Coleman wrote:That's what they try to teach you all the time it takes you to get there, and then you just discover you slack off even more.lanyards wrote:but then high school and collage will get in the way.
Defs...
C.
Moderator: Cartographers
Coleman wrote:That's what they try to teach you all the time it takes you to get there, and then you just discover you slack off even more.lanyards wrote:but then high school and collage will get in the way.
lanyards wrote:My motto:
Conquerclub before school.
lanyards wrote:My motto:
they no longer make cardrdboard boxes as they used to. this one is very drafty
yeti_c wrote:How does it fit in the XML?
<neutral respawn="true">5</neutral>
<player start>
<components>
<component>Feudal Empire Castle</component>
<component>Feudal Emirpe 1</component>
<Components>
</player start>
<player start>
<components>
<component>Rebel Territory Castle</component>
<component>Rebel territory 1</component>
<Components>
</player start>
natty_dread wrote:I was wrong
lackattack wrote:Kingdoms Care to provide an example of how this xml would work, because I can't picture it. [No] (or [Maybe] if we can spec it out).
Kingdom Missions Objectives exist and should do the trick [No]
<starting kingdom>
<name>England</name>
<components>
<component>Wessex</component>
<component>Northumbria</component>
<component>Mercia</component>
<component>Normandy</component>
</components>
</starting kingdom>
<starting kingdom>
<name>The Republic of Venice</name>
<components>
<component>Venice</component>
<component>Croatia</component>
<component>Crete</component>
<component>Cyprus</component>
</components>
</starting kingdom>
Coleman wrote:If we get out of your terminology isn't this the same as set starting positions?
DiM wrote: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.lack wrote:One-time Bonus [No] (or [Maybe] if there is enough demand).
there is demand. i demand it it would add a whole different level of strategy.
DiM wrote: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 armylack wrote:Converting Territories Surround = conquer is very non risk-like. Not sure if it should be a game option, at the map level or at the territ level. I'd say [No] (or [Maybe] if there is enough demand).
it should be a xml option free for everybody to use just like bombardments and stuff. i'm sure it will be very popular as it will totally eliminate the dice factor. i have a map based on this concept. please allow it.
DiM wrote: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.lack wrote:Variable Attack Range This is actually 2 ideas. Since you can mimic attack range by listing a bunch of bombardments, this isn't priority. The variable part is just a subset of the dynamic xml idea. [No] (or [Maybe] if there is enough demand).
please please allow it. yes it's part of the dynamic xml. put that in.
DiM wrote: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?
NOT ANSWERED
DiM wrote: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.lack wrote:Win condition - number of armies [No] (or [Maybe] if there is enough demand)
it would be nice
DiM wrote: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
NOT ANSWERED
DiM wrote: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 startslack wrote:Random assigned xml features This doesn't seem to be worth the cost. [No] (or [Maybe] if there is enough demand).
man you put the demand thing on everything
what do you consider enough demand?
DiM wrote: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)lack wrote:Motion detectors Forting / advancing could be a trigger for dynamic xml. [Maybe]
i want dynamic xml
DiM 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)
......lack wrote:Starting positions by color The order of joining the game should not affect gameplay. Do we really need starting positions considering we already have DiM's technique? [No]
nope. this one is great for team games but also for singles. imagine playing the civil war map on quad teams. you could put one team in north and 1 in south. or the battle for australia, same thing.
at this moment what i do in aor has no influence from the color. i can't choose where a certain team will start. i can simply put people in a signle terit. with this new feature it would be possible to have all the map available with no neutrals and each color gets it's own starting positions. each player will get several terits.
yeti_c wrote:
- Code: Select all
<position>
<components>
<component>A</component>
</components>
</position>
DiM wrote:i think this is a 6months old quote and i still didn't get an answer
lackattack wrote:I caught up on the suggestions because it's time for another round of xml extensions. I want to keep this batch smallish to stay on target for a January forum upgrade. Here is my feedback on the new suggestions:
Note: Any sort of dynamic XML (i.e. something triggers a different set of rules mid-game) would be put off yet again because of complexity.
EDIT: nothing is set in stone, please feel free to debate my decision tags
Converting Territories Surround = conquer is very non risk-like. Not sure if it should be a game option, at the map level or at the territ level. I'd say [No] (or [Maybe] if there is enough demand).
Variable Attack Range This is actually 2 ideas. Since you can mimic attack range by listing a bunch of bombardments, this isn't priority. The variable part is just a subset of the dynamic xml idea. [No] (or [Maybe] if there is enough demand).
One-time Bonus [No] (or [Maybe] if there is enough demand).
Multiple X/Y coordinates even though I don't understand it, [No]
Win condition - number of armies [No] (or [Maybe] if there is enough demand)
Random assigned xml features This doesn't seem to be worth the cost. [No] (or [Maybe] if there is enough demand).
Motion detectors Forting / advancing could be a trigger for dynamic xml. [Maybe]
Starting positions by color The order of joining the game should not affect gameplay. Do we really need starting positions considering we already have DiM's technique? [No]
Territory Hold Time Bonus [No] (or [Maybe] if there is enough demand).
