yeti_c wrote:If you want required components - you simply define them in the continent underneath... that's the beauty of nesting them...
The <required> only works on the current level.
So Your example would be
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<continent>
<name>Maghreb</name>
<bonus>5</bonus>
<components>
<continent>territories</continent>
<continent>continents</continent>
</component>
</continent>
<continent>
<name>territories</name>
<bonus>0</bonus>
<components>
<territory>Algiers</territory>
<territory>Tunisia</territory>
<territory>Algeria</territory>
</components>
<required>2</required>
</continent>
<continent>
<name>continents</name>
<bonus>0</bonus>
<components>
<continent>subContinent A</continent>
<continent>subContinent B</continent>
</components>
<required>1</required>
</continent>
OK - techincally you have more XML to write - but this is a fairly extreme case... and could probably be coded better given the full rules...
But the flow of this is much more obvious and I would've thought easier for you to code...
It will be much easier to code for BOB too...
C.
I fixed up your solution a bit: fixed a typo in the 3rd continent which should be called "continents". Also added bonus tags which I think I'd like to keep mandatory (but the engine will ignore bonus=0).
This would allow us to specify different <required> for different parts. But how should the engine handle <required> when there is a mix of components, <territory> and <continent>? I think it should apply to the sum of held territs + held continents.
Could we use objectives with subcontinents? Either way, I'd like to do away with the <component> tag accross the board and objectives would look like this as well:
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<components>
<territory>Algiers</territory>
<territory>Tunisia</territory>
<territory>Algeria</territory>
</components>
Another question, if you are eliminated by a respawning neutral in an assassin game, should the person who has you win or should your target be reassigned? I think the person who has you should win, because it would be impossible for you to commit respawn suicide without help of another player.