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Re: Clandemonium-(V.64, P.65)

Postby ender516 on Sun Jul 04, 2010 10:15 pm

I suggest posting this issue in the UPDATED Map XML Wizard topic, so chipv can help you determine if it is a Wizard bug or not.
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Re: Clandemonium-(V.64, P.65)

Postby InnyaFacce on Sun Jul 04, 2010 10:34 pm

after reading this http://www.conquerclub.com/forum/viewtopic.php?f=438&t=121071 you might want to remove the Clan O&H from the map ... seems they have Retired the Clan

you could always add the Clan F.O.E.D.
we would be honored to become a part of your Map History !!!
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Re: Clandemonium-(V.64, P.65)

Postby Bruceswar on Sun Jul 04, 2010 11:12 pm

InnyaFacce wrote:after reading this http://www.conquerclub.com/forum/viewtopic.php?f=438&t=121071 you might want to remove the Clan O&H from the map ... seems they have Retired the Clan

you could always add the Clan F.O.E.D.
we would be honored to become a part of your Map History !!!



O&H and DD are both dead. TOFU is a main while they are one of the newest clans on the list. Nemesis is more deserving, just going on longevity alone. Seems to be the case here. If not then a good few names need changing.
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Re: Clandemonium-(V.64, P.65)

Postby grifftron on Mon Jul 05, 2010 1:09 am

Just input on the last 2 posts,

when this map was first started, we knew that some clans might fade away as time goes on, and having names of past clans on the map would have been fine too, this was the list off JP's league a while back...

And there was talk about changing names in the future too, or updating it according to the league scores, which could be possible too if allowed by CC staff. But also remember some clans are not on there that "should" be on there because they did not want to be on the map as well...

Just some input on the clan name issue, up to Blitz and Kab tho.

Hope the xml is figured out soon

-griff
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Re: Clandemonium-(V.64, P.65)

Postby chipv on Mon Jul 05, 2010 6:18 am

Can you let me have the XML please?

Thanks
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Re: Clandemonium-(V.64, P.65)

Postby Blitzaholic on Mon Jul 05, 2010 7:37 am

Bruceswar wrote:
InnyaFacce wrote:after reading this http://www.conquerclub.com/forum/viewtopic.php?f=438&t=121071 you might want to remove the Clan O&H from the map ... seems they have Retired the Clan

you could always add the Clan F.O.E.D.
we would be honored to become a part of your Map History !!!



O&H and DD are both dead. TOFU is a main while they are one of the newest clans on the list. Nemesis is more deserving, just going on longevity alone. Seems to be the case here. If not then a good few names need changing.



let me think on this and I will discuss with Kab, however, These are some of the most respected and dominating clans on CC at that time and some still today, and all placed in the Top 10 in the 2009 CLA Clan Rankings from Nov. 2009, with a recent update of Jan. 2010.


This is also CC history and these were the clans according to Jp's ladder who were the top clans in 2009. We know things will change in time, but, it is dedicated towards clans and memory of them for that time in history.

We have got permission of the following Clans to use their names on this map.
1.The Horsemen of the Apocalypse
2.Legends of War
3.The Spanking Monkeys
4.Immortal Assassins
5.Empire
6.++The Legion++
7.Imperial Dragoons
8.Black Sheep Squadron
9. The Odd Fellows Union
10. Angels of Death

These were the following 10 with given us permission, not necessarily in that order.


the next 10 clans who will not have starting points, but, a single territory named (castles now named "Clan Grounds"), will have there clan name represented as Clan Grounds with their own bonus on the map would be:

L4D = The Dead
DVLL = De Vero's
KORT = The Knights
MYTH = Myth
O&H = Outlaws
EE = Eternal
AOC = Agents of Chaos
Brethren = Fat Mermaids
DD = Divine Domination
NEM = Nemesis



grifftron wrote:Just input on the last 2 posts,

when this map was first started, we knew that some clans might fade away as time goes on, and having names of past clans on the map would have been fine too, this was the list off JP's league a while back...

