Moderator: Cartographers
hi, lack, i have a bit of a trouble with a map idea. i need to have several xmls in order for it to work.
so i was thinking. currently each map has it's own xml. could it be possible for a map to have several xmls (10, 20, 100, etc) and those xmls are chosen random at the start of the game?
i don't know exactly how it works but i don't think it would be too much of a problem coding the game to choose a random xml each time the game is created.
the second problem could be even more tricky. certain xmls at different points in the game. again it might be impossible but i have no idea how this works so i'm just asking. here's how it goes. at different stages in the game certain events (like an elimination, or somebody conquers a continent) the xml is changes. it's like going into a new era, bonuses are changed, impassible borders appear/dissappear, new territories arise.
let's say in round 9 we have an earthquake thar causes a part of a territory to split in half or creates an impassable rift. this would be really neat. ofcourse at each event a new graphical map will be selected to reflect the changes in the xml.
it would be much more work (designing like 20-30 maps in large and small versions) and 20-30 xmls, but it would be awesome to have a map like this with dynamic changes that affect gameplay.
i've got a few xml things to ask you since you're the xml guru around here
also maybe you know stuff about programming cause it would certainly help.
i want to start working on a new project. but it involves certain programing and xml aspects that i'm not familiar with.
i'm planning a dynamic map.
1. several graphic designs are involved. so probably 20-30 maps need to be made. and also 20-30 xml. this is not a problem, it's hard and it takes a shitload of time but it's not unmanageable. so we have like 10 eras each with it's own graphics and xml and ~2 events per era (meaning 20 more maps (modified versions of the first 10). now the first problem. can the game engine support this? can it change maps and xml during a game? if yes we continue:
2. changing the maps and xmls should be done by triggers. there could be 2 types of triggers. time related. let's say round 13 means a minor event, round 20 a new era, etc. this is rather simple. the more complicated trigger is when it is decided by player actions. let's say if a player does something like taking a continent or eliminating an opponent, a new thing is triggered. this could proove more dificult. is this possible? if yes, we continue:
3. winning. you have 2 options of winning a game, either by eliminating the opposition or by objective. let's say the objective is to be the strongest player when you reach the end of the final era. can this be done?
now imagine all this idea with animations. like a minor event would be an earthquake that splits a continent in half (new bonuses new impassable borders) done in a nice animation.
i may be just dreaming but it would be really nice to have all this.
DiM wrote:sorry i'm not filling the form but this is a message i sent to lack some time ago. he told me xml upgrades are coming and i should wait until then. so here is what i want:hi, lack, i have a bit of a trouble with a map idea. i need to have several xmls in order for it to work.
so i was thinking. currently each map has it's own xml. could it be possible for a map to have several xmls (10, 20, 100, etc) and those xmls are chosen random at the start of the game?
i don't know exactly how it works but i don't think it would be too much of a problem coding the game to choose a random xml each time the game is created.
the second problem could be even more tricky. certain xmls at different points in the game. again it might be impossible but i have no idea how this works so i'm just asking. here's how it goes. at different stages in the game certain events (like an elimination, or somebody conquers a continent) the xml is changes. it's like going into a new era, bonuses are changed, impassible borders appear/dissappear, new territories arise.
let's say in round 9 we have an earthquake thar causes a part of a territory to split in half or creates an impassable rift. this would be really neat. ofcourse at each event a new graphical map will be selected to reflect the changes in the xml.
it would be much more work (designing like 20-30 maps in large and small versions) and 20-30 xmls, but it would be awesome to have a map like this with dynamic changes that affect gameplay.
and here is a pm from a discussion with yeti_c:i've got a few xml things to ask you since you're the xml guru around here
also maybe you know stuff about programming cause it would certainly help.
i want to start working on a new project. but it involves certain programing and xml aspects that i'm not familiar with.
i'm planning a dynamic map.
1. several graphic designs are involved. so probably 20-30 maps need to be made. and also 20-30 xml. this is not a problem, it's hard and it takes a shitload of time but it's not unmanageable. so we have like 10 eras each with it's own graphics and xml and ~2 events per era (meaning 20 more maps (modified versions of the first 10). now the first problem. can the game engine support this? can it change maps and xml during a game? if yes we continue:
2. changing the maps and xmls should be done by triggers. there could be 2 types of triggers. time related. let's say round 13 means a minor event, round 20 a new era, etc. this is rather simple. the more complicated trigger is when it is decided by player actions. let's say if a player does something like taking a continent or eliminating an opponent, a new thing is triggered. this could proove more dificult. is this possible? if yes, we continue:
3. winning. you have 2 options of winning a game, either by eliminating the opposition or by objective. let's say the objective is to be the strongest player when you reach the end of the final era. can this be done?
now imagine all this idea with animations. like a minor event would be an earthquake that splits a continent in half (new bonuses new impassable borders) done in a nice animation.
i may be just dreaming but it would be really nice to have all this.
so it's basicaly not an idea but a whole bunch of them:
*dynamic borders
*ranged attacks
*random events
*impassable borders that switch to passable
*new continents that appear
*bonuses that change
*posibility to move your terits
*etc.
i'm in a real hurry now cause i have to leave on vacation so again sorry for notfilling the form
Janiv wrote:Why It Should Be Considered: This would allow map creators to have special territories that give bonuses without having to worry that anyone player would start with those bonuses. By being able to specify the number of armies would allow the map creator to determine how hard that territory is to capture.
Evil DIMwit wrote:Janiv wrote:Why It Should Be Considered: This would allow map creators to have special territories that give bonuses without having to worry that anyone player would start with those bonuses. By being able to specify the number of armies would allow the map creator to determine how hard that territory is to capture.
Ooh, really good idea there.
dominationnation wrote:Evil DIMwit wrote:Janiv wrote:Why It Should Be Considered: This would allow map creators to have special territories that give bonuses without having to worry that anyone player would start with those bonuses. By being able to specify the number of armies would allow the map creator to determine how hard that territory is to capture.
Ooh, really good idea there.
I agree, that way Siege! could have continued its original bonus idea in the throne room
Gilligan wrote:Suggestion Idea: Neutral Players
Description: When a player becomes a deadbeat, the "computer" can take their turns, as a normal player. This could happen in the beginning too, with the few neutral territories.
Why It Should Be Considered: It would change people's strategies, and with 3 or 4 deadbeats in the game it won't be boring.
Lack Label (Mod Use):
Janiv wrote:