RESETTING NEUTRAL TERRITORIES / Respanwing Neutrals [Yes]
SENTRY TERRITORIES
- Code: Select all
<visibles>
<visible>territory</visible>
</visibles>
Cool idea but quite a bit of work when you can have something similar using borders or bombardments. [Maybe]
Continent Bonus Applied to a Territory [Maybe]
Preferred Neutrals Not fun to program [No]
So in summary, I'd like to go ahead with the 3 "yes" items listed above. I might be able to include a 4th, which would be from the maybes here or the yeses/maybes from the previous batch that didn't make it.
yeti_c wrote:Yes you did...
C.
<position>
<components>
<component start="6">A</component>
</components>
</position>
DiM wrote: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?
NOT ANSWERED
lackattack wrote:Any sort of dynamic XML (i.e. something triggers a different set of rules mid-game) would be put off yet again because of complexity.
DiM wrote: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
NOT ANSWERED
lackattack wrote:@DiM:DiM wrote: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?
NOT ANSWERED
I made a blanket statement about dynamic xml in my post:lackattack wrote:Any sort of dynamic XML (i.e. something triggers a different set of rules mid-game) would be put off yet again because of complexity.
lackattack wrote:DiM wrote: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
NOT ANSWERED
This would be the biggest pain to code. The assumption of 1 player per territory is all over the game engine code. [No]
lackattack wrote:Anything about dynamic xml (trigger events and xml parts that can change) is [Maybe]
<territory>x</territory>
<borders>
<territory>y</territory>
<territory>z</territory>
</borders>
<coordinates>
<Territory>a</territory>
<borders>
<Territory>y</territory>
<territory>z</territory>
</borders>
<coordinates>
fireedud wrote:Dim, can't you get around mult. ownership by doing this:
- Code: Select all
<territory>x</territory>
<borders>
<territory>y</territory>
<territory>z</territory>
</borders>
<coordinates>
<Territory>a</territory>
<borders>
<Territory>y</territory>
<territory>z</territory>
</borders>
<coordinates>
turning bombardments or auto-deploys / decays on and off for other territories from a territory that isn't them would be swell. But I can live without it.DiM wrote:lackattack wrote:Anything about dynamic xml (trigger events and xml parts that can change) is [Maybe]
there is still HOPE
.....
<continent>
<name>Africa</name>
<bonus>3</bonus>
<components>
<component>North Africa</component>
<component>Egypt</component>
<component>East Africa</component>
<component>Congo</component>
<component>South Africa</component>
<component>Madagascar</component>
</components>
</continent>
<reinforcement continent>
<name>South America</name>
<bonus>2</bonus>
<components>
<component>Venezuela</component>
<component>Peru</component>
<component>Argentina</component>
<component>Brazil</component>
</components>
</reinforcement continent>
<reinforcement continent>
<name>Oceania</name>
<bonus>2</bonus>
<components>
<component>Indonesia</component>
<component>New Guinea</component>
<component>Western Australia</component>
<component>Eastern Australia</component>
</components>
</reinforcement continent>
.....
lanyards receives 3 armies for 6 territories
lanyards deployed 3 armies on Peru
lanyards attacked Argentina from Peru and conquered it from pepperonibread
lanyards attacked Brazil from Peru and conquered it from oaktown
lanyards receives 2 armies for controlling South America
lanyards deployed 2 armies on Brazil
lanyards attacked North Africa from Brazil and conquered it from pepperonibread
lanyards fortified North Africa with 4 armies from Venezuela
lanyards gets a card
Coleman wrote:turning bombardments or auto-deploys / decays on and off for other territories from a territory that isn't them would be swell. But I can live without it.DiM wrote:lackattack wrote:Anything about dynamic xml (trigger events and xml parts that can change) is [Maybe]
there is still HOPE
.....
<continent>
<name>Africa</name>
<bonus>3</bonus>
<components>
<component>North Africa</component>
<component>Egypt</component>
<component>East Africa</component>
<component>Congo</component>
<component>South Africa</component>
<component>Madagascar</component>
</components>
</continent>
<reinforcement continent>
<name>South America</name>
<bonus>2</bonus>
<components>
<component>Venezuela</component>
<component>Peru</component>
<component>Argentina</component>
<component>Brazil</component>
</components>
</reinforcement continent>
<reinforcement continent>
<name>Oceania</name>
<bonus>2</bonus>
<components>
<component>Indonesia</component>
<component>New Guinea</component>
<component>Western Australia</component>
<component>Eastern Australia</component>
</components>
</reinforcement continent>
.....
lanyards receives 3 armies for 6 territories
lanyards deployed 3 armies on Peru
lanyards attacked Argentina from Peru and conquered it from pepperonibread
lanyards attacked Brazil from Peru and conquered it from oaktown
lanyards receives 2 armies for controlling South America
lanyards deployed 2 armies on Brazil
lanyards attacked North Africa from Brazil and conquered it from pepperonibread
lanyards fortified North Africa with 4 armies from Venezuela
lanyards gets a card
lanyards wrote:Suggestion Idea:
Mid-Turn Reinforcements
DiM wrote:lanyards wrote:Suggestion Idea:
Mid-Turn Reinforcements
i think you're talking about the one time bonus i requested. check previous page.
lack said it's a maybe if more people ask for it.
DiM wrote:lanyards wrote:Suggestion Idea:
Mid-Turn Reinforcements
i think you're talking about the one time bonus i requested. check previous page.
lack said it's a maybe if more people ask for it.
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