And there was talk about changing names in the future too, or updating it according to the league scores, which could be possible too if allowed by CC staff. But also remember some clans are not on there that "should" be on there because they did not want to be on the map as well...

Just some input on the clan name issue, up to Blitz and Kab tho.

Hope the xml is figured out soon

-griff



I think I am leaning with Griff here, it would be too much hassle to change them all the time, this is not a reflection of what may be in the year 2011 or even 2012. These clans are a reflection of CC history, past and many still current. In a sense these clans are rewarded to stay on the map from what they all contributed to CC since 2006 til now.

View it as CC history and these were the clans according to Jp's ladder who were the top clans in 2009. We know things will change in time, but, it is dedicated towards clans and memory of them for that time in history. Jp had influence on the clan boom in 2008 and 2009 and clans spiked in numbers and popularity, this map is a reflection to the clans that were most dedicated during that era and who stood out more than the rest according to Jp's ladder and the clans that gave us permission. Clans are a big part of CC and this map is to honor the clans that were most involved and dedicated coupled with success to make this happen. We thank CC and the blue men for supporting the map, but mostly for supporting the huge role and impact clans have on CC to today. This is a tribute to all of them.
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Re: Clandemonium-(V.64, P.65)

Postby Kabanellas on Mon Jul 05, 2010 8:38 am

Blitzaholic wrote:These clans are a reflection of CC history, past and many still current. In a sense these clans are rewarded to stay on the map from what they all contributed to CC since 2006 til now.


I'm with Blitz
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Re: Clandemonium-(V.64, P.65)

Postby Blitzaholic on Wed Jul 07, 2010 1:49 pm

ManBungalow wrote:Okay, maybe I'm doing something wrong...This could be my fault (programming error), an issue with the XML Wizard or a difficulty posed by the game engine...and I'm at a loss.



Bunga, please consider consulting with chipv, he has a lot of expertise.
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Re: Clandemonium-(V.64, P.65)

Postby ManBungalow on Thu Jul 08, 2010 11:37 am

I've finished the XML in its own right, but am having a difficult time uploading the .xml file to a host server.
It's also too long to post in this thread, even if I wanted to.
So the best thing I can do is request that somebody who can upload the document sends me a PM with their email address, to which I will send the files to be hosted.

Also, I'm going away this saturday, so unless I can send this thing to someone before then, it'll likely be at least an extra week or so before the map can move to the beta phase.
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Re: Clandemonium-(V.64, P.65)

Postby MrBenn on Thu Jul 08, 2010 11:51 am

I'll see if I can help ;-)
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Re: Clandemonium-(V.64, P.65)

Postby ManBungalow on Sat Jul 10, 2010 5:16 am

I'll be without internet access for at least a few days, but MrBenn has the completed XML file now and it should just be a matter of uploading it.

If there is a serious problem, send me a few angry PM's and I'll get on the case as soon as possible.
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Re: Clandemonium-(V.64, P.65)

Postby MrBenn on Sun Jul 11, 2010 5:19 pm

Here's the XML that ManBunglaow sent me: http://www.fileden.com/files/2009/1/9/2259283//Clandemonium.xml

The XML passes the XML validation check, and lists the following warnings:
Test Results wrote:Warning: Territory The Spanking Monkeys 10 has border Deep Land 01, but not vice versa

Warning: Territory The Spanking Monkeys 10 has border Deep Land 02, but not vice versa

Warning: Territory The Spanking Monkeys 10 has border Deep Land 03, but not vice versa

Warning: Territory The Odd Fellows Union 10 has border Deep Land 01, but not vice versa

Warning: Territory The Odd Fellows Union 10 has border Deep Land 02, but not vice versa

Warning: Territory The Odd Fellows Union 10 has border Deep Land 03, but not vice versa

Warning: Territory Immortal Assassins 10 has border Deep Land 01, but not vice versa

