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Re: Research & Conquer (DRAFT v0.92 in P1 & P22)
Posted: Sat Jul 11, 2009 1:59 pm
by TaCktiX
WidowMakers wrote:Just want to keep this out there. Make sure the 888 will fit. You have a bunch of little spaces all over the place. It would be a shame to get all of this done to find that the 888 block borders or overlap text.
WM
Already checked, they will all 888 without overlap on any critical spaces. I'll be taking extra care to make sure all of them are like that.
Re: Research & Conquer (DRAFT v0.92 in P1 & P22)
Posted: Sat Jul 11, 2009 2:02 pm
by the.killing.44
Black text on dark red glow isn't such a great choice

Looks good though.
.44
Re: Research & Conquer (DRAFT v0.92 in P1 & P22)
Posted: Sat Jul 11, 2009 2:44 pm
by OliverFA
the.killing.44 wrote:Black text on dark red glow isn't such a great choice

Looks good though.
.44
Now that you mention it, yes. It's a bit difficult to read black on red. Maybe white on red?
And talking about reading letters, not sure if you have already tried. But the explanation text (specially the one on the bottom right) maybe would be more easy to read if it was filled with white instead of yellow. Or a read, a lighter tone of yellow.
One suggestion for the rivers: Right now it's lake a lake and three rivers that flow from/to it. What about a river that divides into two, or two rivers that join into one river? That would break simetry and make it look even better.
I really like the idea abot the colour flags. It will make a lot more easy to tell which territories are the homelands.
Also, another suggestion about signs: Maybe you could also give some colour to the flad and the star on the bottom right, and to the cart next to the minning tech.
Really nice overall. You are managing to fit everything in a so small space!
Re: Research & Conquer (DRAFT v0.92 in P1 & P22)
Posted: Sat Jul 11, 2009 4:51 pm
by RjBeals
Re: Research & Conquer (DRAFT v0.92 in P1 & P22)
Posted: Tue Aug 25, 2009 9:46 am
by thenobodies80
[
Moved]
It would appear that development of this map has stalled.If the mapmaker wants to continue with the map, then one of the Foundry Moderators will be able to help put the thread back into the Foundry system,
after an update has been made. 
Re: Research & Conquer (DRAFT v0.92 in P1 & P22)
Posted: Tue Aug 25, 2009 6:19 pm
by captainwalrus
Common, where is he commitment? We deserve a research and Conquer map.
Re: Research & Conquer (DRAFT v0.92 in P1 & P22)
Posted: Thu Aug 27, 2009 7:08 am
by 00iCon
Wow! THIS map died?

How, why? I thought it had massive potential.
Re: Research & Conquer (DRAFT v0.92 in P1 & P22)
Posted: Thu Aug 27, 2009 10:11 am
by thenobodies80
I know that TacKtiX is a bit busy in this period.
Don't worry , only a short break for this map (i hope

)
Re: Research & Conquer (DRAFT v0.92 in P1 & P22)
Posted: Mon Sep 14, 2009 7:44 pm
by SuicidalSnowman
Just posting to show that I still think this map is awesome.
Hopefully in due time the creators will be able to finish it, I would love to play it someday.
Cheers,
-Snowman
Re: Research & Conquer (DRAFT v0.92 in P1 & P22)
Posted: Mon Sep 21, 2009 10:47 pm
by AgentSmith88
Tack is having a hard time keeping up with the tourneys he's running too. He's busy and needs time, but I wouldn't count anything as dead just yet.
Re: Research & Conquer (DRAFT v0.92 in P1 & P22)
Posted: Wed Oct 07, 2009 4:34 am
by yeti_c
This map deserves to be made.
C.
Re: Research & Conquer (DRAFT v0.92 in P1 & P22)
Posted: Wed Oct 07, 2009 5:00 am
by thenobodies80
yeti_c wrote:This map deserves to be made.
C.
I talked a bit with TaCktiX during the weekend...i don't think we have to wait for too long

Re: Research & Conquer (DRAFT v0.92 in P1 & P22)
Posted: Tue Jan 05, 2010 3:17 pm
by TaCktiX
After a break of more or less foreverness, I bring you, Draft Version 1.0 of Research & Conquer. Unfortunately, just in time for me to disappear for ANOTHER two months on account of further training the Air Force. Blame bad luck.
Draft v1.0
Small with 88's
- Click image to enlarge.

Small with 888's (to prove that they will all fit)
- Click image to enlarge.

Large with no samples (to prove that this upscales beautifully)
- Click image to enlarge.

