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Age of Merchants - [Quenched]

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Re: thanks

Postby DiM on Tue Sep 25, 2007 1:39 pm

Danram wrote:thank you for your fast reply. Now it makes perfect sense.


you're welcome mate. i see you have a good chance at winning that game. good luck.
“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
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Postby DiM on Tue Oct 09, 2007 6:11 pm

i like the stats marval presented for Benelux so i copied the idea :P

Age of Merchants stats:

Total number of games so far started up on the Age of Merchants map: 72 x 100 = 7200*


Summary:
    Active: 3 x 100 = 300
    Finished: 70 x 100 = 7000
    Waiting for players: 1 x 100 = 100
Extended:

Number of Players:
    2 players: 44 x 100 = 4400
    3 players: 7 x 100 = 700
    4 players: 10 x 100 = 1000
    5 players: 3 x 100 = 300
    6 players: 10 x 100 = 1000
Game Type:
    Standard: 61 x 100 = 6100
    Terminator: 4 x 100 = 400
    Assassin: 1 x 100 = 100
    Doubles: 6 x 100 = 600
    Triples: 2 x 100 = 200
Play Order:
    Freestyle: 16 x 100= 1600
    Sequential: 56 x 100= 5600
Bonus Cards:
    Escalating: 22 x 100 = 2200
    Flat Rate: 24 x 100 = 2400
    No Cards: 27 x 100 = 2700
Fortifications:
    Chained: 20 x 100 = 2000
    Adjacent: 15 x 100 = 1500
    Unlimited: 37 x 100 = 3700
Joinability:
    Public: 66 x 100 = 6600
    Private: 5 x 100 = 500
    Tournament: 3 x 100 = 300
Round Length:
    Casual (24 hours): 68 x 100 = 6800
    Speed (5 minutes): 5 x 100 = 500
Tournament Games (31):
    - 3 Man Madness
    - NHL League
    - Home Nations 2007
    - TOP 500 Doubles League
    - CC Lieutenant+
    - Battle of the Guilds
    - World Cup Tournament
    - Tiger Tribe vs. The Horsemen of Apocalypse
    - Premier League
    - Champions League 2007/08
    - 1 v 1 New Singles League
    - Iron Man Series
    - Supreme Doubles Player League
    - Elitserien
    - FA Premier League
    - Movie Rental Mania
    - The Long Walk
    - Primera Division
    - Super Smash Bros Melee 1v1's
    - NCAA Basketball Full Season
    - World Series of Risk
    - CC World Championship
    - 3456 League
    - MLB 2007 World Series
    - Conquer Club Superstars
    - Worldwide Football hooligan Firm Clash
    - NBA Gladiators
    - NFL
    - Multiple Map King
    - CHL Season
    - 4 Man Madness
* The count is number of pages (with each 100 games by page) x number of games by page (100).
Last edited by DiM on Tue Oct 09, 2007 6:51 pm, edited 2 times in total.
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Postby Gilligan on Tue Oct 09, 2007 6:29 pm

Your map is in my 4 Man Madness tournament.
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Postby DiM on Tue Oct 09, 2007 6:50 pm

Gilligan wrote:Your map is in my 4 Man Madness tournament.


thanks. edited above
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Postby Redwood on Thu Oct 11, 2007 11:03 pm

Two small questions. I understand why two ports connect for the market bonus. Now, I ask, why don't docks connect. Also, do you need to own all the territory between the market and the port?

Besides these questions, good map with an interesting concept, I like it.
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Postby Aerial Attack on Thu Oct 11, 2007 11:19 pm

Redwood wrote:Two small questions. I understand why two ports connect for the market bonus. Now, I ask, why don't docks connect. Also, do you need to own all the territory between the market and the port?

Besides these questions, good map with an interesting concept, I like it.


I'm not the map creator, so my assumptions could be wrong. But, here is my take:

Port to Port. Ports are assumed to be large enough for a ship to come in and do commerce. Once on land, the goods manage to find a way to market (an escort is sent with the goods) - regardless of who owns the lands in between. It's not strictly a money for goods exchange. Otherwise, as long as you owned the Port on the Resource Pair side and either a Port or Dock on the Market side - it might work.

Dock to Dock is more for sending your men across on a row boat of sorts (you can't really fit all your goods on the row boat & men to protect those goods & men to protect the boat). Obviously ships have row boats aboard, but they never leave them ashore for long or unprotected. Who would protect the row boat whilst the men and goods traveled to and from the Dock to Market?
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Postby DiM on Fri Oct 12, 2007 8:49 am

Redwood wrote:Two small questions. I understand why two ports connect for the market bonus. Now, I ask, why don't docks connect. Also, do you need to own all the territory between the market and the port?

Besides these questions, good map with an interesting concept, I like it.


ports are big enough for galleons to travel between them and do trading as well as attacking.

docks are too small to do trading but they provide a good landing spot for attacking.
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Postby yeti_c on Fri Oct 12, 2007 8:55 am

Aerial Attack wrote:
Redwood wrote:Two small questions. I understand why two ports connect for the market bonus. Now, I ask, why don't docks connect. Also, do you need to own all the territory between the market and the port?

