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Forum : Strategy & Tactics
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AuthorTopic : Advices in Master wol-Warfare
Wasteland
Joined 10/12/2004
Posts : 738

Posted : Saturday, 16 April 2005 - 10:39

Based on the spy reports that I have gotten in the camps I have played, it does indeed indicate a players 'base position' as being the castles NW corner

Ghengis Khan
Joined 24/03/2003
Posts : 1158

Posted : Saturday, 16 April 2005 - 12:23

Really I don't use spy reports often. When looking at barracks and mines it uses the north east corner I just thought it would be the same for the castle.

Hwatta
Joined 11/11/2003
Posts : 1661

Posted : Saturday, 16 April 2005 - 15:55

When you first open the map for any of your games, the key hex of your castle wall will show up in your display on the right as a default. It is the NE (or top right) corner of your castle, or alternatively, it is the one closest to the 0,0 corner of the entire map. It is not the extra wall piece that you can remove and still have an intact wall.

Hope this clarifies things.
Cheers,
H.

Wasteland
Joined 10/12/2004
Posts : 738

Posted : Saturday, 16 April 2005 - 17:24

Hwatta...

Perhaps we all mean the same thing, we are just looking at the slab differently?

What I was refering to (and I think Mog as well), is the example of the lower snow castle on a 10 player map. I thought the base position (ID hex) for this castle to be @ 10/70. To me, this is the NW corner and 20/70 would be the NE corner. You and GK are refering to this as the NE corner and consider 10/77 the NW corner?

It is all in the perception of how you 'square' your castle I suppose

But you are correct in the fact of it being closest to 0/0 on the entire map.

As I said, I think the 4 of us were talking about the same corner, but were just naming it differently due to the way we perceived it.

So indeed, you DID clarify it for me

And Ghengis...I apologize for correcting you, as indeed we were both correct

Last Edited : Saturday, 16 April 2005 - 17:28

Ghengis Khan
Joined 24/03/2003
Posts : 1158

Posted : Saturday, 16 April 2005 - 18:16

Appology accepted, but please don't take it personally if I don't take directions from you.

I have been taught that if a map doesn't have a direction indicator that north is always up. I don't know what you were taught but I have never heard of using a building to determine north.

Hwatta
Joined 11/11/2003
Posts : 1661

Posted : Saturday, 16 April 2005 - 21:08

Glad to help BW.

I know many people do have a different perception of which direction North is on the WoL maps. Since the 0,0 is actually right at the top...it makes some sense to consider the top hex (ID hex) of the castle as either NE or NW. I personally based my orientation on the location of the ice realm on the map...which I took to be North. Thus, I take the ID hex to be NE.

Of course others are free to use the other option...or even call 0,0 South if they are in Australia or other areas in the southern hemisphere.

We just all need to be aware that others might have a different interpretation whenever we try to use cardinal directions instead of grid coords in our pacts, alliances, and instructions to others.
Cheers,
H.

Corflu
Joined 22/08/2003
Posts : 1408

Posted : Saturday, 16 April 2005 - 21:12

I consider the grass to border the north and the snow to border the west. Kind of how it looks on the square illustration that shows an overall view of the land groupings in the game.

Last Edited : Sunday, 17 April 2005 - 07:55

Mog DoC
Joined 5/02/2004
Posts : 14303

Posted : Sunday, 17 April 2005 - 03:00

I am using that map you mentioned as my coordinate system (the little one). It is as if it was straightened out by lowering the left hand corner to level it. When I make a situation map for a clan game I use that map as a base. So the ID hex is the NW corner to me. It IS closest to 0,0.

www.mpogd.com
A vote a day keeps the moglets away.

Ultima Bahamut
Joined 1/12/2001
Posts : 2508

Posted : Wednesday, 20 April 2005 - 23:33

97,14: 59,31: 15,14:
101,98: 64,72: 68,105:
32,48: 10,70: 27,101: 99,52

OK if anyone is still confused...i simply and always use the coordinates

to make it simple here are the coords in the ten player maps...

huitzilopochtli
Joined 29/08/2003
Posts : 468

Posted : Friday, 15 July 2005 - 17:09

bump, because it needs it

Hankyspanky
Joined 3/07/2004
Posts : 1602

Posted : Sunday, 28 August 2005 - 10:49

Bump for Big Balla Big Pimp

Last Edited : Sunday, 28 August 2005 - 10:50

Odenage
Joined 17/03/2005
Posts : 273

Posted : Monday, 14 November 2005 - 10:45

BUMP for lord sirus. this is the link to his flow chart
www.geocities.com/marsgranite/flowcharta5.JPG

huitzilopochtli
Joined 29/08/2003
Posts : 468

Posted : Wednesday, 21 June 2006 - 10:23

bump

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