Warning: Territory Immortal Assassins 10 has border Deep Land 02, but not vice versa

Warning: Territory Immortal Assassins 10 has border Deep Land 03, but not vice versa

Warning: Territory Imperial Dragoons 10 has border Deep Land 01, but not vice versa

Warning: Territory Imperial Dragoons 10 has border Deep Land 02, but not vice versa

Warning: Territory Imperial Dragoons 10 has border Deep Land 03, but not vice versa

Warning: Territory Angels of Death 10 has border Deep Land 01, but not vice versa

Warning: Territory Angels of Death 10 has border Deep Land 02, but not vice versa

Warning: Territory Angels of Death 10 has border Deep Land 03, but not vice versa

Warning: Territory The Legion 10 has border Deep Land 01, but not vice versa

Warning: Territory The Legion 10 has border Deep Land 02, but not vice versa

Warning: Territory The Legion 10 has border Deep Land 03, but not vice versa

Warning: Territory Legends of War 10 has border Deep Land 01, but not vice versa

Warning: Territory Legends of War 10 has border Deep Land 02, but not vice versa

Warning: Territory Legends of War 10 has border Deep Land 03, but not vice versa

Warning: Territory The Horsemen of the Apocalypse 10 has border Deep Land 01, but not vice versa

Warning: Territory The Horsemen of the Apocalypse 10 has border Deep Land 02, but not vice versa

Warning: Territory The Horsemen of the Apocalypse 10 has border Deep Land 03, but not vice versa

Warning: Territory Empire 10 has border Deep Land 01, but not vice versa

Warning: Territory Empire 10 has border Deep Land 02, but not vice versa

Warning: Territory Empire 10 has border Deep Land 03, but not vice versa

Warning: Territory Black Sheep Squadron 10 has border Deep Land 01, but not vice versa

Warning: Territory Black Sheep Squadron 10 has border Deep Land 02, but not vice versa

Warning: Territory Black Sheep Squadron 10 has border Deep Land 03, but not vice versa

Warning: Territory The Pinnacle has border The Spanking Monkeys (landing point), but not vice versa

Warning: Territory The Pinnacle has border The Odd Fellows Union (landing point), but not vice versa

Warning: Territory The Pinnacle has border Immortal Assassins (landing point), but not vice versa

Warning: Territory The Pinnacle has border Imperial Dragoons (landing point), but not vice versa

Warning: Territory The Pinnacle has border Angels of Death (landing point), but not vice versa

Warning: Territory The Pinnacle has border The Legion (landing point), but not vice versa

Warning: Territory The Pinnacle has border Legends of War (landing point), but not vice versa

Warning: Territory The Pinnacle has border The Horsemen of the Apocalypse (landing point), but not vice versa

Warning: Territory The Pinnacle has border Empire (landing point), but not vice versa

Warning: Territory The Pinnacle has border Black Sheep Squadron (landing point), but not vice versa

Summary: 0 errors and 40 warnings detected in Clandemonium.xml (69 continents, 173 territories)
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Re: Clandemonium-(V.64, P.65)

Postby Kabanellas on Tue Jul 13, 2010 7:19 am

Thanks Benn, and great work Bunga.

I've tested it a bit and the xml seems ok (apart from the Brethren and the Immortal Assassins 09 regions that I can't find in the small map... :?: ).

There are some army placements that need to be adjusted though, I'm posting here the screenshots:

Large map
The starting locations are good, but there are some regions needing slight adjustments.
-The Legion 10
-Angels of Death 12,13,14
-Imperial Dragoons 12,11
-Immortal Assassins 02,13,05,04
-The Odd Fellows Union 12,13,14,09
-The Spanking Monkeys 07,05,12
-The Black Sheep Squadron 11,12,13,08 (14 could be centred a bit)
-Empire 04,08,12,10
-THOTA 10,06
-Legends of War 03,04

-Deep Land 01,02,03,08,11

-The Pinnnacle - 1 pixel up

Click image to enlarge.
image


Small map

There are 2 regions missing (Brethren and Immortal Assassins 09)
-I'm posting below a version with the numbers that I've placed manually... maybe that could help in those situations where number placement need to change.

