Templars 4.23

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plurple
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Re: Templars 4.19

Post by plurple »

ok 4.19 is up and on beta it was just changing the connection from the ships to Outremer 1 and the name change of England?
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Re: Templars 4.19

Post by SoN!c »

Yes! Already played a bot game and flawless XML like always =D> =D>
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Re: Templars 4.19

Post by loutil »

SoN!c wrote:Yes! Already played a bot game and flawless XML like always =D> =D>
Nice collaboration :).
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Re: Templars 4.19

Post by SoN!c »

TEMPLARS 4.20:

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Popular demand wants and extra win con (hold all 4 Temples), and that the flagship should be reachable by all nobles + should be able to attack, next to the bombard function, too!

So the Flagship (6 neutral) can attack all ports (east and west), so we have an extra crossing east to west aswell.


and small:

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Re: Templars 4.20

Post by plurple »

4.20 is uploaded and live on beta site :)
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Re: Templars 4.20

Post by SoN!c »

plurple wrote:4.20 is uploaded and live on beta site :)
Templars2.3.xml
=D> =D> =D> =D>
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Re: Templars 4.20

Post by SoN!c »

4.21: reduced the terrs the flagship can attack to 4 after testing

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Re: Templars 4.20

Post by plurple »

SoN!c wrote:4.21: reduced the terrs the flagship can attack to 4 after testing

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ok this change is up on beta :)
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Re: Templars 4.21

Post by SoN!c »

XML flawless as ever =D> =D> O:)

This is for me also the final version. 400+ map changes can't be wrong

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Re: Templars 4.21

Post by iancanton »

from what i've seen of the gameplay on the beta site before the recent refresh, this map allows players a chance to use their skill to recover if behind in the early game.

despite a few graphics details which can be improved later, we're knocking on the door of live beta.

can u write a creative map description of up to fifty words for the map slideshow page?

https://www.conquerclub.com/public.php? ... pslideshow

ian. :)
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Re: Templars 4.21

Post by SoN!c »

Great ! Ofc anything you want!
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Re: Templars 4.21

Post by SoN!c »

iancanton wrote:from what i've seen of the gameplay on the beta site before the recent refresh, this map allows players a chance to use their skill to recover if behind in the early game.

despite a few graphics details which can be improved later, we're knocking on the door of live beta.

can u write a creative map description of up to fifty words for the map slideshow page?

https://www.conquerclub.com/public.php? ... pslideshow

ian. :)

"TEMPLARS tests every commander’s resolve across a dual map of East and West. It rewards smart recovery, perseverance and relentless strategy—where even early setbacks can become triumphs. Claim your honor, outthink your rivals, and earn your Grandmaster’s title in this sacred mirrored duel where skill, rather then luck, defines the victor."
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Re: Templars 4.21

Post by iancanton »

beta site map description has been updated.

ian. :)
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Templars 4.22

Post by SoN!c »

small gfx details imporved on 4.22

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Re: Templars 4.22

Post by riskllama »

*raucous cheering*
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Re: Templars 4.22

Post by SoN!c »

small size of the map here:

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Re: Templars 4.22

Post by Swimmerdude99 »

EDIT: Adding one more thing to attack paths

Now that I've spent an hour looking at the map - I'm starting to understand, and get excited to learn it. I like the color choices and the theme. I am however, concerned with the legend for the map and wanted to give some thoughts/feedback.

Some confusion/issues that may have been answered prior but I didn't see the map until recently - so wanted to chime in. Clarity of the rules could be improved upon - particularly with lots of meaning/text in small spaces - there isn't much delineation of what is a run-on sentence or separate qualities of a territory. Without these changes being considered, this map will likely be one newer players won't pick up because you can't read the map and know, you have to have played/scraped logs to actually know how attack vectors work, and when you get deploy or autodeploy. The legend doesn't currently tell you some important details.

Generally, deploy/autos are unclear from the legend. Some say "autodeploy" others say "+x" and some... since I haven't played yet, I'm not clear if they mean range of some kind or deploy, or auto-deploy.
- Region bonuses - read as "+4" "+5" etc. This is standard and makes sense.
- Sultan and Caliph - effective and clear, as it specifies "+2 autodeploy"
- "The Nobles +2" is confusing - but clearly not equivalent to region bonuses "+2" because you can tell from the map and logs, that people are getting autodeploy, not "+2" as the region area indicates. Using the same text/phrase to mean something different should be changed.
- Templar Flagship - +1 deploy, or +1 autodeploy?
- Crusader Strongholds - does it have +2 deploy, +2 autodeploy, or +2 bombard range (2 bombard range)? The text is not clear. Likely should have a comma between "+2" and "bombards (Saladin cavalry)"
- Templar Seaforts - +1 deploy, or +1 autodeploy?
- The Temples - +3 deploy, or +3 autodeploy?

Attack path
- Saladin Cavalry do not have "+2 range" - they have "+1 range" or "2 attack range". If normal attack range is 1, and they have "+2 range" I should be able to attack 3 territories away.
- Nobles do not have "+2 range" they have "2 range to land at a templar port". If they had +2 range, they would be able to go one territ beyond the port.
- Saladin Cavalry on Egypt III and Caliphate III cannot attack the Sultan and Caliph. There is no explanation as to why, or that they can only be assaulted from Egypt I and Caliphate 1. By attack rules in the legend of having extra range, it would make sense that they can hit it, but not be attacked back. Is this intentional coding?

