Dynamic Borders *Pending*
Moderator: Community Team
Dynamic Borders *Pending*
Suggestion Idea:
In a map some prefixed territories could have a part of their borders changing from 2 way to 1 way border and vice-versa during the game.
Specifics:
In some maps, holding a special territory or a particular group of territories or a particular continent for a prefixed number of turns, it's possible to activate the dynamic borders.
In other maps the border could change automatically after a prefixed number of turns.
Why it is needed:
Developing new kinds of maps, it seems that the current format of the game results a bit too static.
Dynamic borders could be the first step to make maps more interactive.
In fact, this could be a way to make the map evoluting during the game.
For example, I had an idea of a map about "THE SIEGE OF ALESIA" (Conquer Club Forum Index -> Map Foundry
-> ***Map Ideas: Free to a Good Home*** - page 16 - http://www.conquerclub.com/forum/viewto ... &start=225).
The main point is that to develop this historical map I need to make it dynamic, in a way that the players themself with their strategies could determinate the "history" of the map. In "the Siege of Alesia" map I would use dynamic borders to simulate the gradually construction of the Circumvallation and the Contravallation and their eventually distruction.
Priority** (1-5): 3
**Note**
1 = Bottom of 'To Do' list
5 = Urgent, implement with next update
In a map some prefixed territories could have a part of their borders changing from 2 way to 1 way border and vice-versa during the game.
Specifics:
In some maps, holding a special territory or a particular group of territories or a particular continent for a prefixed number of turns, it's possible to activate the dynamic borders.
In other maps the border could change automatically after a prefixed number of turns.
Why it is needed:
Developing new kinds of maps, it seems that the current format of the game results a bit too static.
Dynamic borders could be the first step to make maps more interactive.
In fact, this could be a way to make the map evoluting during the game.
For example, I had an idea of a map about "THE SIEGE OF ALESIA" (Conquer Club Forum Index -> Map Foundry
-> ***Map Ideas: Free to a Good Home*** - page 16 - http://www.conquerclub.com/forum/viewto ... &start=225).
The main point is that to develop this historical map I need to make it dynamic, in a way that the players themself with their strategies could determinate the "history" of the map. In "the Siege of Alesia" map I would use dynamic borders to simulate the gradually construction of the Circumvallation and the Contravallation and their eventually distruction.
Priority** (1-5): 3
**Note**
1 = Bottom of 'To Do' list
5 = Urgent, implement with next update
- wcaclimbing
- Posts: 5598
- Joined: Fri May 12, 2006 10:09 pm
- Location: In your quantum box....Maybe.
- Contact:
Yeah, I suggested this months ago In the "Free Map Ideas to a Good Home" thread, and it got rejected pretty quickly. I thought it sounded like a good idea at the time, but aparently it is too hard to program. Let me see if I can get a link to that.
Edit: Bottom of the page
http://www.conquerclub.com/forum/viewto ... c&start=60
Edit: Bottom of the page
http://www.conquerclub.com/forum/viewto ... c&start=60
I am not a CC programmer as well, but dynamic borders could be easily created using a set of xml files...
It would be necessary to develope the code to manage when to switch from one xml file to another one.
Jota, Lack and Twill what do you about this option?
It would be necessary to develope the code to manage when to switch from one xml file to another one.
Jota, Lack and Twill what do you about this option?
Last edited by Lupo on Sat Oct 07, 2006 11:42 am, edited 1 time in total.
- lackattack
- Posts: 6097
- Joined: Sun Jan 01, 2006 10:34 pm
- Location: Montreal, QC
I know this was suggested already....
I know it been suggested but...
What about DYNAMIC MAPS
Maps that change or alter there borders.... kinda like having
Weather patterns ... maybe a snow storm blocks off a border between Western USA and Canada for 1 round on World 2.1
or a tsunami cuts off japan form china
or maybe in space... for a round a wormhole gets cut off form the other areas
or in the senate a mob of tv crews blocks the borders of CNN or W.Security form Democrats
Adds some randomness to the game
1 not very important
What about DYNAMIC MAPS
Maps that change or alter there borders.... kinda like having
Weather patterns ... maybe a snow storm blocks off a border between Western USA and Canada for 1 round on World 2.1
or a tsunami cuts off japan form china
or maybe in space... for a round a wormhole gets cut off form the other areas
or in the senate a mob of tv crews blocks the borders of CNN or W.Security form Democrats
Adds some randomness to the game
1 not very important
Dynamic Borders are pending on the to-do list.
Re: Dynamic Borders *Pending*
Just found this post and I think it's a brilliant idea.
Thinking of a map like Siege!, where the walls might change from inwards only to both ways if the player owned, lets say, the walls and east and west wards. Then suddenly the swamp and plains are no longer as easily defendable to whoever owned those territories. It's a brilliant way of bringing new strategies and map design to CC.
Brian
Thinking of a map like Siege!, where the walls might change from inwards only to both ways if the player owned, lets say, the walls and east and west wards. Then suddenly the swamp and plains are no longer as easily defendable to whoever owned those territories. It's a brilliant way of bringing new strategies and map design to CC.
Brian
Re: Dynamic Borders *Pending*
I'm a programmer, and I don't think this sounds all that difficult. It could be done with almost the exact same system we use for troop bonuses... in xml:
<border>
<from: ...>
<to: ...>
<only exists if>
<list of territories you need to own / how many of them you need>
<list of continents you need to own / how many you need to have>
<Other borders that need to exist>
<Other Borders that Can't Exist>
</only exists if>
<Over-Rides>
<other borders that dissapear when this one shows up>
</Over-Rides>
<is permanent once it shows up? true/false />
</border>
Basiically, a set of rules that indicate when it would start to work, a way to make them stop working, and whether or not it's permanent (like, "this wall dissapears once someone steps on these three buttons at the same time" -- opened forever)
I dunno, this sounds awesome to me. The hard part is on the map creators, but map creators are awesome like that.
-nray
<border>
<from: ...>
<to: ...>
<only exists if>
<list of territories you need to own / how many of them you need>
<list of continents you need to own / how many you need to have>
<Other borders that need to exist>
<Other Borders that Can't Exist>
</only exists if>
<Over-Rides>
<other borders that dissapear when this one shows up>
</Over-Rides>
<is permanent once it shows up? true/false />
</border>
Basiically, a set of rules that indicate when it would start to work, a way to make them stop working, and whether or not it's permanent (like, "this wall dissapears once someone steps on these three buttons at the same time" -- opened forever)
I dunno, this sounds awesome to me. The hard part is on the map creators, but map creators are awesome like that.
-nray