Click image to enlarge.
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Click image to enlarge.
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Re: Clandemonium-(V.64, P.65)

Postby natty dread on Tue Jul 13, 2010 7:33 am

Yeah just make sure the 888:s don't overlap the border lines and it'll be fine.
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Re: Clandemonium-(V.67, P.68)

Postby Kabanellas on Fri Jul 23, 2010 4:26 am

Where's Bunga?
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Re: Clandemonium-(V.67, P.68)

Postby Bruceswar on Tue Jul 27, 2010 6:22 pm

Kabanellas wrote:Where's Bunga?



ManB is away on holiday right now
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Re: Clandemonium-(V.67, P.68)

Postby Blitzaholic on Thu Jul 29, 2010 11:18 am

Bruceswar wrote:
Kabanellas wrote:Where's Bunga?



ManB is away on holiday right now


me too.


any idea when he may be back though?
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Re: Clandemonium-(V.67, P.68)

Postby the.killing.44 on Thu Jul 29, 2010 10:28 pm

Three days.
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Re: Clandemonium-(V.67, P.68)

Postby Blitzaholic on Sat Jul 31, 2010 10:56 am

the.killing.44 wrote:Three days.



thanks
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Re: Clandemonium-(V.67, P.68)

Postby Blitzaholic on Fri Aug 06, 2010 10:20 am

Kabanellas wrote:Where's Bunga?



not sure, it has been over the 3 days. Been over a week. I have got no pm from him, nothing, have you Kab?


Perhaps if he does not respond soon, we could ask chipv if we would be willing to assist us?
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Re: Clandemonium-(V.67, P.68)

Postby Kabanellas on Fri Aug 06, 2010 10:41 am

As far as I know Bunga arrived from holidays already, but no word from him yet. I'm guessing he lost interest.....
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Re: Clandemonium-(V.67, P.68)

Postby ManBungalow on Fri Aug 06, 2010 3:38 pm

I've almost finished the coordinate update. Thanks Kabanellas, your XML test results were very useful.
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Re: Clandemonium-(V.67, P.68)

Postby Kabanellas on Fri Aug 06, 2010 3:47 pm

Good to have you on board again Bungalow. If you need anything from me, feel free to ask :)
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Re: Clandemonium-(V.67, P.68)

Postby ManBungalow on Fri Aug 06, 2010 7:21 pm

Okay Blitz & Co., there's a serious flaw with this map. In fact, it's so severe our resident expert - chipv - has expressed concern! Anyway, here goes:
The Clandemonium XML file that I sent to MrBenn is 420kb.
In contrast, the existing XML for Hive is 116kb.

Ergo this map is going to run slow as a turtle with no flippers.
In some cases of slow computer/internet connection, a game on this map might not load at all. And of course, it's going to be totally hellish trying to run scripts and the like in a Clandemonium game of this state.

About 70% of the XML document is taken up by the code which manages the "+1 for every 2 green regions" feature.
"+2 for every 1 brown region" makes matters worse, but that is manageable by itself.

Clearly in my mind, this needs a gameplay adjustment or XML update (and we know how unlikely the latter is).

=====

I suggest an adjustment to the reinforcement setup.
As it stands, Clandemonium uses the standard 3 troop deployment with +1 for every 3 over 12 regions. This could be changed to 1 troop with +1 for every 2 regions (or anything similar of your fancy really). This still gives the player an incentive to snap up as many green regions as possible - so affecting gameplay minimally - but also makes the map playable.
This can all be done with 8 lines of XML, as opposed to almost 8000.
Naturally, it would also require a slight adjustment to the legend by Kabanellas.
Even if we go ahead with these changes, you can keep the "+2 for every brown region" and every other aspect of gameplay.


Until you make up your mind on this matter, I'll continue with the XML as planned (fixing up those coordinates).

