Conquer Club

XML Modifications and Variations

Topics that are not maps. Discuss general map making concepts, techniques, contests, etc, here.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

Re: Multiple Unit Types

Postby unriggable on Sat Jun 09, 2007 2:37 pm

JupitersKing wrote:Multiple Unit Types

Allows more than one type of unit in a game and assigns them point values for Attack and Defend.

Example:

We use one type for our games, infantry. Say infantry has a 2pv Attack Skill and a 2pv Defend Skil.

By allowing MUT you can included different units, with different values. Artillery, for instance, would have a more powerful 3pv Attack Skill, but because they are vulnerable their Defend pv would only be 1. Cavalry which is lightly armed would have a 1pv Attack Skill and because of their mobility and ability to disengage their Defend Skill would be 1pv.


This is far-fetched and ten years away but I wanted to put it out there. It would also require units to have hit points, which would be another five years away. Still, I wanted to post it anyway and see if there's any feedback.

JK


Becomes less like risk and more like Warcraft.
Image
User avatar
Cook unriggable
 
Posts: 8037
Joined: Thu Feb 08, 2007 9:49 pm

Re: Multiple Unit Types

Postby dominationnation on Sat Jun 09, 2007 5:46 pm

JupitersKing wrote:Multiple Unit Types

Allows more than one type of unit in a game and assigns them point values for Attack and Defend.

Example:

We use one type for our games, infantry. Say infantry has a 2pv Attack Skill and a 2pv Defend Skil.

By allowing MUT you can included different units, with different values. Artillery, for instance, would have a more powerful 3pv Attack Skill, but because they are vulnerable their Defend pv would only be 1. Cavalry which is lightly armed would have a 1pv Attack Skill and because of their mobility and ability to disengage their Defend Skill would be 1pv.


This is far-fetched and ten years away but I wanted to put it out there. It would also require units to have hit points, which would be another five years away. Still, I wanted to post it anyway and see if there's any feedback.

JK


thats not xml its gameplay.
Cook dominationnation
 
Posts: 4234
Joined: Sat Jan 13, 2007 10:20 am

New XML conditions?

Postby cairnswk on Sun Jun 17, 2007 1:42 am

Are the final XML documents for the new conditions available anywhere yet?
Image
* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
User avatar
Private cairnswk
 
Posts: 11510
Joined: Sat Feb 03, 2007 8:32 pm
Location: Australia

New XML conditions?

Postby cairnswk on Sun Jun 17, 2007 1:43 am

Are the final XML documents for the new modifications available anywhere yet?

And is this going to become a STICKY at the top of the MAP FOUNDARY?
Image
* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
User avatar
Private cairnswk
 
Posts: 11510
Joined: Sat Feb 03, 2007 8:32 pm
Location: Australia

Postby unriggable on Sun Jun 17, 2007 10:04 am

AndyDufresne wrote:The current absence is much less of a 'vacation' for him. :)


--Andy


Damn turtles...
Image
User avatar
Cook unriggable
 
Posts: 8037
Joined: Thu Feb 08, 2007 9:49 pm

Postby Coleman on Thu Jul 05, 2007 2:16 pm

KEYOGI wrote:
Coleman wrote:I think map makers should just attempt whatever they dream up and then pm lack for a way to do what they are wanting to in the xml. It seems better to handle requests as they are needed then this pre-emptive system at this point.

Could you imagine the amount of PM's poor Lack would have to go through if this was the case. I'm sure he's got enough of them already without adding to them. Then there's the fact the same idea would be put foward over and over again by different people... and then, there would need to be an announcement thread anyway so everyone was kept up to date. I think the system in place works really well.

Well, with the current system I see lack designing a lot of stuff people may never use. And maybe we could redirect those pms to a different person who could then send the decent ones to lack.
Warning: You may be reading a really old topic.
User avatar
Sergeant Coleman
 
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Location: Midwest

Postby unriggable on Thu Jul 05, 2007 3:03 pm

Can we have the front page updated with all the accepted modifications?
Image
User avatar
Cook unriggable
 
Posts: 8037
Joined: Thu Feb 08, 2007 9:49 pm

Postby DiM on Sat Jul 07, 2007 8:20 pm

DiM wrote:anybody knows if and when will be the next batch of updates?


DiM wrote:Suggestion Idea: One-time Bonus

Description: you receive a one time bonus when you conquer a terit. after that the terit gives no other bonus regardless if somebody else takes the terit.


