Moderator: Cartographers
I kinda agree. It currently looks like a 3D version of Siege! I mean you have the whole double wall with gates and bridged moat thing.Kaplowitz wrote:I think it should look more like a castle
Cheers.gimil wrote:[adv. idea]
I see what you mean, but surely an attack line is easier to follow when it is straight? Although i can see what you are coming from especially when it comes to attack lines too and from the armies.TaCktiX wrote:One thing that bugs me about the present attack routes: some are straight, some are curved. I can understand straight paths when there's this perfectly obvious dirt trail, but I would suggest meandering pathways for anywhere else. The attack paths as they are seem to encourage the automaton view of your soldiers, since they only move in straight lines a la The Robot.
Well this was completely based off the original map marv gave me, i can make it seem more like a castle, but i really dont want to change the gameplay till marv gets back, and if i dont change the gameplay then the extra castle bits will just clutter up the map. I will have a play around and see if i can build a few more models of castle components, then when i heard from marv i can add them in or not.mibi wrote:I kinda agree. It currently looks like a 3D version of Siege! I mean you have the whole double wall with gates and bridged moat thing.Kaplowitz wrote:I think it should look more like a castle
Top Score:2403natty_dread wrote:I was wrong
I know about that, i was working on the attack to begin with because that is where most people had problems to begin with. I will work on the defender/castle next, then the legend, because a lot is probably going to change when gameplay discussion starts.gimil wrote:Ive also noticed tel that the inside of the castle is very boring. Outside you got a full on siege while there seems to be no one defending the inner castle.
Does anyone know if you can get a conditional decay? for example all your legions loose 1 army ago if you dont hold a food supply? Because i think that would be quite realistic, though this is more a matter for Marvaddin, with it being more gameplay than graphics.max is gr8 wrote:Add farms or something, the people still need to eat and the way things are going the defenders have the advantage, sort it out by giving the people on the outside houses or camps, and a trade blockade, or something like that.
The one on page 1 is a old one, but i can update the map in the first post till Marvaddin returnd.rocky mountain wrote:i can't see the image on the first page. i used to be able to but now i can't... i can see the ones on page 3
rocky mountain wrote:adjust the attack routes line in the legend. its not dotted anymore
See response to gimil.rocky mountain wrote:on the legend, the white building is too far away from the +3 each. with kind of a confusing legend it should be closer.
The laurel one was an old one, the other one was an attempt at a new attacking standard to remove the link to the romans also it gives a better colour for the army numbers to lie on so i dont have to have armies circles.rocky mountain wrote:why are there 2 different attacker standards? are there 2 armies working together to attack the castle?
The legend will be dealt with later, as for proportional, if im right it should be smaller, but i think as with the walls i think a bit of a lack of proportion is needed to improve the usability of the map.rocky mountain wrote:the oil barrel in the legend is hard to see. its also not proportioned to the real map
We will have to wait for Marvaddin to explain that, though i think it is because it can attack straight into the castle so that is the bonus of it, not extra armies.rocky mountain wrote:does the seige tower get any bonus? if not, why?
They need to be added back in, i was trying to think of a good way to show one way with my new attack routes, but so far i have not come up with anything.rocky mountain wrote:where are the attack routes to the catapults? there is a bonus for them in the legend, but no apparent way to get to them...
Not per se. But if you are creative you can do something. For example, if you make every legion an auto-bonus of -1 that is automatically offset with a bonus for holding x legions + x food supply (you'd effectively be creating "continents" for each level of legion). Or you could build it entirely into the regular deployments through creative (and careful) use of continents.Telvannia wrote:Does anyone know if you can get a conditional decay? for example all your legions loose 1 army ago if you dont hold a food supply? Because i think that would be quite realistic, though this is more a matter for Marvaddin, with it being more gameplay than graphics.max is gr8 wrote:Add farms or something, the people still need to eat and the way things are going the defenders have the advantage, sort it out by giving the people on the outside houses or camps, and a trade blockade, or something like that.
what thread are you talking about? You mean that you want to get a new code added to the xml for this map?max is gr8 wrote:Unless we could get a new code set up, see that thread in discussion and you can set that up
i had this same problem with my original idea for empire builder. Best thing you can do currently is set it up in the xml with each legion as a single territ continent, with a bonus of -1. Then you could set the over ride to be the food source, which would also have to be a continent. I would suggest doing that, with the bonus for the food source being +1 or 0seamusk wrote:Not per se. But if you are creative you can do something. For example, if you make every legion an auto-bonus of -1 that is automatically offset with a bonus for holding x legions + x food supply (you'd effectively be creating "continents" for each level of legion). Or you could build it entirely into the regular deployments through creative (and careful) use of continents.Telvannia wrote:Does anyone know if you can get a conditional decay? for example all your legions loose 1 army ago if you dont hold a food supply? Because i think that would be quite realistic, though this is more a matter for Marvaddin, with it being more gameplay than graphics.max is gr8 wrote:Add farms or something, the people still need to eat and the way things are going the defenders have the advantage, sort it out by giving the people on the outside houses or camps, and a trade blockade, or something like that.
theres an xml thread where you can suggest stuff in the foundry discussion. Its stickied and is easy to find.seamusk wrote:what thread are you talking about? You mean that you want to get a new code added to the xml for this map?max is gr8 wrote:Unless we could get a new code set up, see that thread in discussion and you can set that up
they look about 8-10 ft tall.InkL0sed wrote:Hmm. It seems there are some issues with scale. Those walls look much too small for the size of soldier you have.
It does look really impressive though.
I know they are out of scale, but if they were in scale i would have less than half the area in the side the castles for territories. Personally i think it's worth sacrificing the proportionality in favour for better gamplay.mibi wrote:they look about 8-10 ft tall.InkL0sed wrote:Hmm. It seems there are some issues with scale. Those walls look much too small for the size of soldier you have.
It does look really impressive though.
I would put up a poll but cant edit the first post, if any kind moderator reads thins then pm me and i will tell you what i would like in the poll.i dont like A1 because it is too small, but A2 is small enough to be in scale but not nearly invisible.