrote:I was wrong
wicked wrote:I know we've changed names of countries before while maps were in play. Did it cause issues then? I think switching will solve the mis-attack problems in the long run. Looking at it, I don't see any of the same numbers that would border each other if switched.
Oh, and this thread was hard to find when I tried to navigate back to it.... should it be in final forge?
edit... oh I see what you're saying.... not knowing how those things work, I'll leave it up to you guys to figure out the logistics!
natty_dread wrote:I was wrong
wicked wrote:uhh, me saying "I'll let you guys figure it out" would be pushing it aside.I only have time to come up with the ideas, not the boring details of implementation.
natty_dread wrote:I was wrong
phantomzero wrote:This is my favorite map Gimil, and I love the new look.
One other thing that might make it look a little better would be to have all of the territory #'s in the top right of each territory. Some of them are bunched up, mainly in the Northern Plains.
Keep up the good work!
natty_dread wrote:I was wrong
gimil wrote:wicked wrote:Start the numbering of LM on the right on the map?
Thats a good idea, but it may have an extreme effect when the map change over happens putting armys to the other side of the lake?
cicero wrote:I appreciate that the legend - including the line I'm referring to here - has already been revised in the revamp.
However, if it's not too late, I think that:
"Two kingdom territories gives a bonus of +1"
would be better as:
"Each two kingdom territories give a bonus of +1"
(adding the word 'Each' at the start and losing the 's' from 'gives')
natty_dread wrote:I was wrong
laci_mae wrote:Gimil,
Would you please consider extending the left side of the wall around Realm of Might? I would like to see it go past where Might 1 and 2 meet Fol 3 and 4 all meet. It's slightly confusing as to which of these 4 territories can attack each other. I'm pretty sure you intend for only Fol 3 and Might 1 to attack (and of course they can attack their other borders).
Best,
Laci
natty_dread wrote:I was wrong
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