Ancient Empires: 222 BC
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My suggestion, just do it with convoy (sea territory) ownership, that I wrote down for you. Just change the names, for each case. Be sure to have original owner Neutral in the territory attachment for the sea zone, then, in the initialize, give current ownership (at start game) depending on what makes sense the most.
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@Cernel So I can set my "peace" relationship to allow passing through canals like this <option name='canMoveThroughCanals' value='true'/> ?
Then I think all is fine and I'll do it that way.
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@Name How is the project progressing?
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@Name You are a natural.:face_blowing_a_kiss:
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@Name I strongly suggest avoiding any cases of crossed borders, like Jasi, Iapodes F/mines, Andizetes, Mazaei H. Most times you are presented with such element, you have the doubt whether you are seeing a very small border or no border. In this case, one might wonder if there is a very small border connecting Japodes F/mines with Andizetes.
My suggestion, never having crossed borders except maybe if two of them are sea-to land. That is becoming even more confusing to read in the moment any borders are rivers, or anyways not single pixels, or such (and, regardless, they tend to become confusing once you do relief tiles, typically).
Especially to give more possibilities when it comes to details drawing, I also suggest avoiding small borders (as they might, then, look like crossed borders, with some relief on it).
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@Cernel I've been told of this already, I just failed to notice in this case, thanks for pointing it out.
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@Name Looks incredible!!! I guess I should start preparing for a relief "How To..."

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@Hepps Everything but borders is in other layer(s), at least for now until I deside for sure. Or do you mean extra details, ideas etc?
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Wip Dacia and neighbourhood, center-north part of the map:

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@Name said in Ancient Empires: 222 BC:
@Hepps Everything but borders is in other layer(s), at least for now until I deside for sure. Or do you mean extra details, ideas etc?
I was just being funny... when your ready, and if you want some pointers for adding some pizaz to the map, just let me know.
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@Name Quick question... are mountains meant to be impassable territories?
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@Hepps The ones you can see here, yes, representing high mountains/peaks. But there will also be a mountain territory effect, preventing blitz and buffing some unit types and garrisons.
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@Name I have to say I am genuinely and completely impressed with the level of detail and your total commitment to adding a sense of realism!
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@Hepps Thanks:) Not that I'm deeply satisfied. The research and polish on this can never end, if I want to claim realism. Anyway, here's the Alps WIP, probably the hardest part (so far).

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@Name Still map maker porn to me!

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@Name I am glad to see you are adding comparable detail to the entire map and bringing a greater parity to territory size when compared to Greece across the map. Well done.
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@Hepps It makes more sense from almost any perspective this way, I was just trying to skip extensive map and XML work with the excuse that tribal areas won't have many players anyway.
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@Name I agree with your decision to "hunker down" and make the extra effort to add the detail that makes the most sense.
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@Name After reassembling the pieces it looks even hotter. Looks like you are about 30% there.
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