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Re: Templars 4.25

Posted: Fri Feb 06, 2026 10:59 am
by plurple
map graphics have been updated to 4.25 on live :D

Re: Templars 4.25

Posted: Fri Feb 06, 2026 4:57 pm
by Swimmerdude99
Looks Excellent. I also love the Sultan & Caliph area, that feels incredibly clean now.

Templars 4.26

Posted: Sat Feb 07, 2026 4:23 am
by SoN!c
Swimmerdude99 wrote: Fri Feb 06, 2026 4:57 pm Looks Excellent. I also love the Sultan & Caliph area, that feels incredibly clean now.
This is how it looks with the upper side in the same font and without the '+2' and "+1" in the text (no double legend) which was your last remark:

4.26:

Image

also shifted the "crater" at Syria 2 (and the border) a bit to the left to match the xml position better.

Thx for the good feedback!

Re: Templars 4.26

Posted: Sat Feb 07, 2026 2:42 pm
by Swimmerdude99
I think this looks excellent!

Re: Templars 4.26

Posted: Mon Feb 09, 2026 2:15 pm
by Swimmerdude99
One more quality of life improvement - I think Outremer territs should be darker/black text. The grey is very hard to read.

Re: Templars 4.27

Posted: Mon Feb 09, 2026 6:24 pm
by SoN!c
Swimmerdude99 wrote: Mon Feb 09, 2026 2:15 pm One more quality of life improvement - I think Outremer territs should be darker/black text. The grey is very hard to read.
Like this (4.27)?:

Image

Re: Templars 4.26

Posted: Mon Feb 09, 2026 8:04 pm
by Swimmerdude99
Much better, imo.

Templars 4.27

Posted: Wed Feb 11, 2026 7:31 am
by SoN!c
Big and small 4.27:

Image


Image

Re: Templars 4.26

Posted: Wed Feb 11, 2026 1:24 pm
by plurple
4.27 Graphics is live :D

Re: Templars 4.26

Posted: Thu Feb 12, 2026 9:47 pm
by Swimmerdude99
Had two more ideas - even on the large graphics its hard to read the noble names. So I'm trying to think of a way to make that more clear.

The numbers on the nobles have no significance, but the circle outlining them represents a connection to the ships they can hit. - outlined circles on the ships in the west, and outlined circles on the nobles. Same for the east side - solid circles around the numbers.

However, the numbers have no significance on the nobles (the numbers have significance on the ships, because they don't have some other name). Noble "De Troyes" isn't "number 1 noble" and can't only hit the West Ship 1.

The text that defines the noble as "De Troyes", etc. Is hard to read. Is there anther way to connect the ships and nobles - visually - instead of the circles and numbers?
Secondly, could this help make room for the noble names? Should the noble names be overlayed over their coat of arms in a banner instead of above them? The coat of arms also have no relation to gameplay or map features.

Templars 4.28

Posted: Sat Feb 14, 2026 7:35 am
by SoN!c
Swimmerdude99 wrote: Thu Feb 12, 2026 9:47 pm Had two more ideas - even on the large graphics its hard to read the noble names. So I'm trying to think of a way to make that more clear.

The numbers on the nobles have no significance, but the circle outlining them represents a connection to the ships they can hit. - outlined circles on the ships in the west, and outlined circles on the nobles. Same for the east side - solid circles around the numbers.

However, the numbers have no significance on the nobles (the numbers have significance on the ships, because they don't have some other name). Noble "De Troyes" isn't "number 1 noble" and can't only hit the West Ship 1.

The text that defines the noble as "De Troyes", etc. Is hard to read. Is there anther way to connect the ships and nobles - visually - instead of the circles and numbers?
Secondly, could this help make room for the noble names? Should the noble names be overlayed over their coat of arms in a banner instead of above them? The coat of arms also have no relation to gameplay or map features.

This would be Templars 4.28:

Image

Changes made to legend font in right bottom corner for better visability, names of the nobles larger and a "halo ring" in blue-ish (east) and red-ish (west) with matching ring around the nobles and a golden one for the flagship.
Visual its hinting that the ships connect to the nobles this way which was your suggestion i believe
Matching icon in the left upper legend next to the word flagship

Re: Templars 4.28

Posted: Sat Feb 14, 2026 7:40 am
by SoN!c
and small:

Image

in the bottom right legend the ship icons (of the ships at the crossing point "5 1") are put in too

Re: Templars 4.28

Posted: Sat Feb 14, 2026 8:54 am
by plurple
why are the east side noble names larger but west still small?