Yours sincerely,
VERY UPSET PERSON
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Re: Clandemonium-(V.67, P.68)

Postby ender516 on Sat Aug 07, 2010 12:16 am

Would it help to insert the following at the top of the XML?
Code: Select all
<!DOCTYPE map [
<!ENTITY GreenRegions "<territory>The Spanking Monkeys 01</territory>
<territory>The Spanking Monkeys 02</territory>
<territory>The Spanking Monkeys 03</territory>
<territory>The Spanking Monkeys 04</territory>
<territory>The Spanking Monkeys 05</territory>
<territory>The Spanking Monkeys 06</territory>
<territory>The Spanking Monkeys 07</territory>
<territory>The Spanking Monkeys 08</territory>
<territory>The Spanking Monkeys 09</territory>
<territory>The Spanking Monkeys 10</territory>
<territory>The Spanking Monkeys 11</territory>
<territory>The Spanking Monkeys 12</territory>
<territory>The Spanking Monkeys 13</territory>
<territory>The Spanking Monkeys 14</territory>
<territory>The Odd Fellows Union 01</territory>
<territory>The Odd Fellows Union 02</territory>
<territory>The Odd Fellows Union 03</territory>
<territory>The Odd Fellows Union 04</territory>
<territory>The Odd Fellows Union 05</territory>
<territory>The Odd Fellows Union 06</territory>
<territory>The Odd Fellows Union 07</territory>
<territory>The Odd Fellows Union 08</territory>
<territory>The Odd Fellows Union 09</territory>
<territory>The Odd Fellows Union 10</territory>
<territory>The Odd Fellows Union 11</territory>
<territory>The Odd Fellows Union 12</territory>
<territory>The Odd Fellows Union 13</territory>
<territory>The Odd Fellows Union 14</territory>
<territory>Immortal Assassins 01</territory>
<territory>Immortal Assassins 02</territory>
<territory>Immortal Assassins 03</territory>
<territory>Immortal Assassins 04</territory>
<territory>Immortal Assassins 05</territory>
<territory>Immortal Assassins 06</territory>
<territory>Immortal Assassins 07</territory>
<territory>Immortal Assassins 08</territory>
<territory>Immortal Assassins 09</territory>
<territory>Immortal Assassins 10</territory>
<territory>Immortal Assassins 11</territory>
<territory>Immortal Assassins 12</territory>
<territory>Immortal Assassins 13</territory>
<territory>Immortal Assassins 14</territory>
<territory>Imperial Dragoons 01</territory>
<territory>Imperial Dragoons 02</territory>
<territory>Imperial Dragoons 03</territory>
<territory>Imperial Dragoons 04</territory>
<territory>Imperial Dragoons 05</territory>
<territory>Imperial Dragoons 06</territory>
<territory>Imperial Dragoons 07</territory>
<territory>Imperial Dragoons 08</territory>
<territory>Imperial Dragoons 09</territory>
<territory>Imperial Dragoons 10</territory>
<territory>Imperial Dragoons 11</territory>
<territory>Imperial Dragoons 12</territory>
<territory>Imperial Dragoons 13</territory>
<territory>Imperial Dragoons 14</territory>
<territory>Angels of Death 01</territory>
<territory>Angels of Death 02</territory>
<territory>Angels of Death 03</territory>
<territory>Angels of Death 04</territory>
<territory>Angels of Death 05</territory>
<territory>Angels of Death 06</territory>
<territory>Angels of Death 07</territory>
<territory>Angels of Death 08</territory>
<territory>Angels of Death 09</territory>
<territory>Angels of Death 10</territory>
<territory>Angels of Death 11</territory>
<territory>Angels of Death 12</territory>
<territory>Angels of Death 13</territory>
<territory>Angels of Death 14</territory>
<territory>The Legion 01</territory>
<territory>The Legion 02</territory>
<territory>The Legion 03</territory>
<territory>The Legion 04</territory>
<territory>The Legion 05</territory>
<territory>The Legion 06</territory>
<territory>The Legion 07</territory>
<territory>The Legion 08</territory>
