Moderator: Cartographers
hulmey wrote:jesus christ...When u do somethig mibi u really do something...Can i ask you a question...
Whats happended to troy and d-day?????
mibi wrote:al starting numbers.
you need the warden to have the guard bonus. (not sure how the xml will work on that)
<continent>
<name>guards</name>
<bonus>2</bonus>
<components>
<component>Warden</component>
<component>Guard 1</component>
</components>
<continent>
<continent>
<name>guards</name>
<bonus>2</bonus>
<components>
<component>Warden</component>
<component>Guard 2</component>
</components>
<continent>
mibi wrote:Keredrex wrote:Option one works well... I like the style of the original sketch.....Is it possible to have different types of "Guards".... lets say you have Certain guard spaces that give you the guards bonus ... and other guard spaces that are Neutral ALWAYS.... that way you could minimize the Amount of actual GUARDS
You could say that the RIOT broke out and killed some of the guards
uh.. im not sure you can make a space always neutral... how would that work?
all the guards will start neutral... i could have different strength guards tho.
Keredrex wrote:mibi wrote:Keredrex wrote:Option one works well... I like the style of the original sketch.....Is it possible to have different types of "Guards".... lets say you have Certain guard spaces that give you the guards bonus ... and other guard spaces that are Neutral ALWAYS.... that way you could minimize the Amount of actual GUARDS
You could say that the RIOT broke out and killed some of the guards
uh.. im not sure you can make a space always neutral... how would that work?
all the guards will start neutral... i could have different strength guards tho.
Like in Chinese Checkers... the center area has no bonus... I didn't mean that the other Guards are always neutral ... I mean that you can have designated GUARD (Bonus Available Spaces) and Regular Guard spaces in the Cell Corridors... that way you minimize the amount of actual Guards..... For instance... You see the cell blocks...in front you have a light grey space... maybe you could make that the "Guard" and one in side the cell block a "Guard" and the rest in the cellblock Weaker guard (Neutral Spaces that don't apply towards the guard bonus
By the way Love the new design...
mibi wrote:
yeah thats a good idea. i could make the guards in the cell just the grey spaces and just post one guard at the door to the cell block.
but then you have the problem of having too few guards for the +1 every 2 bonus. I would have to raise the guard bonus for that to happen.
natty_dread wrote:I was wrong
<continent>
<name>4 New Fish</name>
<bonus>1</bonus>
<components>
<component>member 1</component>
<component>member 2</component>
<component>member 3</component>
...
</components>
<required>4</required>
</continent>
<continent>
<name>7 New Fish</name>
<bonus>3</bonus>
<components>
<component>member 1</component>
<component>member 2</component>
<component>member 3</component>
...
</components>
<required>7</required>
<overrules>
<overrule>4 New Fish</overrule>
</overrules>
</continent>
Coleman wrote:I'm still xml for this right? Let me know when you'd be comfortable having an xml file for it.
Oh, and...
Warden Samuel Norton
or
Warden Hazen
Some Guard Names...
Engleheart
Lambert
Garner
Malloy
Dunham
Hadley
Coleman wrote:mibi wrote:and the guards wont have names.. there is just no room.
Then how will you know which guards you are working with? They have to be named something.
mibi wrote:Coleman wrote:mibi wrote:and the guards wont have names.. there is just no room.
Then how will you know which guards you are working with? They have to be named something.
I will probably put small numbers (yes numbers again) in the cell blocks, like Guard 5 Cell block D. and various other non nominal type names.
or maybe something else, i dunno.
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