DiM wrote:Suggestion Idea: Modifiable bonus for number of owned terits

Description: normaly you get 1 for every 3 terits you own (minimum 3 troops if you have less than 12). well, i'd preatty much like to regulate these numbers. for example get +1 for each terit. or +3 for every 2 terits, or why not? get absolutely nothing regardless of the terits you have


DiM wrote:Suggestion Idea: Converting Territories

Description: a territory can be converted to another player if certain conditions are met. let's say we have a green territory surrounded by blue. if blue's troops are ten times stronger the green teritory becomes blue with just one army


DiM wrote:Suggestion Idea: Variable Attack Range

Description: we have ranged attacks but those are predefined ranged attacks and can only be applied to set territories. i want those attacks to be variable. so you have a catapult in territory A and it can attack at a certain range (let's say 3 territories in any direction) but in time that catapult becomes a cannon and thus it should be able to attack at a longer range.
or perhaps you get a certain territory that while it is held it provides a boost in catapult range and if you lose it you return to normal range.


DiM wrote:Suggestion Idea: Conditions for xml features

Description: let's say we have a cannon terit that has ranged attack. but i don't want that ranged attack to be available unless the owner also has another terit called ammo depot. so can the cannon terit lose his ranged attack if the owner loses the ammo depot?


DiM wrote:Suggestion Idea: Win condition - number of armies

Description: can a specific number of armies be added as a wining condition? let's say you must have terit x & y but also have 100 armies in those terits.


DiM wrote:Suggestion Idea: Multiple ownership of a terit

Description: some terits are not attackable but more players can move into the same terit.
let's say we have terit A -> B <- C
with the arrows being one way moving. not attacking just moving. green is in terit A and he moves his troops to B. he selects attack but no dice are rolled he just moves. then red has terit C and also moves into terit B. now both red and green have their armies in the same terit. it's multiple ownership. since the teit is move only there's not the problem of someone attacking it to see who defends and such


DiM wrote:Suggestion Idea: Random assigned xml features

Description: let's say i have a map where some terits give bonuses. i want those terits to be random every time a new game starts


DiM wrote:Suggestion Idea: Motion detectors

Description: i want triggers in the xml for certain actions done by the players. let's say a players moves from terita A to B. if he moves 10 troops it's ok but if he moves 100 troops a motion detector is triggered and a xml feature is applied (like an impassable border or decay or something)


DiM wrote:Suggestion Idea: Starting positions by colour

Description: i don't know how i forgot this one but i did. luckily i remembered :)
so i want to be able to write in the xml where will each player start depending on the number of players. something like:
Code: Select all
if 2 players -> red terit A green terit H (the rest neutral)
if 3 players -> red terit A green terit H and blue in terit D (the rest neutral)
......

“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Postby KEYOGI on Sat Jul 07, 2007 9:43 pm

In all honesty DiM, all those ideas are shocking! :P
Sergeant 1st Class KEYOGI
 
Posts: 1632
Joined: Tue Oct 10, 2006 6:09 am

Postby DiM on Sat Jul 07, 2007 9:55 pm

KEYOGI wrote:In all honesty DiM, all those ideas are shocking! :P



my projects are on a standstill because i lack the above xml features :(

i'd like to at least know if they are ever going to be implemented [-o<
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Postby KEYOGI on Sat Jul 07, 2007 11:29 pm

I understand your frustration. Perhaps Lack wants to see how often the newest XML updates are implemented before investing more time in further updates? If a feature is only going to be used once or twice, it's hardly worth the effort.
Sergeant 1st Class KEYOGI
 
Posts: 1632
Joined: Tue Oct 10, 2006 6:09 am

Postby Coleman on Sun Jul 08, 2007 10:29 am

DiM wrote:Suggestion Idea: Modifiable bonus for number of owned terits

Description: normaly you get 1 for every 3 terits you own (minimum 3 troops if you have less than 12). well, i'd preatty much like to regulate these numbers. for example get +1 for each terit. or +3 for every 2 terits, or why not? get absolutely nothing regardless of the terits you have


I could do that with the current xml using the new override and collection bonuses. Although it would be nice to have something simple in the header to do it faster.
Warning: You may be reading a really old topic.
User avatar
Sergeant Coleman
 
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Location: Midwest

Postby Balsiefen on Sun Jul 08, 2007 11:14 am

Suggestion Idea: Default territories

Description: Certain Territories that always start together (for instance in qwert's eastern front map, one team could start with territories on the far east and the other on the far west (although, not a full continent)

