V6 Map Feedback

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Re: V6 Map Feedback

Postby Xian Zhu Xuande » 24 Oct 2012, 20:07

Sun Tang wrote:First, wow! Awesome work on the map! :D My favorite feature is a tie between "Ouch" being on fire in the ocean and when you hover over a forces name, that it highlights the cities on the map. :)

Thanks! Poor Ouch. He's been called to perform all manner of unpleasantries in the name of experimentation.

Sun Tang wrote:I was looking at the gates of cities and the castles that reside in the cities and i do not see any sort of damage meter on those to tell at what point they will fall, like a sort of health bar of sorts i suppose. Also, if the gate or castle begins to get critically low, would it be possible to make an icon that shows them smoking or even burning?

That might be a possibility. It will depend on how the staff want to handle these things and any other tasks which need to be completed before game launch. If not that, a 'life bar' might still be reasonable.

Sun Tang wrote:Another thing is, i was looking at actual buildings inside the cities and they take the form of a castle or what looks like a nobles home. Certainly there are more facilities inside a city, correct? I do not see anything visible like i did in the games, particularly RTK XI, X and even VIII such as barracks, or a blacksmith, Mint, stables, etc... I am not certain how V6 is going to turn out and what KT options will be available, but i have two questions regarding some hypotheticals since the map layout is open and free range.

#1, If this V6 map layout is somewhat similiar to how the RTK XI map/city format is, will there be specific Icons added for a stable, or a Smith, Barracks, Granary, etc inside the city to spice it up or even the outskirts of the city when developed?

And #2, if yes, the icons will be added, will those facilities have a health bar and be able to be attacked freely just like a military unit or transport unit or gate or castle facility can be and damaged/destroyed? Would these facilities be vulnerable to KT actions such as arson or riots, etc? Natural disasters? Bandits?

I don't know enough about the game mechanics in this are to answer the question. But as for anything on the map, I can boil it down pretty easily. The only interactive elements which will be added, for the time being, will be those which the players directly interact with. In other words, no blacksmith will be added to the map unless the blacksmith is something the staff want people to interact with through the map. This isn't to say I'm only interested in functional ideas—I also like ideas which make the map more enjoyable or attractive—but those ideas will only come about if they do not require staff interaction for non-game reasons (e.g. triggering a blacksmith in a town once one happens to be there when that's not relevant to gameplay).

I'll let any staff member answer if they have something to add in terms of game mechanics.
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Re: V6 Map Feedback

Postby Phailak » 26 Oct 2012, 11:10

Wow I'm impressed. Having some experience with coding, I can really appreciate the work and planning put into this, looks fantastic, really excited to see V6 use this!
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Re: V6 Map Feedback

Postby GameOver » 27 Oct 2012, 01:30

The map is amazing! I have not been very active on this sim but I cannot miss a sim that has that intricate of a map. The ability to load up battlefields makes it even cooler.
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Re: V6 Map Feedback

Postby Xu Quan » 30 Oct 2012, 16:00

Is there a legend for what the different numbers are for each unit? I'm referring to the blue flag and the scroll in particular, assuming the last two are gold and food.
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Re: V6 Map Feedback

Postby Xian Zhu Xuande » 30 Oct 2012, 16:11

Thanks for the kind words, Phailak, GameOver!

Xu Quan wrote:Is there a legend for what the different numbers are for each unit? I'm referring to the blue flag and the scroll in particular, assuming the last two are gold and food.

The flag is morale and the scroll is TP. There is currently no legend, but I'm planning to add tool tips at some point in the near future so people can hover their cursor over icons to figure out what they represent.
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Re: V6 Map Feedback

Postby dskod1 » 31 Oct 2012, 06:12

WOW! that is all I can say. I am so impressed and just shocked at how awesome the map is.


At first I just saw the map and thought... cool

Then I saw the units on the map and thought ... awesome

Then I saw you could zoom in ANYWHERE on the map and the whole map is one big battlefield......


This is truly an epic map and looks so great. I can't wait to easily watch battles unfold through it


TRULY EPIC WORK!