<territory>The Legion 09</territory>
<territory>The Legion 10</territory>
<territory>The Legion 11</territory>
<territory>The Legion 12</territory>
<territory>The Legion 13</territory>
<territory>The Legion 14</territory>
<territory>Legends of War 01</territory>
<territory>Legends of War 02</territory>
<territory>Legends of War 03</territory>
<territory>Legends of War 04</territory>
<territory>Legends of War 05</territory>
<territory>Legends of War 06</territory>
<territory>Legends of War 07</territory>
<territory>Legends of War 08</territory>
<territory>Legends of War 09</territory>
<territory>Legends of War 10</territory>
<territory>Legends of War 11</territory>
<territory>Legends of War 12</territory>
<territory>Legends of War 13</territory>
<territory>Legends of War 14</territory>
<territory>The Horsemen of the Apocalypse 01</territory>
<territory>The Horsemen of the Apocalypse 02</territory>
<territory>The Horsemen of the Apocalypse 03</territory>
<territory>The Horsemen of the Apocalypse 04</territory>
<territory>The Horsemen of the Apocalypse 05</territory>
<territory>The Horsemen of the Apocalypse 06</territory>
<territory>The Horsemen of the Apocalypse 07</territory>
<territory>The Horsemen of the Apocalypse 08</territory>
<territory>The Horsemen of the Apocalypse 09</territory>
<territory>The Horsemen of the Apocalypse 10</territory>
<territory>The Horsemen of the Apocalypse 11</territory>
<territory>The Horsemen of the Apocalypse 12</territory>
<territory>The Horsemen of the Apocalypse 13</territory>
<territory>The Horsemen of the Apocalypse 14</territory>
<territory>Empire 01</territory>
<territory>Empire 02</territory>
<territory>Empire 03</territory>
<territory>Empire 04</territory>
<territory>Empire 05</territory>
<territory>Empire 06</territory>
<territory>Empire 07</territory>
<territory>Empire 08</territory>
<territory>Empire 09</territory>
<territory>Empire 10</territory>
<territory>Empire 11</territory>
<territory>Empire 12</territory>
<territory>Empire 13</territory>
<territory>Empire 14</territory>
<territory>Black Sheep Squadron 01</territory>
<territory>Black Sheep Squadron 02</territory>
<territory>Black Sheep Squadron 03</territory>
<territory>Black Sheep Squadron 04</territory>
<territory>Black Sheep Squadron 05</territory>
<territory>Black Sheep Squadron 06</territory>
<territory>Black Sheep Squadron 07</territory>
<territory>Black Sheep Squadron 08</territory>
<territory>Black Sheep Squadron 09</territory>
<territory>Black Sheep Squadron 10</territory>
<territory>Black Sheep Squadron 11</territory>
<territory>Black Sheep Squadron 12</territory>
<territory>Black Sheep Squadron 13</territory>
<territory>Black Sheep Squadron 14</territory>" > <!-- end of ENTITY GreenRegions -->
]>

and then define the Green Region continents as follows (I won't put them all here):
Code: Select all
<!-- Green Regions -->

<continent>
<name>2 Green Regions</name>
<bonus>1</bonus>
<components>
&GreenRegions;
</components>
<required>2</required>
</continent>

<continent>
<name>4 Green Regions</name>
<bonus>2</bonus>
<components>
&GreenRegions;
</components>
<required>4</required>
<overrides>
<override>2 Green Regions</override>
</overrides>
</continent>

.
.
.



I would feel more comfortable with this suggestion if the map XML still contained the <?xml ... ?>, so I would know where an internal entity could be defined.

If this doesn't work out, changing the standard troop deployment to +1 for every two regions would be a good start. The specific effect of not awarding these troops for non-green regions could probably be done with a smaller set of continents with negative bonuses.
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