Why It Should Be Considered: This would be good for maps based on wars and battles whare the sides wern't spread around randomly but origionated from one point, you could still have most territories random but keep a power base for each player

Lack Label (Mod Use):


Suggestion Idea: Capital Territories

Description: Best used with default territories these territories would increace the number of arimes on them by one each turn. Only one would be given to each player (the rest could be neutral)

Why It Should Be Considered: Would be very good for maps like the roman empire whare it was based around capitals, this natural increace in troops Would make these territories very valuble as the troops could be forted out later to where they are needed

Lack Label (Mod Use):
User avatar
Sergeant 1st Class Balsiefen
 
Posts: 2299
Joined: Wed Aug 30, 2006 6:15 am
Location: The Ford of the Aldar in the East of the Kingdom of Lindissi

Postby DiM on Sun Jul 08, 2007 2:21 pm

Coleman wrote:
DiM wrote:Suggestion Idea: Modifiable bonus for number of owned terits

Description: normaly you get 1 for every 3 terits you own (minimum 3 troops if you have less than 12). well, i'd preatty much like to regulate these numbers. for example get +1 for each terit. or +3 for every 2 terits, or why not? get absolutely nothing regardless of the terits you have


I could do that with the current xml using the new override and collection bonuses. Although it would be nice to have something simple in the header to do it faster.


yep i know yeti_c told me but as you said it would be nice to have a simpler method.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Postby DiM on Sun Jul 08, 2007 2:22 pm

KEYOGI wrote:I understand your frustration. Perhaps Lack wants to see how often the newest XML updates are implemented before investing more time in further updates? If a feature is only going to be used once or twice, it's hardly worth the effort.


almost all of the maps that are now in final forge and some that have been quenched are using the new features.
also many of the maps in production are using them so i think they are a real success and should be followed by more features. :)
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Postby Coleman on Tue Jul 17, 2007 11:58 am

Is there a list of what is in and how it is implemented somewhere? If so, could we make it easier to find? Sticky perhaps? If not could we make one and then sticky it. Or make a current sticky link to it, or something???
Warning: You may be reading a really old topic.
User avatar
Sergeant Coleman
 
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Location: Midwest

Postby AndyDufresne on Tue Jul 17, 2007 3:53 pm

I believe if you check the 'How To' Announcement, and visit the link XML Tutorial the new improvements (along with basic XML info) can be found there.


--Andy
User avatar
Corporal 1st Class AndyDufresne
 
Posts: 24935
Joined: Fri Mar 03, 2006 8:22 pm
Location: A Banana Palm in Zihuatanejo

Postby Qwert on Tue Jul 17, 2007 4:23 pm

Balsiefen



Joined: 30 Aug 2006
Posts: 1249
Location: The ford of the Alder in the east of the kingdom of Lindissi
Posted: 08 Jul 2007 16:14 Post subject:

--------------------------------------------------------------------------------

Suggestion Idea: Default territories

Description: Certain Territories that always start together (for instance in qwert's eastern front map, one team could start with territories on the far east and the other on the far west (although, not a full continent)

Why It Should Be Considered: This would be good for maps based on wars and battles whare the sides wern't spread around randomly but origionated from one point, you could still have most territories random but keep a power base for each player


Yes these very interesting,you can put in all front from north to south neutral numbers,but problem will be bonuses for extra terittory(Moscow Stalingrad,leningrad)
Image
NEW REVOLUTION-NEW RANKS PRESS THESE LINK viewtopic.php?f=471&t=47578&start=0
User avatar
Major Qwert
SoC Training Adviser
 
Posts: 9262
Joined: Tue Nov 07, 2006 5:07 pm
Location: VOJVODINA

Postby Coleman on Tue Jul 17, 2007 7:25 pm

Suggestion Idea: Nested Continents

Description: In the xml if I want to make a new continent that I know contains two smaller ones it would be nice if I could just put the continent name instead of all the countries.

Why It Should Be Considered: This would save a lot of space on larger maps which may use it. Also if I then used this as a selection group it would be a really easy to say if someone holds two of these five continents then they get this extra bonus (or negative bonus). Which actually would not be possible with the countries, or it would take a lot of work.

Lack Label (Mod Use):
Warning: You may be reading a really old topic.
User avatar
Sergeant Coleman
 
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Location: Midwest

Multiple Territory ownership

Postby oldbenjamin on Tue Jul 24, 2007 5:13 pm

A Slightly less powerful substitute might be creating multiple territories in the same place. Think of it like a house: one player can occupy the top level, another the ground floor, and a third the basement. Each might have doors to the outside, and possibly stairs up or down.

