Moderator: Cartographers
Coleman wrote:Also with positions could we do a <positions count="2"> where count is a tag for how many people are playing. So we can have it be different for each count or maybe not have a positions for some counts?
<position>
<players>2</players>
<components>
<territory>N1</territory>
<territory>N2</territory>
<territory>N3</territory>
<territory>N4</territory>
</components>
<components>
<territory>S1</territory>
<territory>S2</territory>
<territory>S3</territory>
<territory>S4</territory>
</components>
</position>
yeti_c wrote:If for instance - you have 8 starting positions - and 2 players...
Do you use the first 6 - or do you load all 8 and randomly assign?
lackattack wrote:yeti_c wrote:If for instance - you have 8 starting positions - and 2 players...
Do you use the first 6 - or do you load all 8 and randomly assign?
load all 8 and randomly assign
You meant to say "use the first 2" right?
yeti_c wrote:lackattack wrote:Well I was assuming "Yes" was the answer to my second question...
C.
lackattack wrote:yeti_c wrote:lackattack wrote:Well I was assuming "Yes" was the answer to my second question...
C.
Correct.... sorry
<position>
<components>
<territory>A1</territory>
<territory>A2</territory>
</components>
<components>
<territory>B1</territory>
<territory>B2</territory>
</components>
<components>
<territory>C1</territory>
<territory>C2</territory>
</components>
<components>
<territory>D1</territory>
<territory>D2</territory>
</components>
.
.
.
.
</position>
lackattack wrote:
- Code: Select all
<position>
<players>2</players>
<components>
<territory>N1</territory>
<territory>N2</territory>
<territory>N3</territory>
<territory>N4</territory>
</components>
<components>
<territory>S1</territory>
<territory>S2</territory>
<territory>S3</territory>
<territory>S4</territory>
</components>
</position>
Yes and no. Right now you'd need to pair one from each side, but it would be random which pair you got.edbeard wrote:so...I'm kinda confused
can we have two separate areas of say 8 territories each, where (in an 8 player game) each player will randomly get 1 territory from each of the two areas?
WidowMakers wrote:I just read this suggestion. I need respawning neutrals for the next two levels of the Dungeon of Draknor maps. I at first did not like your idea but it makes more sense to have it thi sway. For the exact reasons you explained.Herakilla wrote:Herakilla wrote:dont make respawning neutrals at beginning, make it so it happens when the player hits end fortification, all his territories that would respawn then respawn. this allows some coolness to freestyle since you can "track" a player down by following him fast enough but if you are too slow the tracks left by his army go away!
any thoughts?
Respawning neutrals should occur at the end of your turn instead of the beginning of the next. or maybe there is an way to allow it to be chosen an a map by map basis.
respawn beginning of turn
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<neutral respawn = begin>5</neutral respawn>
respawn end of turn
- Code: Select all
<neutral respawn = end>5</neutral respawn>
WM
i have 8 important (I) terits and 24 non important (NI).
in an 8p game i want each player to get 1 I and 3 random NI
in a 7p game i want each player to get 1 I and 3 random NI plus 1I and 3NI to be neutral
in a 6p game i want each player to get 1 I and random NI plus 2I to be neutral
in a 5p game i want each player to get 1 I and 4 random NI plus 3I and 4NI to be neutral
in a 4p game i want each player to get 2 I and 6 random NI
in a 3p game i want each player to get 2 I and 8 random NI plus 2I to be neutral
in a 2p game i want each player to get 3 I and 8 random NI plus 2I and 8NI to be neutral
To see what rebelman is so excited about see http://www.conquerclub.com/forum/viewtopic.php?t=40294rebelman wrote:great idea - could i suggest it should also be posted on the XML Modifications & Variations Thread.
cicero wrote:To see what rebelman is so excited about see http://www.conquerclub.com/forum/viewtopic.php?t=40294rebelman wrote:great idea - could i suggest it should also be posted on the XML Modifications & Variations Thread.
(If etiquette is that I should copy & post my entire original post here please let me know or copy & post it here yourselves.)
Cicero
yeti_c wrote:
Actually - This shouldn't go in here (bad rebelman bad) as it's not a MAP feature... it is a gameplay feature.
C.
Lone.prophet wrote:i think this is that you can make a neatral territory aggresive in the xml so it can be implanted without his gameoption in a specific territory.
so you have a seamonster that attacks boats
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