EDIT: is there meant to be a plank road at x130 y200 to connect up the two plank roads?
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Re: V6 Map Feedback

Postby Xian Zhu Xuande » 01 Nov 2012, 19:07

dskod1 wrote:WOW! that is all I can say. I am so impressed and just shocked at how awesome the map is.

Thanks. :)

dskod1 wrote:EDIT: is there meant to be a plank road at x130 y200 to connect up the two plank roads?

I don't see a plank road at x130 y200. Are you referring to x138 y200? If so, that would just be a slightly more traversable terrain—in this case hills with some light trees instead of mountains—which connects two stretches of plank road.
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Re: V6 Map Feedback

Postby Xian Zhu Xuande » 01 Nov 2012, 19:10

I've just updated the MiniMap with some various configuration settings and a requested feature for opening specific coordinates. If something is broken (and there's a good chance something may look broken if you open the map as you read this), just clear your caches and/or restart your web browser to get the updated images, JavaScript, and CSS.

Actually, on that note, if you ever happen to see something unusual on the map (e.g. hills have replaced roads), or if something doesn't seem to be working properly (e.g. a button or link doesn't work) the first thing to try is clearing your caches and/or restarting your browser. If the problem persists after that step, then please do report it.
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Re: V6 Map Feedback

Postby Xian Zhu Xuande » 06 Nov 2012, 18:43

I just completed an assortment of behind-the-scenes changes to the way in which the MiniMap loads and displays. You can run into a range of unusual graphical glitches and problems if previous files and images are used, so if you encounter problems, please clear your caches and/or restart your browser to test again before reporting a potential problem.
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Re: V6 Map Feedback

Postby Mat » 06 Nov 2012, 21:07

The map seems to be loading faster, which is great. It was a little sluggish for me earlier.
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Re: V6 Map Feedback

Postby Xian Zhu Xuande » 06 Nov 2012, 21:17

Mat wrote:The map seems to be loading faster, which is great. It was a little sluggish for me earlier.

Good to hear. And yeah, some improved speed was a part of this most recent round of revisions.

On that note, if it map continues to load slowly for you (due to a slow internet connection, for example) the 'Simple Map' option under Configuration loads quite a bit faster than the standard map.
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Re: V6 Map Feedback

Postby Xian Zhu Xuande » 09 Nov 2012, 13:57

I've made quite a few adjustments over recent days, but this little one is wort putting some word out on.

On the MiniMap there is a link (labeled 'Open') which brings up a form for entering coordinates. This has been around for some days, now. It should now be much easier to use, though. When you click 'Open' it will automatically select the X field. The Enter key on your keyboard will now properly open the coordinates. And finally, you can paste coordinates in the 'X[NUMBER]Y[NUMBER]' format (capitalization doesn't matter) and it will automatically populate both fields. I'm not sure if that's going to matter much—it might be handy if people use that format to list coordinates as I have regularly done—but it is also the sort of feature that won't be known about unless it is explained. I'll probably create a little thread at some point to describe interacting with the map.
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Re: V6 Map Feedback

Postby GameOver » 09 Nov 2012, 18:57

It might be a browser issue or something along those lines but I can't see the units on the map any more. I used to be able to see a list of all the forces and underneath their officers that are not within a city on the right side of the map. That is also gone.
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Re: V6 Map Feedback

Postby Xian Zhu Xuande » 09 Nov 2012, 19:31

GameOver wrote:It might be a browser issue or something along those lines but I can't see the units on the map any more. I used to be able to see a list of all the forces and underneath their officers that are not within a city on the right side of the map. That is also gone.

Thanks. I'm not quite sure what happened there. It looks like a cache file might have corrupted (which almost certainly had something to do with me mucking around with them in some recent changes to the caching system). Everything should be working properly now.
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Re: V6 Map Feedback

Postby Wytwyld » 09 Nov 2012, 19:37

I refreshed, and I do see units on the mini-map, but they do not appear when I zoom in, and not in the summary either.

I get this where the unit info should be:
Warning: Invalid argument supplied for foreach() in /home/simrtk/public_html/resources/classes/map/MapUniversal.class.php on line 282
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