Poll

Bridges, bridges bridges, which one will be the hardest to conquer?

Unnamed Bridge 1
2 (13.3%)
Khudan Bridge
2 (13.3%)
Prezzar Bridge
2 (13.3%)
Haringoth Bridge
2 (13.3%)
Curaw Bridge
7 (46.7%)

Total Members Voted: 15

Author Topic: Community Map Project - Bridges, bridges and more bridges  (Read 8953 times)

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Offline Peasant_Woman

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Re: Community Map Project - Strategus Fixin'
« Reply #75 on: October 16, 2012, 11:29:27 am »
0
Looking good Warcat!  :)

I'll try and scene Ismirala bridge. Got a little free time finally.
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Offline Moncho

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Re: Community Map Project - Strategus Fixin'
« Reply #76 on: October 16, 2012, 11:36:20 am »
0
A question about bridges and spawn points:
Are they done so that the attacker and defender are always in the same place, or so that whichever side you are on has a corresponding side in the map?
I think it would be cool to have two maps, so that one side is always the same one (say in the last one posted, the ruined castle is on Swadian land, then the party closer to that side of the river would use it). It would allow for more strategic play in these places, making a side naturally better to defend than the other.

Offline DaveUKR

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Re: Community Map Project - Strategus Fixin'
« Reply #77 on: October 16, 2012, 11:47:09 am »
-2
A question about bridges and spawn points:
Are they done so that the attacker and defender are always in the same place, or so that whichever side you are on has a corresponding side in the map?
I think it would be cool to have two maps, so that one side is always the same one (say in the last one posted, the ruined castle is on Swadian land, then the party closer to that side of the river would use it). It would allow for more strategic play in these places, making a side naturally better to defend than the other.

true that, it would be better. Also, very easy to implement, just swap spawn points.

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Offline Jacko

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Re: Community Map Project - Strategus Fixin'
« Reply #78 on: October 16, 2012, 01:18:10 pm »
+2
As it works now, the scenes are meant to favour one side, the defenders. Switching sides on the spawns would negate this (and make no sense. As a defender you'd chose the better side regardless).
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Offline Chagan_Arslan

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Re: Community Map Project - Strategus Fixin'
« Reply #79 on: October 19, 2012, 07:36:14 pm »
-1
Jacko would it be possible to have some hand made open field maps ? Like when your fighting on a plains or steppe it should be pretty much flat ground, when you are in forest you get proper forest map, when your in hills you fight on big hills or mountain. M&B map generator fucks them up a lot usually, and we cant even have open field desert map as its always some grassy mountain over there ;/


Offline Moncho

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Re: Community Map Project - Strategus Fixin'
« Reply #80 on: October 19, 2012, 08:10:16 pm »
0
As it works now, the scenes are meant to favour one side, the defenders. Switching sides on the spawns would negate this (and make no sense. As a defender you'd chose the better side regardless).
While that is true, the better side might be on the other side of the river, in which case you would lose the bridge advantage if you take it, and would make it into a non-bridge battle.

Offline Jacko

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Re: Community Map Project - Strategus Fixin'
« Reply #81 on: October 19, 2012, 11:16:31 pm »
+1
Jacko would it be possible to have some hand made open field maps ? Like when your fighting on a plains or steppe it should be pretty much flat ground, when you are in forest you get proper forest map, when your in hills you fight on big hills or mountain. M&B map generator fucks them up a lot usually, and we cant even have open field desert map as its always some grassy mountain over there ;/

Well, as it is now, proper terrain generating is planned, so "in the future", we'll have what you are suggesting with the help of less randomized terrains.. (black CMP magic!). I've been lobbying this for a good while myself, but sadly everyone's pretty busy at the moment (hell, even I am!).

You are however free to make an UBL (unique battle location) scene, but they will only be on one spot on the map. How these will work is yet to be decided. More info in the OP (see the spreadsheet under Practical).

While that is true, the better side might be on the other side of the river, in which case you would lose the bridge advantage if you take it, and would make it into a non-bridge battle.

