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Sean O'Connor's Games • View topic - An improved editor

An improved editor

Conquer the island

An improved editor

Postby gruff » Sun Feb 20, 2005 6:04 pm

I was wondering how advanced are the plans for an improved map editor. Thanks Sean!
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Postby BoxZone_Author » Mon Feb 21, 2005 9:44 pm

What do you consider needs improved?
Other than the ability to move the map after created (so you for example you cnould add more 'up' if you reach the top but haven't reached the bottom) I can't think of anything additional it could do.
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Postby gruff » Mon Feb 21, 2005 10:11 pm

Selection of start positions and all hex colors. Basically there is a need for perfectly balanced maps for net play. At the moment you can make a symmetrical shape but the start positions are randomly assigned so someone will have an advantage.
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Postby BoxZone_Author » Tue Feb 22, 2005 9:10 pm

"perfectly balanced maps"!
How do you achieve these given that someone goes first and someone goes last. Getting a fair balance of this is going to be virtually impossible.
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Postby Fusion_power » Tue Feb 22, 2005 10:30 pm

Gruff is just tired of being beaten because he was the last to move! *G*

I have to agree with him though that better management facilities would be nice for net play. I would very much like to see the ability to select starting positions.

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Postby Raistlin » Tue Feb 22, 2005 10:39 pm

Maybe something like risk.

What about each players choice 5 hex each turn and never more than 2 hex together. and during the last turn no rules about territory that are together... something like that... after that each player must put 2 or 3 trees and after that we begin... I think that can be interesting to try something like that.

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Postby gruff » Tue Feb 22, 2005 11:52 pm

Raistlin - Good idea but should be optional, as it would make multiplayer games significantly longer - they're already quite long (1 hour is not unusual for four players).

BoxZone - By "perfectly" I mean "nearly". My first idea is a Chinese checkers style board - a big star of David - with each player starting with say three hexes in the tip of one of the arms. Apart from the starting positions there would be no two-hex territories. Everyone would spend time taking their arm unopposed, so by the time they met in the body of the star they would have pretty equal armies. The beauty of the Chinese checkers board is that it could be tweaked to account for play order - #6 could start with five hexes, #1 with 2, etc.

Fusion - Correct as usual!
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Postby Raistlin » Wed Feb 23, 2005 12:01 am

I dont think the time to make the map would be long .. in fact the map will be already made ... you have to choose the terrory only... the advantage is the map is not always same ... so it less boring after 10 games.

When you play risk or general ... its not long the time you choose the territory at begining of the game ...can add a timer if you want .. you have 15 sec to place 5 territory or something like that... less time to think is a good thing ... less time to get the perfect starting position hehe

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Postby collier » Fri Mar 04, 2005 6:04 pm

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Postby Mistakes » Thu May 26, 2005 8:56 pm

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Postby collier » Thu May 26, 2005 11:36 pm

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