Alexander's Conquests
Alexander's Conquests
Alexander's Conquests
Starting Scenario (Black Is Empty)
Alexander's Conquests Mini
Starting Scenario (Black Is Empty)
Alexander's Conquests Mini
Last edited by Enokrad on Fri Jan 08, 2010 4:49 pm, edited 4 times in total.
- n00less cluebie
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thnx odes/n00l/Dustin
You're right about the coloring of the title, that will be changed in the next version.
the countries seem to play well on a 17" screen (the picture is smaller than the actual which is 1200x700)
another change (or correction) will be to take off (or reduce) the beveled part on boarders. (put it on by accident without realizing it due to transparent background).
I was trying to have a ROME II feel to it but i can't seem to get the foreground to the point i want it. any suggestions?
You're right about the coloring of the title, that will be changed in the next version.
the countries seem to play well on a 17" screen (the picture is smaller than the actual which is 1200x700)
another change (or correction) will be to take off (or reduce) the beveled part on boarders. (put it on by accident without realizing it due to transparent background).
I was trying to have a ROME II feel to it but i can't seem to get the foreground to the point i want it. any suggestions?
- crimsonhosking
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The trick is to build the entire map & boarders on a photo editor (photoshop etc)
after that export that image to an image mapper, with the magic wand tool select all the areas that will be your countries and you "create an image map from selection" (adobe Imageready is the only software i know capable of doing this, and believe me i looked)
then you just save the file in xhtml and go in it with notepad and extract the vector image coordinates one by one and place them in your luxb file.
if you need more help with anything you can always pm me
after that export that image to an image mapper, with the magic wand tool select all the areas that will be your countries and you "create an image map from selection" (adobe Imageready is the only software i know capable of doing this, and believe me i looked)
then you just save the file in xhtml and go in it with notepad and extract the vector image coordinates one by one and place them in your luxb file.
if you need more help with anything you can always pm me
- crimsonhosking
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Ahh, no way!Enokrad wrote:The trick is to build the entire map & boarders on a photo editor (photoshop etc)
after that export that image to an image mapper, with the magic wand tool select all the areas that will be your countries and you "create an image map from selection" (adobe Imageready is the only software i know capable of doing this, and believe me i looked)
then you just save the file in xhtml and go in it with notepad and extract the vector image coordinates one by one and place them in your luxb file.
if you need more help with anything you can always pm me
I did my stuff up in PS and then traced the countries out over that image as best I could... LOL this could have save a lot of hassle! I shall give it a try and let you know how it works, otherwise PM's be a comin.
Thank you so much!
Great map Eno! I just got done testing it. I think Rome II players might really enjoy this one as well.
Some comments/suggestions:
The impassable areas (ie. Crete, Athens, Western Greece, and Istanbul) get a little lost because the color almost looks like a player color. I found myself trying to attack them on several instances. And in the case of the Istanbul area, when I realized that wasn't an open country I thought it was a dead end, I didn't realize it connected to "Free Uzéc." I'd suggest making those areas stand out a little more as impassable. Maybe try making their texture more contrasty or give them an entirely different look than the standard foreground of the rest of the countries. I think you also need a connection line from Eléc to Free Uzéc.
I found the map to be easier to win starting from the left side. I think this is because there are smaller, more powerful, more numerous continents to gain a foothold, as well as more choke points. The right side really only has 1 viable starting position, Persepolis. But because it is so isolated and has so much ground to conquer before it can gain any extra income it makes it weaker. Some possible solutions to this would be to, increase the value of the right side continents, and/or add more "cities" in Persia that can provide extra income.
Since you posted this thread I decided to respond in here instead of the standard mapLAB reply.
MB
Some comments/suggestions:
The impassable areas (ie. Crete, Athens, Western Greece, and Istanbul) get a little lost because the color almost looks like a player color. I found myself trying to attack them on several instances. And in the case of the Istanbul area, when I realized that wasn't an open country I thought it was a dead end, I didn't realize it connected to "Free Uzéc." I'd suggest making those areas stand out a little more as impassable. Maybe try making their texture more contrasty or give them an entirely different look than the standard foreground of the rest of the countries. I think you also need a connection line from Eléc to Free Uzéc.
I found the map to be easier to win starting from the left side. I think this is because there are smaller, more powerful, more numerous continents to gain a foothold, as well as more choke points. The right side really only has 1 viable starting position, Persepolis. But because it is so isolated and has so much ground to conquer before it can gain any extra income it makes it weaker. Some possible solutions to this would be to, increase the value of the right side continents, and/or add more "cities" in Persia that can provide extra income.
Since you posted this thread I decided to respond in here instead of the standard mapLAB reply.
MB
yeah, should have one pretty soon.
Only other change before final version would be, on the starting scenario, increasing Athens initial armies from 2 to 4 or 5.
I've noticed that bots some times go for it going through Athens and invade Egypt or Macedonia on round 1. most times they fail but there have been a few occasions that they succeeded.
I want to balance it so on round 1 nobody can invade another persons army regardless how lucky the dice are.
Only other change before final version would be, on the starting scenario, increasing Athens initial armies from 2 to 4 or 5.
I've noticed that bots some times go for it going through Athens and invade Egypt or Macedonia on round 1. most times they fail but there have been a few occasions that they succeeded.
I want to balance it so on round 1 nobody can invade another persons army regardless how lucky the dice are.
- n00less cluebie
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Babylon was a typo (will be fixed in the next version)n00less cluebie wrote:Notes:
Babtlon meant to be "Babylon"?
Judaia also spelled "Judea"
and at this period wouldn't Jerusalem have still been the city of more note rather than Gaza in Judea?