Also, on a side note, maybe if the script was open source, other people could help implement game changes?
Lieutenant oldbenjamin
 
Posts: 56
Joined: Mon Jun 11, 2007 5:21 pm

Re: Multiple Territory ownership

Postby DiM on Wed Jul 25, 2007 5:14 am

oldbenjamin wrote:A Slightly less powerful substitute might be creating multiple territories in the same place. Think of it like a house: one player can occupy the top level, another the ground floor, and a third the basement. Each might have doors to the outside, and possibly stairs up or down.

Also, on a side note, maybe if the script was open source, other people could help implement game changes?


i already suggested this but nothing yet :(

DiM wrote:Suggestion Idea: Multiple ownership of a terit

Description: some terits are not attackable but more players can move into the same terit.
let's say we have terit A -> B <- C
with the arrows being one way moving. not attacking just moving. green is in terit A and he moves his troops to B. he selects attack but no dice are rolled he just moves. then red has terit C and also moves into terit B. now both red and green have their armies in the same terit. it's multiple ownership. since the teit is move only there's not the problem of someone attacking it to see who defends and such
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Postby DiM on Fri Jul 27, 2007 7:43 am

DiM wrote:anybody knows if and when will be the next batch of updates?


DiM wrote:Suggestion Idea: One-time Bonus

Description: you receive a one time bonus when you conquer a terit. after that the terit gives no other bonus regardless if somebody else takes the terit.


DiM wrote:Suggestion Idea: Modifiable bonus for number of owned terits

Description: normaly you get 1 for every 3 terits you own (minimum 3 troops if you have less than 12). well, i'd preatty much like to regulate these numbers. for example get +1 for each terit. or +3 for every 2 terits, or why not? get absolutely nothing regardless of the terits you have


DiM wrote:Suggestion Idea: Converting Territories

Description: a territory can be converted to another player if certain conditions are met. let's say we have a green territory surrounded by blue. if blue's troops are ten times stronger the green teritory becomes blue with just one army


DiM wrote:Suggestion Idea: Variable Attack Range

Description: we have ranged attacks but those are predefined ranged attacks and can only be applied to set territories. i want those attacks to be variable. so you have a catapult in territory A and it can attack at a certain range (let's say 3 territories in any direction) but in time that catapult becomes a cannon and thus it should be able to attack at a longer range.
or perhaps you get a certain territory that while it is held it provides a boost in catapult range and if you lose it you return to normal range.


DiM wrote:Suggestion Idea: Conditions for xml features

Description: let's say we have a cannon terit that has ranged attack. but i don't want that ranged attack to be available unless the owner also has another terit called ammo depot. so can the cannon terit lose his ranged attack if the owner loses the ammo depot?


DiM wrote:Suggestion Idea: Win condition - number of armies

Description: can a specific number of armies be added as a wining condition? let's say you must have terit x & y but also have 100 armies in those terits.


DiM wrote:Suggestion Idea: Multiple ownership of a terit

Description: some terits are not attackable but more players can move into the same terit.
let's say we have terit A -> B <- C
with the arrows being one way moving. not attacking just moving. green is in terit A and he moves his troops to B. he selects attack but no dice are rolled he just moves. then red has terit C and also moves into terit B. now both red and green have their armies in the same terit. it's multiple ownership. since the teit is move only there's not the problem of someone attacking it to see who defends and such


DiM wrote:Suggestion Idea: Random assigned xml features

Description: let's say i have a map where some terits give bonuses. i want those terits to be random every time a new game starts


DiM wrote:Suggestion Idea: Motion detectors

Description: i want triggers in the xml for certain actions done by the players. let's say a players moves from terita A to B. if he moves 10 troops it's ok but if he moves 100 troops a motion detector is triggered and a xml feature is applied (like an impassable border or decay or something)


DiM wrote:Suggestion Idea: Starting positions by colour

Description: i don't know how i forgot this one but i did. luckily i remembered :)
so i want to be able to write in the xml where will each player start depending on the number of players. something like:
Code: Select all
if 2 players -> red terit A green terit H (the rest neutral)
if 3 players -> red terit A green terit H and blue in terit D (the rest neutral)
......

