Moderator: Cartographers
yeti_c wrote:The numbers after "start" is the amount of armies starting on each territoriy...
Not the "ID of start"...
The starts are grouped by the fact that they are within a <position> tag.
C.
yeti_c wrote:Correct - although if you want 3 on each - then you don't need the start="3" but - as it will default to 3...
C.
cairnswk wrote:Suggestion Idea: Ability to Self-Destroy or remove complete armies from a tert
Description: If there is gameplay or if you don't wish to continue occupting a tert for whatever reason, then i think you should be able to completely withdraw from that terts and it would change to neutral, or you could kill off your own armies to destroy it by bomardment.
Why It Should Be Considered: I think it would be realistic to be able to withdraw from terts completely without giving advantage to the other players, or without losing penalties on a tert so designed.
Lack Label (Mod Use):
yeti_c wrote:cairnswk wrote:Suggestion Idea: Ability to Self-Destroy or remove complete armies from a tert
Description: If there is gameplay or if you don't wish to continue occupting a tert for whatever reason, then i think you should be able to completely withdraw from that terts and it would change to neutral, or you could kill off your own armies to destroy it by bomardment.
Why It Should Be Considered: I think it would be realistic to be able to withdraw from terts completely without giving advantage to the other players, or without losing penalties on a tert so designed.
Lack Label (Mod Use):
Just to confirm - I think that this should only be a "per territory" feature... i.e. Certain territories can do this. - I guess the way to do this - would be to allow a fortification of *all* the troops to another territory.
C.
TaCktiX wrote:Suggestions Idea: Super Killer Neutrals
Description: The current killer neutrals annihilate a player's armies only at the beginning of that player's turn. Add another option that has killer neutrals annihilate all player's armies at the beginning of any player's turn.
Why it is needed: No Man's Land in Trench Warfare wouldn't be that realistic. Aside from that, it could work as a "level playing field" that each player has to approach the same way each turn, with a team player creating a massive blockade to benefit his partner(s).
bryguy wrote:TaCktiX wrote:Suggestions Idea: Super Killer Neutrals
Description: The current killer neutrals annihilate a player's armies only at the beginning of that player's turn. Add another option that has killer neutrals annihilate all player's armies at the beginning of any player's turn.
Why it is needed: No Man's Land in Trench Warfare wouldn't be that realistic. Aside from that, it could work as a "level playing field" that each player has to approach the same way each turn, with a team player creating a massive blockade to benefit his partner(s).
thats what killer neutrals do.... they kill that persons guys on that territory
yeti_c wrote:bryguy wrote:TaCktiX wrote:Suggestions Idea: Super Killer Neutrals
Description: The current killer neutrals annihilate a player's armies only at the beginning of that player's turn. Add another option that has killer neutrals annihilate all player's armies at the beginning of any player's turn.
Why it is needed: No Man's Land in Trench Warfare wouldn't be that realistic. Aside from that, it could work as a "level playing field" that each player has to approach the same way each turn, with a team player creating a massive blockade to benefit his partner(s).
thats what killer neutrals do.... they kill that persons guys on that territory
No it doesn't...
Killer Neutrals only change at the beginning of the owners turn...
This changes ALL neutrals at the beginning of ANY turn.
C.
edbeard wrote:Suggestion Idea: Required Components
Description: Currently when XML is coded, you can have a continent that is a bonus based on holding any X number of components. Well, it would be that much better if you could make required components so that one needs to hold specific components as part of the X required components.
EG:
- Code: Select all
<continent>
<name>Alaska and Friends</name>
<bonus>3</bonus>
<components>
<territory>Alaska</territory>
<territory>Brazil</territory>
<territory>Iceland</territory>
<territory>Madgascar</territory>
<territory>Greenland</territory>
</components>
<required>3</required>
<requiredcomponents>
<component>Alaska</component>
</requiredcomponents>
</continent>
Why It Should Be Considered:Makes the XML that much shorter instead of having to code extra continents. It will also shorten logs.
Currently when you want to code a bonus where you must hold a specific territory and X of Y other territories, you have to code a continent of bonus 0 where you have a requirement of holding X of those Y territories and another continent overriding that to give the bonus. It lengthens the XML and the logs. Especially so when in maps like Supermax (soon to be in Final Forge) where there is an increasing amount of these type of continents.
Lack Label (Mod Use):
yeti_c wrote:The Maze Craze map requires this to be tweaked slightly... could we change to?
<neutral killer="5">2</neutral>
So the neutral initialises with 2 but when captured it returns to 5.
MrBenn wrote:Suggestion Idea: Conditional Autodeploy
Description: If you hold a group of territories, then get a bonus autodeployed onto a particular territory.
Why it should be considered:
1. This is a logical expansion/variant of the current autodeploy.
2. Would add some realism - you'd need to hold a 'source' territory to get your reinforcements...
3. You would be able to have things like a 'Training Camp' which would autodeploy when you hold a 'Recruiting Officer' and a 'Village', for example.
4. You could have a 'Parachutist Regiment' that would autodeploy if you hold the 'Transport Aircraft'
5. Or gameplay could be formulated with the bonusses being deployed only onto central capital cities - or only to remote frontiers...
6. I'm convinced that this has been suggested before
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