Moderator: Cartographers
 missy_star
				missy_star
			 
		 missy_star
				missy_star
			 
		 Will see how far this come
 Will see how far this come   Nice job!
 Nice job!
 Mokerslag
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 ZaBeast
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			 missy_star
				missy_star
			 
		 missy_star
				missy_star
			 
		 missy_star
				missy_star
			 
		

 gorehound
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			missy_starlet wrote:...because 144 is divisible by 4 (and 6 and 8 etc.), and the map is symmetrical everywhere, it means everyone has the same number of troops in the same relative positions as every other player.

 Minister X
				Minister X
			




 
		Minister X wrote:missy_starlet wrote:...because 144 is divisible by 4 (and 6 and 8 etc.), and the map is symmetrical everywhere, it means everyone has the same number of troops in the same relative positions as every other player.
What about games with 5, 7 or 11 players? These numbers might give you a dilemma. Three can work because there are six rings. Ditto for 9. But 5, 7 and 11 could prove difficult.

 ljex
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 MGSteve
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		 missy_star
				missy_star
			 
		
 GeeksAreMyPeeps
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 DoomYoshi
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		DoomYoshi wrote:Starting positions would be harder to fix. I'm pretty sure the XML can take a small starting position and then give you multiples of it for less players. So you can make a 12-player start map and then it will assign somebody 2x that for the 6-player map. But there is no way to have a different start-map for 8 players, AFAIK.
Perhaps some of our resident XML experts can look around.
What exactly are the starting map positions for each of the starting# of players?
It would be possible to do in Scenarios, but then you get no players and no points
I like the map concept, but you might need to drop the 'fixed drop' idea due to programming limitations.
 Fuchsia tude
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 rockfist
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