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  #1  
Old January 19th, 2004, 05:15 PM
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Cipher7071 Cipher7071 is offline
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Default Re: Maps, theory discussion

Geo, you caught me in the middle of an edit...go back to my original post.
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Old January 19th, 2004, 05:16 PM
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Default Re: Maps, theory discussion

Geo, you caught me in the middle of an edit...go back to my original post.
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Old January 19th, 2004, 05:22 PM

tesco samoa tesco samoa is offline
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Default Re: Maps, theory discussion

Good Idea Geo...

For that style of map... But it removes the punch and counter punch... Will they attack from the left or the right.

To me this actually improves the strengh of the Ancient as they will be able to box the none ancient in.... Where as the traditional one causes the ancient to travel in two directions. Which can be countered by a player who expands at a normal rate...

They do make for a nice variation... If your going to do games like that why not make a huge map and remove the warp point connected thing... And then the Game Admin can set up the start points before the game starts... Natually the map maker will give hints with some predefined ones

Hmm.... This really gives me an idea on the map pack I am making...

Just some thoughts - as Mac would say.
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Old January 19th, 2004, 06:17 PM
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Default Re: Maps, theory discussion

Quote:
Originally posted by tesco samoa:
For that style of map... But it removes the punch and counter punch... Will they attack from the left or the right.
You are correct. But I see this as an acceptable tradeoff for giving the outnumbered defender some chance at a succesful defense. You lose some of the suprise, but is it really a suprise if you know you are going to lose, but only don't know which direction your defeat is going to come from.

Quote:
Originally posted by tesco samoa:
To me this actually improves the strengh of the Ancient as they will be able to box the none ancient in.... Where as the traditional one causes the ancient to travel in two directions. Which can be countered by a player who expands at a normal rate...
In theory I agree, but in practice the ancient race player can effectivly "cover all the doors" with a minimum amount of effort. There is some posibility that the non-ancient player if aggresive can effect a breakout, since the ancient player will, at least early on, not have much strength at every point. But the window for such a move is quite narrow, and depends a lot on luck, choosing the correct door. Very quickly the greater empire size means the ancient player can cover all the choke points in sufficent strength that the encircled player can't break through anywhere in sufficent numbers. At that point the game is all over but the glassing.

The C-Map doesn't eliminate this advantage, my intention wasn't to eliminate it anyway, but I think it helps the non-ancient player some as it limits the number of places they have to defend, and allows a significant portion of their empire to grow unharrased.

That's my idea anyway.

Geoschmo

Quote:
Originally posted by Cipher7071:
First consider a cube, and what you would need to do to represent it in 2-D on your computer screen. Draw it on a piece of paper. The trouble then becomes the number of crossing warp-lines that this makes. A cube can be un-crossed without too much difficulty (try it!), but as the number of systems (vertices) increases the map will become too messy before you get anywhere near the number of systems in a large quadrant.
Ah, yes. I see what you mean. That could make a very intersting map. It does give me some ideas. Might take a while to build, cause I'd have to actually move some systems around. I'll play with that and see what I can come up with.
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  #5  
Old January 19th, 2004, 06:20 PM

tesco samoa tesco samoa is offline
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Default Re: Maps, theory discussion

i never play ancient... they just see the map right ?
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  #6  
Old January 19th, 2004, 06:24 PM

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Default Re: Maps, theory discussion

Quote:
Originally posted by tesco samoa:
i never play ancient... they just see the map right ?
You can figure out which planets are starting planets by checking their size and resource values.
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  #7  
Old January 19th, 2004, 07:35 PM

Loser Loser is offline
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Default Re: Maps, theory discussion

I'm trying to figure what a tetrahedron map would look like...

One with a system at each point is pretty simple.
code:
  1
/|\
2-|-3
\|/
4

So I add one more system between each, and ... well, it's complicated. To complicated for ASCII, or for me in ASCII, anyway. It starts like this.
code:
    1
/ \
2---3
/ \ / \
4---5---6
\ / \ /
7---8
\ / \
9---A

Then things get complicated, because the following connections are needed in addition to these.
  • 1-A
  • 2-7
  • 2-A
  • 3-8
  • 3-A
  • 7-A
And that's just ten systems.

So, my coworkers now have another reason to think oddly of me, as I have spent the Last hout or two figuring out how to make an equilateral triangle out of rectangular pages of paper, and then scribbling on it.

The next possible tetrahedron will have twenty systems, and after that thirty-five. It only gets more complicated and less readable.

So... how're those cubes coming?

[edit: note that the verticies are connected to three other systems and all other systems are connected to six other systems. It will remian this way for tetrahedrons of any size.]

[ January 19, 2004, 17:37: Message edited by: Loser ]
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