Besides these questions, good map with an interesting concept, I like it.


I'm not the map creator, so my assumptions could be wrong. But, here is my take:

Port to Port. Ports are assumed to be large enough for a ship to come in and do commerce. Once on land, the goods manage to find a way to market (an escort is sent with the goods) - regardless of who owns the lands in between. It's not strictly a money for goods exchange. Otherwise, as long as you owned the Port on the Resource Pair side and either a Port or Dock on the Market side - it might work.

Dock to Dock is more for sending your men across on a row boat of sorts (you can't really fit all your goods on the row boat & men to protect those goods & men to protect the boat). Obviously ships have row boats aboard, but they never leave them ashore for long or unprotected. Who would protect the row boat whilst the men and goods traveled to and from the Dock to Market?


I like this explanation the best!!!

C.
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Postby DiM on Fri Oct 12, 2007 9:05 am

yeti_c wrote:
Aerial Attack wrote:
Redwood wrote:Two small questions. I understand why two ports connect for the market bonus. Now, I ask, why don't docks connect. Also, do you need to own all the territory between the market and the port?

Besides these questions, good map with an interesting concept, I like it.


I'm not the map creator, so my assumptions could be wrong. But, here is my take:

Port to Port. Ports are assumed to be large enough for a ship to come in and do commerce. Once on land, the goods manage to find a way to market (an escort is sent with the goods) - regardless of who owns the lands in between. It's not strictly a money for goods exchange. Otherwise, as long as you owned the Port on the Resource Pair side and either a Port or Dock on the Market side - it might work.

Dock to Dock is more for sending your men across on a row boat of sorts (you can't really fit all your goods on the row boat & men to protect those goods & men to protect the boat). Obviously ships have row boats aboard, but they never leave them ashore for long or unprotected. Who would protect the row boat whilst the men and goods traveled to and from the Dock to Market?


I like this explanation the best!!!

C.

me too. it has flavor :D
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Postby Night Strike on Tue Dec 04, 2007 5:08 pm

DiM and yeti_c, is there a way to reformat the XML?? I don't know exactly how overrides and such work, but couldn't those be implemented to remove all those negative bonuses that are showing in the BOB menu. It would make the whole thing load faster. Since the change wouldn't affect anything in gameplay, would it be allowed?
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Postby DiM on Tue Dec 04, 2007 5:15 pm

Night Strike wrote:DiM and yeti_c, is there a way to reformat the XML?? I don't know exactly how overrides and such work, but couldn't those be implemented to remove all those negative bonuses that are showing in the BOB menu. It would make the whole thing load faster. Since the change wouldn't affect anything in gameplay, would it be allowed?


i don't know. if yeti says it can be done and he is willing to do it then i'm ok with it.
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Postby Coleman on Tue Dec 04, 2007 5:17 pm

It can be done. I'll pm yeti.
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Postby Night Strike on Tue Dec 04, 2007 5:20 pm

Cool. Thanks guys. It had been bugging me the past few days. By the way, this map has really grown on me when I do play it. (Although I don't think Age of Might ever will.)
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Postby DiM on Tue Dec 04, 2007 5:26 pm

Night Strike wrote:Cool. Thanks guys. It had been bugging me the past few days. By the way, this map has really grown on me when I do play it. (Although I don't think Age of Might ever will.)


try second chapter in my sig :wink:
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Postby DiM on Tue Dec 04, 2007 5:28 pm

Coleman wrote:It can be done. I'll pm yeti.



poor yeti, he already made the biggest 2 xml files (aom and aor: might) he has 2 more planed (aor ch2 and ch3) and now he has to redo aom :lol:

he's gonna crack :lol:
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Postby Night Strike on Tue Dec 04, 2007 5:34 pm

DiM wrote:
Coleman wrote:It can be done. I'll pm yeti.



poor yeti, he already made the biggest 2 xml files (aom and aor: might) he has 2 more planed (aor ch2 and ch3) and now he has to redo aom :lol:

he's gonna crack :lol:


Isn't ConquerMan larger???? But this wouldn't be a build from scratch.

I did check out the Chapter 2 map, so we'll see what happens.
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Postby DiM on Tue Dec 04, 2007 5:36 pm

Night Strike wrote:
DiM wrote:
Coleman wrote:It can be done. I'll pm yeti.



poor yeti, he already made the biggest 2 xml files (aom and aor: might) he has 2 more planed (aor ch2 and ch3) and now he has to redo aom :lol:

he's gonna crack :lol:


Isn't ConquerMan larger???? But this wouldn't be a build from scratch.

I did check out the Chapter 2 map, so we'll see what happens.


i don't know if it's larger or not. conquer man is not quenched so until then aom and aor: might are the largest :)
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Postby yeti_c on Wed Dec 05, 2007 2:12 am

Hi Guys,

I've thought about your suggestion...

And the answer is No!!!

I will prove it to you shortly...