“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Postby Coleman on Fri Jul 27, 2007 11:57 am

DiM wrote:Suggestion Idea: Starting positions by colour

Description: i don't know how i forgot this one but i did. luckily i remembered :)
so i want to be able to write in the xml where will each player start depending on the number of players. something like:
Code: Select all
if 2 players -> red terit A green terit H (the rest neutral)
if 3 players -> red terit A green terit H and blue in terit D (the rest neutral)
......


I'm starting to see the need for this one myself. I'm not sure if the rest neutral is the right way of saying it, that can be designated if desired by neutral values in the actual territories. What I would like from this is being able to designate some territories to a specific player depending on total player count and leaving the rest randomly assigned.
Warning: You may be reading a really old topic.
User avatar
Sergeant Coleman
 
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Location: Midwest

Postby yeti_c on Sat Jul 28, 2007 3:37 am

Coleman wrote:
DiM wrote:Suggestion Idea: Starting positions by colour

Description: i don't know how i forgot this one but i did. luckily i remembered :)
so i want to be able to write in the xml where will each player start depending on the number of players. something like:
Code: Select all
if 2 players -> red terit A green terit H (the rest neutral)
if 3 players -> red terit A green terit H and blue in terit D (the rest neutral)
......


I'm starting to see the need for this one myself. I'm not sure if the rest neutral is the right way of saying it, that can be designated if desired by neutral values in the actual territories. What I would like from this is being able to designate some territories to a specific player depending on total player count and leaving the rest randomly assigned.


Something along the lines of...

Code: Select all
<starts>
  <start>
    <players>2</players>
    <position>UK</position>
    <position>Siam</position>
    <neutrals>
      <neutral>Brazil</neutral>
      <neutral>Central America</neutral>
      <neutral>Kamchatka</neutral>
      <neutral>South Africa</neutral>
    </neutrals>
  </start>
  <start>
    <players>3</players>
    <position>UK</position>
    <position>Siam</position>
    <position>Brazil</position>
    <neutrals>
      <neutral>Central America</neutral>
      <neutral>Kamchatka</neutral>
      <neutral>South Africa</neutral>
    </neutrals>
  </start>
  <start>
    <players>4</players>
    <position>UK</position>
    <position>Siam</position>
    <position>Brazil</position>
    <position>Central America</position>
    <neutrals>
      <neutral>Kamchatka</neutral>
      <neutral>South Africa</neutral>
    </neutrals>
  </start>
  <start>
    <players>5</players>
    <position>UK</position>
    <position>Siam</position>
    <position>Brazil</position>
    <position>Central America</position>
    <position>Kamchatka</position>
    <neutrals>
      <neutral>South Africa</neutral>
    </neutrals>
  </start>
  <start>
    <players>6</players>
    <position>UK</position>
    <position>Siam</position>
    <position>Brazil</position>
    <position>Central America</position>
    <position>Kamchatka</position>
    <position>South Africa</position>
  </start>
</starts


Apologies for the poor example - but you get the idea...

So you have 6 "Starting positions" in mind... so each player gets 1 - the rest are neutral... in fact thinking about it... following the above code to it's logical conclusion - all you need is this...

Code: Select all
  <start>
    <position>UK</position>
    <position>Siam</position>
    <position>Brazil</position>
    <position>Central America</position>
    <position>Kamchatka</position>
    <position>South Africa</position>
  </start>


So each player gets a starting location - and the rest of the starting location are neutral for less than 6...

Then for the rest of the map you can pick and choose what should be neutral...

C.
Image
Highest score : 2297
User avatar
Lieutenant yeti_c
 
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am

Postby gimil on Sat Jul 28, 2007 4:14 am

I feel this is really needed :D

however it should be tweaks a little to allow the possibility of starting armies together

Code: Select all
<start>
  <player>
    <position>UK</position>
    <position>Northern Europe</position>
    <position>Western Europe</position>
  </player>

  <player>
    <position>Siam</position>
    <position>India</position>
    <position>China</position>
  </player>

  <player>
    <position>Brazil</position>
    <position>North Africa</position>
    <position>Congo</position>
  </player>

  <player>
    <position>Central America</position>
    <position>Western US</position>
    <position>Eastern US</position>
  </player>

  <player>
    <position>Kamchatka</position>
    <position>Japan</position>
    <position>Mongolia</position>
  </player>

  <player>
    <position>South Africa</position>
    <position>Madagascar</position>
    <position>east Africa</position>
  </player>
</start>
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
User avatar
Corporal 1st Class gimil
 
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Location: United Kingdom (Scotland)

PreviousNext

Return to Foundry Discussions

Who is online

Users browsing this forum: No registered users