Moderator: Cartographers
lanyards wrote:How is this connected territories bonus going to work? How can you code the XML so your bonuses do not overlap, as stated in the legend?
--lanyards
edbeard wrote:lanyards wrote:How is this connected territories bonus going to work? How can you code the XML so your bonuses do not overlap, as stated in the legend?
--lanyards
very carefully.
Well basically you'd have to code a whole lot of continents and a whole lot of overrides.
Figuring out what has to override what is probably the hardest part. The XML will be so huge though.
It might be easier to code it backwards. Code all the four connected for one colour. Code all the five connected and override as necessary.
One thing I don't know is if I code a six connected, and it overrides a five connected continent, do I have to override the four connected continent that the five connected continent already overrides. To be a bit simpler.
B overrides A.
C overrides B.
Does C also automatically override A, or do I need to code that into the C continent?
<continent>
<name>4 reds
<bonus>2
<components>
<territory>Red 1
<territory>Red 2
<territory>Red 3
<territory>Red 4
</components>
</continent>
<continent>
<name>4 reds
<bonus>2
<components>
<territory>Red 2
<territory>Red 3
<territory>Red 4
<territory>Red 5
</components>
</continent>
<continent>
<name>4 reds
<bonus>2
<components>
<territory>Red 3
<territory>Red 4
<territory>Red 5
<territory>Red 6
</components>
</continent>
<continent>
<name>4 reds
<bonus>2
<components>
<territory>Red 4
<territory>Red 5
<territory>Red 6
<territory>Red 7
</components>
</continent>
<continent>
<name>5 reds
<bonus>3
<components>
<territory>Red 1
<territory>Red 2
<territory>Red 3
<territory>Red 4
<territory>Red 5
</components>
<overrides>
<override>4 reds
</overrides>
</continent>
<continent>
<name>5 reds
<bonus>3
<components>
<territory>Red 2
<territory>Red 3
<territory>Red 4
<territory>Red 5
<territory>Red 6
</components>
<overrides>
<override>4 reds
</overrides>
</continent>
<continent>
<name>5 reds
<bonus>3
<components>
<territory>Red 3
<territory>Red 4
<territory>Red 5
<territory>Red 6
<territory>Red 7
</components>
<overrides>
<override>4 reds
</overrides>
</continent>
well currently it says ....fumandomuerte wrote:Maybe WM could make his work easier if he change the condition from "any X color terits" to "any X color adjacent terits".
There will be less combinations that way...
edbeard wrote:well like yeti_c said, holding X of a colour is quite a simple way to do it. It allows for smaller bonuses without the complexity of needing them to be adjacent.
The only problem is that everyone would surely start out with bonuses. So, I guess you'd have to increase the number needed to be held. Although, I believe this takes away from the idea of the map in the first place. Also, the minimum X needed for a colour would need to be quite high to avoid bonuses being held from a drop. So, this post was seemingly a bunch of running in a circle because I don't think doing it in the way I've described would be either fun or practical.
loledbeard wrote:well like yeti_c said, holding X of a colour is quite a simple way to do it. It allows for smaller bonuses without the complexity of needing them to be adjacent.
The only problem is that everyone would surely start out with bonuses. So, I guess you'd have to increase the number needed to be held. Although, I believe this takes away from the idea of the map in the first place. Also, the minimum X needed for a colour would need to be quite high to avoid bonuses being held from a drop. So, this post was seemingly a bunch of running in a circle because I don't think doing it in the way I've described would be either fun or practical.
I thought of that idea and it would be ok. We would all need to agree on the color and style of the outline. It would be easy to establish teh bonus groups (probably connected groups of 3 up to 7 or 8 for each color) Then we just have bonuses for group of 3, 4, 5... and suchyeti_c wrote:Perhaps have demarked areas of the continents in different shades!? but that's bad for CB people.
C.
I like that idea. I will try that in a small portion and another style with a line connecting the territories in the sub groups under the group.yeti_c wrote:Could you just have a stronger Border to seperate each Sub section?
i.e. | red1 | red 2 | red 3 | red 4 | red 5 | red 6 |
C.
<territory>
<name>grey 1
<co-ords/>
<neutral killer="yes">5</neutral>
</territory>
<territory>
<name>grey 1
<co-ords/>
<neutral>2</neutral>
<neutral killer="yes">5</neutral>
</territory>
WidowMakers wrote:So you cant have a territory both neutral and neutral killer?
- Code: Select all
<territory>
<name>grey 1
<co-ords/>
<neutral>2</neutral>
<neutral killer="yes">5</neutral>
</territory>
AndyDufresne wrote:Hm, I actually like the idea of the Killer Neutrals you have. It's like a real Hedge Maze...I.E. you can follow along the designated path, or if you feel like it...you can cut through the Hedge (though this grows back amazingly fast).
The graphics I'm not sure about. Top notch looking, but it looks more like an online arcade game...perhaps Bejeweled.
Maybe consider going with a Hedge theme or a Field (as in corn, wheat, etc) maze.
--Andy
mibi wrote:AndyDufresne wrote:Hm, I actually like the idea of the Killer Neutrals you have. It's like a real Hedge Maze...I.E. you can follow along the designated path, or if you feel like it...you can cut through the Hedge (though this grows back amazingly fast).
The graphics I'm not sure about. Top notch looking, but it looks more like an online arcade game...perhaps Bejeweled.
Maybe consider going with a Hedge theme or a Field (as in corn, wheat, etc) maze.
--Andy
I have to agree, with a bejeweled arcade style map it seems like a remedial maze at best. However if it was a hedge maze, or corn maze, it would look pretty sweet since those mazes are generally more remedial anyways.
Plus its busy as sin and gives me a migraine.
Then what do you suggest I do?AndyDufresne wrote:Too many things for my eyes to focus on...!
--Andy
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