Moderator: Cartographers
Thats fine with me. I just don't know how to do it or want to do it. So if COleman wants the job he can have it.Incandenza wrote:Wait, correct me if I'm wrong, but I thought the diminishing bonus worked such that you aren't penalized for taking a continent... i.e. you'll always get 1 for 3 up to 30, and further territories are 'taxed' at the higher rate, so you don't have a situation where going over each threshhold actually causes you to lose armies. So if you have 30 territs, you'll get 10/turn, but you'll have to get up to 34 to get 11/turn.
// terr_count_div_by_5_max = 100
// terr_bonus_div_by_5_max = 20
IF <territory_count> > <terr_count_div_by_5_max>
THEN <territory_bonus> = <terr_bonus_div_by_5_max> + Integer((<territory_count> - <terr_count_div_by_5_max>)/(5+1))
ELSE
// terr_count_div_by_4_max = 60
// terr_bonus_div_by_4_max = 15
IF <territory_count> > <terr_count_div_by_4_max>
THEN <territory_bonus> = <terr_bonus_div_by_4_max> + Integer((<territory_count> - <terr_count_div_by_4_max>)/(4+1))
ELSE
// terr_count_div_by_3_max = 30
// terr_bonus_div_by_3_max = 10
IF <territory_count> > <terr_count_div_by_3_max>
THEN <territory_bonus> = <terr_bonus_div_by_3_max> + Integer((<territory_count> - <terr_count_div_by_3_max>)/(3+1))
ELSE
// terr_count_div_by_min = 12
// terr_bonus_minimum = 3
IF <territory_count> > <terr_count_div_by_min>
THEN <territory_bonus> = <terr_bonus_minimum> + Integer((<territory_count> - <terr_count_div_by_min>)/3)
ELSE
// terr_bonus_minimum = 3
<territory_bonus> = <terr_bonus_minimum>
// terr_count_div_by_x could be done via an array in which case it's more portable
// terr_bonus_div_by_x_max could be done via an array in which case it's more portable
if it is +1 for every 6 then:Coleman wrote:Regardless, I don't want to talk about coding it. I want to know if +1 for every 6 is acceptable
<11 = 3
12-17 = 4
18-23 = 5
and so on up to 27 for 150+
I wanted to keep the colors the same as the original game. Does anyone else see the current colors as a problem?Night Strike wrote:For the red and teal aliens, it's really hard to see the numbers, especially if they're the same color.
WidowMakers wrote:So is this good everyone? If so then we are just waiting for Coleman to get the XML done. No rush Coleman just trying to stir up conversation.
WM
We could just add white spaces to the aliens like there are on the diamonds. Is this acceptable WM?spiesr wrote:Yes, you need to make it easier to see red on red & light blue on light blue...
spiesr wrote:Yes, you need to make it easier to see red on red & light blue on light blue...
I don't see a problem with that. I would like to keep them solid but this is not that big of a deal. Next update.Coleman wrote:We could just add white spaces to the aliens like there are on the diamonds. Is this acceptable WM?spiesr wrote:Yes, you need to make it easier to see red on red & light blue on light blue...
1) It is supposed to hurt your eyes. It is a 1980's video gameoaktown wrote:spiesr wrote:Yes, you need to make it easier to see red on red & light blue on light blue...
I'm torn on the colors... the entire thing hurts my eyes, but in a good 1983 arcade game kinda way. The worst color combination is the "territory collection" text in the legend.
Could you just change that text to "TERRITORIAL BONUSES:" ??
WidowMakers wrote:I wanted to keep the colors the same as the original game. Does anyone else see the current colors as a problem?Night Strike wrote:For the red and teal aliens, it's really hard to see the numbers, especially if they're the same color.
WM
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