Judaia was taken off an old map of Alexanders conquests that had the spelling i used for most countries. (i will also rename it to reflect current day spelling)
According to http://ancientegypt.wikia.com/wiki/Alexander_the_Great
also wikipedia has a page for the Siege of GazaProceeding down the Mediterranean coast, he took Tyre and Gaza after famous sieges. Alexander passed through Judea near Jerusalem but probably did not visit the city.
With the fall of the Persian empire as well as the cities of Gaza and Tyre, Jerusalem submitted to Alexander without a fight.
- n00less cluebie
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well, true, but Gaza was a smaller city than Jerusalem, but hey if you're going for Conquest, I guess that makes sense
Also, I wonder if you had considered adding the Eastern fringe of Alexander's conquests in Western India.
Overall, it's a nice map, though it seems to play a bit marathonny, much like my Octagons, and MesoAmerica did; though whether that's the fault of the MOTW crew is open for debate.
Also, I wonder if you had considered adding the Eastern fringe of Alexander's conquests in Western India.
Overall, it's a nice map, though it seems to play a bit marathonny, much like my Octagons, and MesoAmerica did; though whether that's the fault of the MOTW crew is open for debate.
i had but it required me to shrink the map more, which ended up making area such as Greece to small to gameplay. The east side is already shrinked (as opposed to the west which was left in its original aspect ratio) as far as i could go without making the map look too distorted.n00less cluebie wrote:Also, I wonder if you had considered adding the Eastern fringe of Alexander's conquests in Western India.
you call that marathony?n00less cluebie wrote:Overall, it's a nice map, though it seems to play a bit marathonny, much like my Octagons, and MesoAmerica did; though whether that's the fault of the MOTW crew is open for debate.
it took Alexander the Great 13 years to conquer
- nimrod7
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Depends on the settings. Crawford hosted 5,10,15 card progression and 20% cont. increase and the games moved right along.n00less cluebie wrote:Overall, it's a nice map, though it seems to play a bit marathonny, much like my Octagons, and MesoAmerica did; though whether that's the fault of the MOTW crew is open for debate.
Just came out with the mini version
Having the chance to redo the map with new boarders, i found the reason the larger version kept crashing during the motw run.
Using 100 % polygon detail for the countries would eventually create way more vector coordinates than needed and would bloat the map.luxb file.
The original alexander's .luxb file surpassed in size even that of Dark Ages
142 KB might not seem much these days, but apparently are capable of bring online lux gameplay to its knees.
This new map was done at 99% quality and resulted in a filesize of just 18 KB
that is 8 times smaller. 8 times less vectors for lux to calculate.
all that because of a single 1% in quality difference (i blame ImageReady).
still, at 99% quality means that any map created with sharp or rounded angles still requires you to go to the Lux map editor and shift A LOT of pointers to their right position. at 100% no manual editing was required at all
It adds another hour of doing it by hand by avoids creating a bloated luxb file and in the end less crashes online
/me apologizes for all the crashed games people had to suffer because of his negligence
Having the chance to redo the map with new boarders, i found the reason the larger version kept crashing during the motw run.
Using 100 % polygon detail for the countries would eventually create way more vector coordinates than needed and would bloat the map.luxb file.
The original alexander's .luxb file surpassed in size even that of Dark Ages
142 KB might not seem much these days, but apparently are capable of bring online lux gameplay to its knees.
This new map was done at 99% quality and resulted in a filesize of just 18 KB
that is 8 times smaller. 8 times less vectors for lux to calculate.
all that because of a single 1% in quality difference (i blame ImageReady).
still, at 99% quality means that any map created with sharp or rounded angles still requires you to go to the Lux map editor and shift A LOT of pointers to their right position. at 100% no manual editing was required at all
It adds another hour of doing it by hand by avoids creating a bloated luxb file and in the end less crashes online
/me apologizes for all the crashed games people had to suffer because of his negligence
- blackj3sus
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- blackj3sus
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It's out V 1.0 in beta waiting approval
for ways to access beta visit here
http://sillysoft.net/forums/viewtopic.php?t=10559
for ways to access beta visit here
http://sillysoft.net/forums/viewtopic.php?t=10559
Version 2 Change Log
-------------------------
Re-Drew the whole map from scratch.
Old version was done using Image Ready which added 10 times more
vector points than needed and was causing crashes during its MOTW run.
New file size is 5 times smaller.
Changed Bonus name Greek City States - > Hellenic City States
Changed Bonus of Hellenic City States from 2 - > 3
Changed Bonus of Egypt from 2 - > 3
Changed Bonus of Armenia from 2 - > 3
Changed Bonus of Persia from 6 - > 7
Changed Bonus of Parthia from 1 - > 2
Changed Bonus of Mesopotamia from 4 - > 5
Made some small changes to the starting scenario
Changed some minor aesthetic things on the theme.
Changed spelling of Judaia to the more commonly used Judea
Corrected typo for the Babylon territory
-------------------------
Re-Drew the whole map from scratch.
Old version was done using Image Ready which added 10 times more
vector points than needed and was causing crashes during its MOTW run.
New file size is 5 times smaller.
Changed Bonus name Greek City States - > Hellenic City States
Changed Bonus of Hellenic City States from 2 - > 3
Changed Bonus of Egypt from 2 - > 3
Changed Bonus of Armenia from 2 - > 3
Changed Bonus of Persia from 6 - > 7
Changed Bonus of Parthia from 1 - > 2
Changed Bonus of Mesopotamia from 4 - > 5
Made some small changes to the starting scenario
Changed some minor aesthetic things on the theme.
Changed spelling of Judaia to the more commonly used Judea
Corrected typo for the Babylon territory
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