Re: Templars 4.28

Posted: Sat Feb 14, 2026 9:11 am
by SoN!c
Max font...because larger names but i can do it same size for 4 of the 6:

4.29

Image

Re: Templars 4.28

Posted: Sat Feb 14, 2026 1:53 pm
by Swimmerdude99
I like the rings you did around nobles and ship spots. I think you could remove the numbers 1-6 on the nobles entirely now.

Re: Templars 4.28

Posted: Sat Feb 14, 2026 7:43 pm
by TrafalgarLaw01
Agree, the numbers on nobles are not needed.

I'm trying the map right now. So far I'm enjoying it, it seems there are just 2 palces to start and the Cyrpus Churh almost never if at all come into play, but so far fun map

Templars 4.30

Posted: Sun Feb 15, 2026 6:16 am
by SoN!c
TEMPLARS 4.30 without the nobles "numbering":

Image


and small:

Image

Re: Templars 4.30

Posted: Mon Feb 16, 2026 4:00 pm
by plurple
updated to 4.30 :D

Re: Templars 4.30

Posted: Wed Feb 18, 2026 4:30 pm
by SoN!c
4.31 coming soon (new GFX position on the ships) and renaming the nobles as "knights" (as the "knights templar" makes more sense).

If anybody has anymore suggestions the time is now..

Re: Templars 4.30

Posted: Wed Feb 18, 2026 5:50 pm
by TrafalgarLaw01
I don't know if this was disscussed or implemented, but maybe connecting Persia 3 to East Ship 4 could bring more chances of going into cyprus

Re: Templars 4.30

Posted: Thu Feb 19, 2026 12:42 am
by riskllama
congrats, sonic....*polite clapping*

Re: Templars 4.30

Posted: Thu Feb 19, 2026 5:09 am
by SoN!c
TrafalgarLaw01 wrote: Wed Feb 18, 2026 5:50 pm I don't know if this was disscussed or implemented, but maybe connecting Persia 3 to East Ship 4 could bring more chances of going into cyprus
There was a connection between Persia 3 and East ship 4 in older versions but removed for following reasons:

The ships are "Templar ships" so no harbour or connection is situated in the caliphate, egypt, syria and seljuk persia as these are historically no regions where the templars had commanderies / strongholds..

It would also make persia even harder to hold.

Cyprus can be taken if you gather a big enough force. Taking the seafort gives a +1 to set up a "beachhead". The seafort can't be attacked directly from the nobles either.

Also: In older versions Cyprus 2 was not always neutral but this could give a disadvantage on drop. Hence it's always neutral now..

But a good idea to make Cyprus more interesting to attack early on (like it once was). There was also once a "pirate ship" that could attack it.. (a "pirate ship" as the opponent to the flagship). Perhaps that pirate ship needs to come back

Re: Templars 4.30

Posted: Thu Feb 19, 2026 9:37 am
by TrafalgarLaw01
SoN!c wrote: Thu Feb 19, 2026 5:09 am
TrafalgarLaw01 wrote: Wed Feb 18, 2026 5:50 pm I don't know if this was disscussed or implemented, but maybe connecting Persia 3 to East Ship 4 could bring more chances of going into cyprus
There was a connection between Persia 3 and East ship 4 in older versions but removed for following reasons:

The ships are "Templar ships" so no harbour or connection is situated in the caliphate, egypt, syria and seljuk persia as these are historically no regions where the templars had commanderies / strongholds..

It would also make persia even harder to hold.

Cyprus can be taken if you gather a big enough force. Taking the seafort gives a +1 to set up a "beachhead". The seafort can't be attacked directly from the nobles either.

Also: In older versions Cyprus 2 was not always neutral but this could give a disadvantage on drop. Hence it's always neutral now..

But a good idea to make Cyprus more interesting to attack early on (like it once was). There was also once a "pirate ship" that could attack it.. (a "pirate ship" as the opponent to the flagship). Perhaps that pirate ship needs to come back
I see,

With just 1 tert besides the church and the castle Cyprus must always start neutral, yeah.
I don't know about the pirate ship how it worked.
Just on my experience. not much so far (5 games), I've seen the other 3 temples being taken, but never cyprus.

Re: Templars 4.31

Posted: Thu Feb 19, 2026 12:55 pm
by SoN!c
okay so this is Templars 4.31:



It makes more sense to rename the nobles into knights (as the templars are best known as the knights templar)

Added a medieval templar knight helmet to the knights/nobles starting position to make it extra clear (same with overlords):

Image

shifted east ship 3 and others a bit more to its center xml position

small:

Image

Re: Templars 4.31

Posted: Fri Feb 20, 2026 10:11 am
by plurple
new version is live once more.