Hmm? There is nothing stopping the defenders from just walking over to that side. Called active defense, I'm sure even Calradians used it. Attackers need to push defenders away, thus defenders choose the most favorable engagement. So whatever happens, the defender always has the [better] bridge advantage. Or am I missing something? Please elaborate.
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Offline Chagan_Arslan

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Re: Community Map Project - Strategus Fixin'
« Reply #82 on: October 20, 2012, 05:46:49 pm »
-1
yeah Jacko in the future ;] but wouldnt be a good temporary solution till they get it done ? if they can put unique battle scene in some places on map it should be easy enough to bind some open field maps to terrain at which battle takes place

and maps like this would be very quick to make

Offline Warcat

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Re: Community Map Project - Strategus Fixin'
« Reply #83 on: October 20, 2012, 06:06:10 pm »
0
One map would be quick to make, still not a quick process to make all of them. Anyway, I'll be working on the Bridge by Curaw sometime this week.
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Offline Jacko

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Re: Community Map Project - Strategus Fixin'
« Reply #84 on: October 20, 2012, 07:36:25 pm »
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yeah Jacko in the future ;] but wouldnt be a good temporary solution till they get it done ? if they can put unique battle scene in some places on map it should be easy enough to bind some open field maps to terrain at which battle takes place

and maps like this would be very quick to make

I've already written about that in the spreadsheet Chagan (your solution was my initial thought as well), but I got told by the man to spend our time more wisely.
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Offline Jarlek

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Re: Community Map Project - Strategus Fixin'
« Reply #85 on: October 29, 2012, 10:19:32 pm »
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I've already written about that in the spreadsheet Chagan (your solution was my initial thought as well), but I got told by the man to spend our time more wisely.
What about this:
I could use the random terrain code to get as many randomly generated, yet not weird, maps you want. Doesn't need to edit anything. Wont take much time as all we would be doing is generating terrain, check that it's not fucked up, copy terrain board then start over again.
« Last Edit: October 29, 2012, 10:40:42 pm by Jacko »
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Re: Community Map Project - Strategus Fixin'
« Reply #86 on: October 29, 2012, 10:43:19 pm »
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What about this:
I could use the random terrain code to get as many randomly generated, yet not weird, maps you want. Doesn't need to edit anything. Wont take much time as all we would be doing is generating terrain, check that it's not fucked up, copy terrain board then start over again.

I'll see what I can do after the patch craze, but don't count on it.

(I accidentally hit modify with your post instead of replying, if you're wondering why the  Edit)
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Offline Jarlek

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Re: Community Map Project - Strategus Fixin'
« Reply #87 on: October 30, 2012, 12:46:09 am »
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I'll see what I can do after the patch craze, but don't count on it.

(I accidentally hit modify with your post instead of replying, if you're wondering why the  Edit)
I could do it myself. Just tell me how many you need of each:

Mountainous with trees.
Mountainous without trees.
Mountainous with snow.
Mountainous with snow and trees.

Flattish plain with trees.
Flattish plain without trees.
Flattish snow-covered plain with trees.
Flattish snow covered plain without trees.

Flattish steppe with trees.
Flattish steppe without trees.

Desert maps flattish.
Desert maps hilly (sand dunes).

Hilly grass maps with trees.
Hilly grass maps without trees.
Hilly snow maps with trees
Hilly snow maps without trees.

Also: do you want rivers in any of them?
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Re: Community Map Project - Strategus Fixin'
« Reply #88 on: October 30, 2012, 01:37:55 pm »
+1
"I will see what I can do", as in I will see if it's possible.

Otherwise there are instructions in the spreadsheet.
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Offline Jarlek

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Re: Community Map Project - Strategus Fixin'
« Reply #89 on: October 30, 2012, 02:37:35 pm »
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Hehe, sorry man.

One thing that could mess it up:

If there's no manually placed entry points, are they all scattered by default? That would fuck my idea up, or at least make it more time consuming.
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