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XML Question: Are overrides transitive?
Posted:
Sat Jul 03, 2010 10:11 pm
by ender516
If I want to set up a chain of overriding continents, such that A overrides B, which overrides C, which overrides D, can I simply put the one override in each continent, or does A have to override B and C and D, while B overrides C and D, and C overrides D?
Re: XML Question: Are overrides transitive?
Posted:
Sat Jul 03, 2010 10:19 pm
by natty dread
No if A is overridden by B then C doesn't have to override A and B, C can only override B and A gets overridden on account of being overridden by B.
Re: XML Question: Are overrides transitive?
Posted:
Sun Jul 04, 2010 12:46 am
by ender516
Great, thanks, that should make things shorter.
Re: XML Question: Are overrides transitive?
Posted:
Sun Jul 04, 2010 12:59 pm
by yeti_c
No that's wrong.
A Overrides B - B might not necessarily be a sub continent of A - thus the B to override C will not happen.
C.
Re: XML Question: Are overrides transitive?
Posted:
Sun Jul 04, 2010 1:19 pm
by ender516
yeti_c wrote:No that's wrong.
A Overrides B - B might not necessarily be a sub continent of A - thus the B to override C will not happen.
C.
Okay, that's fair. A player can hold A and override B, but if she doesn't hold B, then C won't be overridden, simply by holding A. In my case, I'm setting up bonuses on Napoleonic Europe 1812, with a series of continents which all have the same set of territories (land battle sites), but progressively larger <required/> values. So if I have all 19 battle sites, I certainly have 17, and 15, and 13, etc. So my chain of overrides should work as planned. Thanks, guys.
Re: XML Question: Are overrides transitive?
Posted:
Sun Jul 04, 2010 2:31 pm
by natty dread
Yeah I was assuming that B was part of A, so that if you were holding A you would also be holding B.
Re: XML Question: Are overrides transitive?
Posted:
Sun Jul 04, 2010 2:40 pm
by yeti_c
natty_dread wrote:Yeah I was assuming that B was part of A, so that if you were holding A you would also be holding B.
Indeed - but that wasn't the question.
For a thorough examination of how overrides work - take a look at the Poker XML.
C.
Re: XML Question: Are overrides transitive?
Posted:
Sun Jul 04, 2010 3:11 pm
by ender516
Thanks, yeti_c. I was trying to think which map might have some clever XML, and I forgot about Poker. I have been meaning to grab a copy of the XML of every map, just to study, but my link has been so flaky lately, I haven't bothered trying to start all those downloads.
Re: XML Question: Are overrides transitive?
Posted:
Sun Jul 04, 2010 3:39 pm
by ManBungalow
It would be really nice if we could set these override chains out as so:
<continent>
<reinforcements>
</reinforcements>
</continent>
I guess it's not neccesary, but it would cut around 8000 lines off of the Clandemonium XML. Maybe we should submit a suggestion for this.
ender516 wrote:I have been meaning to grab a copy of the XML of every map, just to study, but my link has been so flaky lately, I haven't bothered trying to start all those downloads.
The word 'downloads' caught me here, are you accessing them from
http://www.conquerclub.com/maps or downloading each one from wherever the creator stored it...?
Re: XML Question: Are overrides transitive?
Posted:
Sun Jul 04, 2010 6:49 pm
by ender516
ManBungalow wrote:It would be really nice if we could set these override chains out as so:
<continent>
<reinforcements>
</reinforcements>
</continent>
I guess it's not neccesary, but it would cut around 8000 lines off of the Clandemonium XML. Maybe we should submit a suggestion for this.
There is a special topic in Foundry Discussions, I think, for XML Suggestions, or you could post one to the general Suggestions forum. If you don't, I will (eventually...).
ManBungalow wrote:ender516 wrote:I have been meaning to grab a copy of the XML of every map, just to study, but my link has been so flaky lately, I haven't bothered trying to start all those downloads.
The word 'downloads' caught me here, are you accessing them from
http://www.conquerclub.com/maps or downloading each one from wherever the creator stored it...?
Oh, from
http://www.conquerclub.com/maps, for sure. That way, I know I am getting the version that is live. I just figured I would "Save Link As..." on each one, then they show up in the Downloads window of Firefox. Once I have them on my disk, I can explore them with XEmacs and the Cygwin utilities, so it's
almost like working on a
real computer (damn you, Bill Gates!).
Re: XML Question: Are overrides transitive?
Posted:
Mon Jul 05, 2010 12:53 pm
by yeti_c
ManBungalow wrote:It would be really nice if we could set these override chains out as so:
<continent>
<reinforcements>
</reinforcements>
</continent>
I guess it's not neccesary, but it would cut around 8000 lines off of the Clandemonium XML. Maybe we should submit a suggestion for this.
ender516 wrote:I have been meaning to grab a copy of the XML of every map, just to study, but my link has been so flaky lately, I haven't bothered trying to start all those downloads.
The word 'downloads' caught me here, are you accessing them from
http://www.conquerclub.com/maps or downloading each one from wherever the creator stored it...?
Not quite sure what you're suggesting here...
Remember any new change to the XML can't break the current existing XML that is out there.
C.
Re: XML Question: Are overrides transitive?
Posted:
Mon Jul 05, 2010 9:44 pm
by ender516
I think ManBungalow is suggesting that the bonus value for a continent could be calculated in a way similar to the way reinforcements are calculated, with a min, max, and divisor.
Re: XML Question: Are overrides transitive?
Posted:
Tue Jul 06, 2010 4:12 am
by natty dread
ender516 wrote:I think ManBungalow is suggesting that the bonus value for a continent could be calculated in a way similar to the way reinforcements are calculated, with a min, max, and divisor.
That would be fine if it could be coded so that it wouldn't replace the old bonus system. That way old maps won't suddenly stop working.
On the other hand, I would prefer an XML update that would actually give us new features to play with. But if this could be embedded to another bigger update then I wouldn't complain.