But as the current XML system stands it will only add info to the XML... and probably make it slower...

I will however rewrite the XML when Lack's next update is available.

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Postby yeti_c on Wed Dec 05, 2007 3:07 am

Current...

Code: Select all
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Castillo</component>
  </components>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Tiago</component>
  </components>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Castillo</component>
  </components>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Tiago</component>
  </components>
</continent>
<!--  Negative modifiers to ensure only one port combo takes effect.
  -->
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>-2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Castillo</component>
  </components>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>-2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Tiago</component>
  </components>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>-2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Castillo</component>
    <component>Puerto Tiago</component>
  </components>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>-2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Castillo</component>
    <component>Puerto Tiago</component>
  </components>
</continent>
<!--  And if you own all 4 harbors then you need to get the bonus
  -->
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Castillo</component>
    <component>Puerto Tiago</component>
  </components>
</continent>
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Postby yeti_c on Wed Dec 05, 2007 3:11 am

Proposed...

Code: Select all
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Castillo</component>
  </components>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Tiago</component>
  </components>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Castillo</component>
  </components>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Tiago</component>
  </components>
</continent>
<!--  Three port combinations with overrides
  -->
<continent>
  <name>Hat and Clothes to Manchia Market (3 ports)</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Castillo</component>
  </components>
  <overrides>
    <override>Hat and Clothes to Manchia Market</override>
  <override>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market (3 ports)</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Tiago</component>
  </components>
  <overrides>
    <override>Hat and Clothes to Manchia Market</override>
  <override>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market (3 ports)</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Castillo</component>
    <component>Puerto Tiago</component>
  </components>
  <overrides>
    <override>Hat and Clothes to Manchia Market</override>
  <override>
</continent>
<continent>
  <name>Hat and Clothes to Manchia Market (3 ports)</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Castillo</component>
    <component>Puerto Tiago</component>
  </components>
  <overrides>
    <override>Hat and Clothes to Manchia Market</override>
  <override>
</continent>
<!--  4 ports with overrides
  -->
<continent>
  <name>Hat and Clothes to Manchia Market (4 ports)</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Chiuso</component>
    <component>Reyes</component>
    <component>Puerto Allegre</component>
    <component>Puerto Esperanza</component>
    <component>Puerto Castillo</component>
    <component>Puerto Tiago</component>
  </components>
  <overrides>
    <override>Hat and Clothes to Manchia Market (3 ports)</override>
  <override>
</continent>
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Postby yeti_c on Wed Dec 05, 2007 3:13 am

After Update
Code: Select all
<continent>
  <name>Hat and Clothes</name>
  <bonus>0</bonus>
  <components>
    <component>Chiuso</component>
    <component>Reyes</component>
  </components>
</continent>

<continent>
  <name>North Western Ports</name>
  <bonus>0</bonus>
  <components>
    <component>Puerto Allegre</component>
    <component>Puerto Esperanza</component>
  </components>
  <required>1</required>
</continent>

<continent>
  <name>Northern Ports</name>
  <bonus>0</bonus>
  <components>
    <component>Puerto Tiago</component>
    <component>Puerto Castillo</component>
  </components>
  <required>1</required>
</continent>

<continent>
  <name>Hat and Clothes to Manchia Market</name>
  <bonus>2</bonus>
  <components>
    <component>Manchia</component>
    <component>Hat and Clothes</component>
    <component>North Western Ports</component>
    <component>Northern Ports</component>
  </components>
</continent>
Last edited by yeti_c on Wed Dec 05, 2007 3:28 am, edited 1 time in total.
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Postby Coleman on Wed Dec 05, 2007 3:22 am

yeti_c wrote:After Update
Code: Select all
---removed---
That blew my mind and in its rebirth all I have to say is bloody brilliant.

Edit: logic for those that didn't see it or may not get it:
Code: Select all
If you have hats and clothes
and one of the northwestern ports
and one of the northern ports
then you receive 2 for Hats and Clothes to Manchia Market
It’s really that simple to us and through the ability to add continents and collections into other continents and collections it becomes that simple to code.
Last edited by Coleman on Wed Dec 05, 2007 3:43 am, edited 1 time in total.
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Postby yeti_c on Wed Dec 05, 2007 3:28 am

Coleman wrote:
yeti_c wrote:After Update
Code: Select all
---removed---
That blew my mind and in its rebirth all I have to say is bloody brilliant.


Which is why we have to push for the XML update to go ahead... well actually all we need to push for is MY XML update to go ahead...

The power of recursive structuring is beautiful...

C.
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Postby yeti_c on Wed Dec 05, 2007 5:11 am

BTW - I bet you didn't realise this - but I included "Hat & Clothes" as a continent for completeness sake - That example could've been shorter if I'd just listed them as territories...

However in the full version of the XML - they would be repeated a lot - so I put them like that here as well...

I would foresee at least a 40% reduction in this XML by this one very change.

C.
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Postby DiM on Wed Dec 05, 2007 7:39 am

nice =D>

now the question is: who knows lack address? so we can TP his house if he doesn't do the update :lol:
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