Shannon V. OKeets
Posts: 22095
Joined: 5/19/2005 From: Honolulu, Hawaii Status: offline
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quote:
ORIGINAL: DaleKent Hi all. :) Long time fan of WiF from playing the board version back in Uni (93-95). I knew ADG were working on a computer version, but didn't know till today that Matrix had picked it up (totally AWESOME BTW). Looking forward to this very much as my current friends think this type of hobby is the extreme in nerdish, so I need an AI to play against. Anyways, I was born and bred in Sale, which is east of Melbourne, and currently live/work in Melbourne. I just wanted to offer some suggestions on the map for my home-town area. On the map I uploaded, you'll see the following: 1. The red line indicates where the railway goes, the current one is too far north. The railway terminates in Sale (an important trade port). The railway is also critical as it supplied Melbourne and Portland with coal for industry and electricity. 2. The orange line heading north-north-west from the Lakes is the Mitchell River. The current one marked Mitchell is actually the Latrobe River. 3. The Latrobe River (marked Mitchell on the map) flows into the left lake of the Lakes (I've modified the map to show its path). 4. Melbourne and the port are on the north peak of Port Phillip Bay (I've moved them to where they should be). 5. Wilson's Promontory I've marked the outline in black. The current one is too small and "leans" to the right. Hope this helps. :) Welcome to the forum! Terrain details within each hex are a bit too much to handle. Someone else commented on Melbourne and as you can tell from editing the hex, there isn't much room for compressing everything into the upper left corner. Just to let you know Australia isn't being picked on, we had a similar problem around New York City (and many other cities, as I am sure Patrice can agree). Patrice has overseen the map graphics and though he lives just outside Marseilles, that city also suffers from the lack of space for placing several icons. The fundamental problem is that a hex represents ~90 KM across, so there is a lot that can be going on in a hex. I have assigned 25 points within each hex for placing icons (e.g., city, port, factory, resource). Those are the center, 12 outside edge o'clock positions and 12 inner o'clock positions. Only one icon can be assigned to each position and depending on the size of the icon, some positions are unavailable due to oclusion. The rivers were all drawn freehand (by an Australia artist). My instructions to him were to not worry about precision in where the riverbeds run, but to make sure that the players could understand clearly when a river lies between two hexes. Patrice will fix the name of the river as soon as he sees your post (thanks). Keeping the terrain all within the one hex is probably why the SE tip is mutated - anyway, growing up on the New Jersy coast and living in Hawaii now, I know that beaches come and go.
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Steve Perfection is an elusive goal.
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