Moderator: Cartographers
captainwalrus wrote:killer neutral comes first, I am 99% sure.
thenobodies80 wrote:The worst result (and the funniest ) is in an hypothetical conquest style map where each player starts with a single starting neutral killer position....the last player who plays his fisrt turn wins the game without having ever played.
yeti_c wrote:Actually - I remember considering making a map where this feature was used... basically the territory would be hidden by being off of the map - and it could bombard every territory on the map... so - you started off seeing the entire board - but once you press the Begin Turn button it died... this would be particuarly cool with FOW on...
C.
Evil DIMwit wrote:yeti_c wrote:Actually - I remember considering making a map where this feature was used... basically the territory would be hidden by being off of the map - and it could bombard every territory on the map... so - you started off seeing the entire board - but once you press the Begin Turn button it died... this would be particuarly cool with FOW on...
C.
That would be pretty awesome. It would also probably cause frustration with people who didn't read the directions.
cairnswk wrote:yeti C....
in the xml tutorial you wrote, can you place a highlight/header in the first section where it mentions killer neutrals, because as it is now, you have to go searching through the text to find the reference (other features are highlighted)
and also,
can you clarify with an explanation (in the tutorial) as to whether killer neutrals revert a territory to neutral after a per player turn basis, or after a per game round basis.
That would be awesome if you could please
MrBenn wrote:...
I've done that, and added in a heading for Autodeploy and Starting Neutrals. I've also updated the tutorial with the amended XML for objectives.
Killer Neutrals
If you want you can make these neutrals come back after someone takes the territory. We call these killer neutrals, which revert to neutral at the beginning of the occupying players turn. To make Alberta a killer neutral so that it goes back to being 10 after someone takes it you just change the neutral tag like so:
cairnswk wrote:MrBenn wrote:...
I've done that, and added in a heading for Autodeploy and Starting Neutrals. I've also updated the tutorial with the amended XML for objectives.
Thanks MrBenn
But the explanation it still confusing...sorry if i am dumbKiller Neutrals
If you want you can make these neutrals come back after someone takes the territory. We call these killer neutrals, which revert to neutral at the beginning of the occupying players turn. To make Alberta a killer neutral so that it goes back to being 10 after someone takes it you just change the neutral tag like so:
"which revert to neutral at the beginning of the occupying players turn"
this means that if i take a killer neutral territory (AA in Das Schloß is becoming one in the new adjustments), and no-one else takes within the scope of the next round, then upon my next turn, it reverts to neutral.
However...if i take the territory and then someelse takes it from me, then it won't revert to neutral until the end of that player's turn.
Question: is there a situation where a killer neutral territory will revert to neutral at the start of the next game round?
Is that coded anywhere?
MrBenn wrote:The second part of your question is that no "events" currently take place at the end of a round - all of the game engine activity takes place when somebody clicks the "Begin Turn" button
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