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    Issues Loading New Map: Avatar

    Scheduled Pinned Locked Moved Map Making
    82 Posts 5 Posters 38.7k Views 4 Watching
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    • alkexrA Offline
      alkexr @Hepps
      last edited by

      @hepps I wanted to tell you this earlier. But then I read your signature.

      "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

      1 Reply Last reply Reply Quote 1
      • alkexrA Offline
        alkexr @Hepps
        last edited by

        @hepps Problem is generally just every turn taking ages, while games lasting many turns; too much micromanagement and the dilution of meaningful strategic decisions in the vast sea of actions you take.

        "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

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        • C Offline
          Cernel Moderators @Black Order
          last edited by

          @black-order Actually, my other main issue with your drawing (beside appearing too blocky, but that's just visual and purely subjective) are those crossed borders. I personally would avoid any crossed borders, except only on the land-to-sea borders. The reason is that I believe their existence is not sensible in a strategic game (as you have an infinitesimal point separating two territories) and really make for a different game. Think in term of having all chess like territories on a linear frontline: the consequence is that movement 1 units can attack in 1 and only 1 direction; practically turning combat movement into a binary choice of attacking or not. I guess it may make some sense in mountain borders (attacking through passes).
          To be clear, I'm talking like the New World Order case of Litovskaya, Koenigsberg, Warzawa, Belorussia.
          Then, again, this is just my preference. I don't know if others have issues with such kind of border drawing?

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          • C Offline
            Cernel Moderators @alkexr
            last edited by

            Is there a Guinnes World Record for the wargame with the greatest number of zones? With over 10,000 I wonder he might get it. After all there are RAM limits, even only for loading the image itself.

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            • Black OrderB Offline
              Black Order
              last edited by

              im gonna go with making it smaller 😭😭😭😭 but i understand"my 3year work in the drain but i got also iritated by the amount regions, btw how does "sry 4 my English" deffence work in dice,

              1: only when deffening region
              2: both attack and deffening

              BTW in EU4/paradox games like eu4
              there = days and such thuse making it a other type of game than TA thise is a TBS and EU4 = a Grts "grand strategy game"
              SRY 4 MY English 😇

              C HeppsH redrumR 3 Replies Last reply Reply Quote 0
              • C Offline
                Cernel Moderators @Black Order
                last edited by

                @black-order Personally, if you want to follow your vision of making an over 10,000 territories game, you can pursue it. It might attract interest, if only for being the biggest map in TripleA, and, as crazy as it sounds, if you keep it relatively simple, it is finishable. Once you have the starting game, you can add stuff with edit mode and, then, export the xml. Regarding the territories needing to be bigger, you can also make them small as current, an then load your stuff (you get via the mapmaking utilities) in an excel sheet and multiply by 4 everything.
                Of course, be sure to use upkeep.

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                • C Offline
                  Cernel Moderators @Black Order
                  last edited by

                  @black-order Also, in these cases:
                  0_1528637172221_1528213733144-knipsel.png
                  I wonder if those few pixels borders mean that the territory is connected, or those are supposed to be crossed borders. Better you avoid such cases. If it is a crossed border, avoid having multiple pixels borders that are not true borders. If it is not a crossed border, leave some more pixels, to show the borders.
                  For example, "Big World" has a similar situation in Eastern Germany - SZ 12. In my opinion, the skin is showing those are connected, as there is a few pixels border, but the game does not connect them, and, for whatever reason, that map players seem to be fine with it.

                  C 1 Reply Last reply Reply Quote 0
                  • C Offline
                    Cernel Moderators @Cernel
                    last edited by

                    @cernel To be clear, in my opinion, all those cases are representing not crossed borders, but small borders of a few pixels, between connected land and sea zones (as there is not a minimum number of pixels for showing a connection, so even a few pixels border should still count as a border, as I see it). This is why I believe that the case of Eastern Germany - SZ 12 in Big World should be considered a missing connection (so a connection bug in the game), but, if I would play Big World, I would have a very hard time having my opponent accepting that interpretation, since everyone plays as it works. So, since there are, out there, maps and people that have few pixels borders being fake borders, maybe consider that, one way or the other (as long as it is consistent through the whole map).

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                    • HeppsH Offline
                      Hepps Moderators @Black Order
                      last edited by

                      @black-order Would be a real shame to see you have put so much work into getting this far only to abandon the design. I would recommend you plow ahead and then examine your options in terms of the other design options available to you.... Movement Ranges... Maintenance costs.... etc. etc. etc.

                      "A joyous heart sours with the burden of expectation"
                      Hepster

                      1 Reply Last reply Reply Quote 1
                      • redrumR Offline
                        redrum Admin @Black Order
                        last edited by

                        @black-order I'd probably recommend putting the huge map on pause and create a much smaller map either version of avatar or something else. That way you can learn the map making process end to end and many of the gotchas that can be very difficult to change once you get to a certain point in the map making process. That way you can make sure you do the giant Avatar map the right way and not realize half way through that you need a bunch of rework that would be incredibly painful at that huge scale.

                        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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