Visuals
- To resolve the deploy dilemma above, if you are unable to spatially solve. You could add somewhere that "+x = deploy" and "(+x) = autodeploy". You could use literal parentheses or use a bolded circle outline.
- The position of some of the "craters" where the numbers sit is slightly off - is this intentional? Can it be improved?
- Port d'Acre zoom in map should have the same bolded outline symbol as the border of Outremer IV to show the two are similar. It should not have the standard port symbol, without the bolded outline.

****************
I'm super excited for this map, now that I've spent the time on it - I just think with some minor improvements it could be picked up by so many more players! Bravo! =D>
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Re: Templars 4.22

Post by SoN!c »

Swimmerdude99 wrote: Mon Feb 02, 2026 1:58 pm EDIT: Adding one more thing to attack paths

Now that I've spent an hour looking at the map - I'm starting to understand, and get excited to learn it. I like the color choices and the theme. I am however, concerned with the legend for the map and wanted to give some thoughts/feedback.

Some confusion/issues that may have been answered prior but I didn't see the map until recently - so wanted to chime in. Clarity of the rules could be improved upon - particularly with lots of meaning/text in small spaces - there isn't much delineation of what is a run-on sentence or separate qualities of a territory. Without these changes being considered, this map will likely be one newer players won't pick up because you can't read the map and know, you have to have played/scraped logs to actually know how attack vectors work, and when you get deploy or autodeploy. The legend doesn't currently tell you some important details.

Generally, deploy/autos are unclear from the legend. Some say "autodeploy" others say "+x" and some... since I haven't played yet, I'm not clear if they mean range of some kind or deploy, or auto-deploy.
- Region bonuses - read as "+4" "+5" etc. This is standard and makes sense.
- Sultan and Caliph - effective and clear, as it specifies "+2 autodeploy"
- "The Nobles +2" is confusing - but clearly not equivalent to region bonuses "+2" because you can tell from the map and logs, that people are getting autodeploy, not "+2" as the region area indicates. Using the same text/phrase to mean something different should be changed.
- Templar Flagship - +1 deploy, or +1 autodeploy?
- Crusader Strongholds - does it have +2 deploy, +2 autodeploy, or +2 bombard range (2 bombard range)? The text is not clear. Likely should have a comma between "+2" and "bombards (Saladin cavalry)"
- Templar Seaforts - +1 deploy, or +1 autodeploy?
- The Temples - +3 deploy, or +3 autodeploy?

Attack path
- Saladin Cavalry do not have "+2 range" - they have "+1 range" or "2 attack range". If normal attack range is 1, and they have "+2 range" I should be able to attack 3 territories away.
- Nobles do not have "+2 range" they have "2 range to land at a templar port". If they had +2 range, they would be able to go one territ beyond the port.
- Saladin Cavalry on Egypt III and Caliphate III cannot attack the Sultan and Caliph. There is no explanation as to why, or that they can only be assaulted from Egypt I and Caliphate 1. By attack rules in the legend of having extra range, it would make sense that they can hit it, but not be attacked back. Is this intentional coding?

Visuals
- To resolve the deploy dilemma above, if you are unable to spatially solve. You could add somewhere that "+x = deploy" and "(+x) = autodeploy". You could use literal parentheses or use a bolded circle outline.
- The position of some of the "craters" where the numbers sit is slightly off - is this intentional? Can it be improved?
- Port d'Acre zoom in map should have the same bolded outline symbol as the border of Outremer IV to show the two are similar. It should not have the standard port symbol, without the bolded outline.

****************
I'm super excited for this map, now that I've spent the time on it - I just think with some minor improvements it could be picked up by so many more players! Bravo! =D>
Well first of all i thank you!
Saladin Cavalry on Egypt III and Caliphate III cannot attack the Sultan and Caliph. There is no explanation as to why, or that they can only be assaulted from Egypt I and Caliphate 1. By attack rules in the legend of having extra range, it would make sense that they can hit it, but not be attacked back. Is this intentional coding?
Right bottom corner: autodepolys "sultan and caliph (amongst others) are to be taken from the territory they are located in" : so only the territory they are located in can attack it..

"Port d'Acre zoom in map should have the same bolded outline symbol as the border of Outremer IV to show the two are similar. It should not have the standard port symbol, without the bolded outline."
Both have a black outline (as the only 2 black square outlines) to visualise this (that port d'acre zoom in map is situated at that port symbol). In the legend there are also 3 Templar port symbolds including the unique acre black squared.

" The position of some of the "craters" where the numbers sit is slightly off - is this intentional? Can it be improved?"
I think this is about the XML troop count at the ships (the ship "craters")? ? Anything can be improved if i get what you mean and if there is enough "real estate" on the map (maximum CC regulations make it 830x800 pixels MAX which is very tiny - when i started i had a 2000x2000 pixels map in idea)

'Nobles do not have "+2 range" they have "2 range to land at a templar port". If they had +2 range, they would be able to go one territ beyond the port.'
This is true: it says so exactly in the nobles legend (left upper corner- second box from the top that says "nobles") "with +2 range to land at a templar port" (+1 more where it says "+1 range noble" at the crossing)

FIX: in the fixed legend it wil say "2 range" instead of "+2 range"

FIX: '
Templar Flagship - +1 deploy, or +1 autodeploy?"
there is not enough space for the word "autodeploy"... so "+x = deploy" and "(+x) = autodeploy" or a symbol can be made to clarify this

So i'll try to fix all your suggestions where i fully understand what you mean, just a bit unclear what you mean with "craters". Your opinion matters a lot to me.


Im also wondering if holding the overlord should trigger a bonus per region for all the terrs under the specific overlords banner (east or west). So holding west overlord would give a classic +1 for each 3 ters above 12. What is your idea about that?
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Re: Templars 4.23

Post by SoN!c »

Templars 4.23 to see if i understand swimmers comments correct:

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