Graphical Notes:
A: The bridges are temporary. Any suggestions for style I should go after are encouraged.
B: I went for a very large number of territories. They all pass 888 test, as nothing important is obscured (names, symbols, etc.), and borders are visible (though a few of the borders on the right side of territories are harder to see). See Gameplay Notes for further on this.
C: The font on the territories I know is small, but I also know it is perfectly readable. See Gameplay Note B.
D: I intentionally left space above the right legend in case I need to expand for some more information. See Gameplay Note C.
E: SA1 looks like crap. I will likely fix the overall look of that territory in March.
Gameplay Notes:
A: We need hard numbers for researches. Keep in mind that Laboratory autodeploy is +3 and TSF autodeploy is +10. Due to space concerns, Doomsday Device will likely cap out at 99 (though this is NOT a required thing if gameplay demands otherwise).
B: I decided to go with a large number of territories and consequently, amount of Conquer in the map. Is this too much? Do I need to scale back the number of territories? I aimed for the most possible so that I can drop down to a smaller number, knowing the maximum. See Graphics Notes B and C.
C: Should neutral countries grant a bonus for holding them? If so, what? Keep in mind that there are 3-6 territories in each neutral country, so the bonus should scale for number of territories in the country (splitting the 6's into 3's is certainly possible). See Graphics Note D for where this information would go.
And with that, I bid the Foundry adieu until March. Godspeed.
Re: Research & Conquer (DRAFT v0.92 in P1 & P22)
Posted: Tue Jan 05, 2010 3:21 pm
by thenobodies80
[ Moved ] back under mapmakers request
Nobodies
Re: Research & Conquer (DRAFT v0.92 in P1 & P22)
Posted: Tue Jan 05, 2010 3:23 pm
by natty dread
Keep in mind that Laboratory autodeploy is +3 and TSF autodeploy is +10.
+10 might be too much... or you'll need to make the doomsday device start out at hundreds. Think about it... 10 turns and you'll have hundred troops there. Then it's easy to go for the doomsday device...
Re: Research & Conquer (DRAFT v0.92 in P1 & P22)
Posted: Tue Jan 05, 2010 3:32 pm
by captainwalrus
Do you have permission to keep it just a 6 player map?
Re: Research & Conquer (DRAFT v0.92 in P1 & P22)
Posted: Tue Jan 05, 2010 3:37 pm
by natty dread
Heh, I don't think there
were 8 player games when this map was started...

Re: Research & Conquer (DRAFT v0.92 in P1 & P22)
Posted: Tue Jan 05, 2010 3:55 pm
by OliverFA
TaCktiX wrote:After a break of more or less foreverness, I bring you, Draft Version 1.0 of Research & Conquer. Unfortunately, just in time for me to disappear for ANOTHER two months on account of further training the Air Force. Blame bad luck.
Thanks for the great work TaCktiX

I will continue the development process while you are away. Now that we have the territories defined, XML can be developed and gameplay discussions conducted. Have a productive time in your training!
Re: Research & Conquer (DRAFT v0.92 in P1 & P22)
Posted: Tue Jan 05, 2010 3:58 pm
by OliverFA
natty_dread wrote:Keep in mind that Laboratory autodeploy is +3 and TSF autodeploy is +10.
+10 might be too much... or you'll need to make the doomsday device start out at hundreds. Think about it... 10 turns and you'll have hundred troops there. Then it's easy to go for the doomsday device...
Thanks for the suggestion natty_dread. I think that now we can start discussing about this kind of things. About how powerful should techs be in order for the map to be balanced. I bet some numbers will change up and down during the next stages of development process.
Re: Research & Conquer (DRAFT v0.92 in P1 & P22)
Posted: Tue Jan 05, 2010 3:58 pm
by captainwalrus
natty_dread wrote:Heh, I don't think there
were 8 player games when this map was started...

but since then it has been completely restarted.
Edit: the t-o-m versions had 8.
Research & Conquer (DRAFT v1.00 in P1 & P23)
Posted: Tue Jan 05, 2010 4:04 pm
by OliverFA
captainwalrus wrote:natty_dread wrote:Heh, I don't think there
were 8 player games when this map was started...

but since then it has been completely restarted.
To answer your concerns, we had a debate about making the map only for 6 players, and finally we got the ok for keeping it only 6 players. The reasons for keeping it only 6 players are:
- The map gameplay demands a lot of territories for it to work. It will be very difficult to fit all those territories for 6 players, for 8 would be even more difficult (you can call it space requirements)
- Balancing the map for 6 players will be a hard (but not impossible) task. But this task for 8 players would be even more difficult.
- And also there is the XML. XML for 8 players could be too heavy. It will be heavy for 6 players anyway.
Who knows? Maybe with the experience of 6 players we can make it for 8...

Re: Research & Conquer (DRAFT v1.00 in P1 & P23)
Posted: Tue Jan 05, 2010 4:06 pm
by natty dread
Yeah, after this is done you could do a sequel, R&C Epic, if you will...

Re: Research & Conquer (DRAFT v1.00 in P1 & P23)
Posted: Sat Jan 09, 2010 4:13 pm
by MrBenn
This map should have been put into the Gameplay Workshop when it was resurrected... I'm moving it there now...
Re: Research & Conquer (DRAFT v1.00 in P1 & P23)
Posted: Sun Jan 10, 2010 6:41 pm
by OliverFA
MrBenn wrote:This map should have been put into the Gameplay Workshop when it was resurrected... I'm moving it there now...
Thanks MrBenn

Re: Research & Conquer (DRAFT v1.00 in P1 & P23)
Posted: Mon Jan 11, 2010 12:41 am
by whitestazn88
i like the update a lot, keep it up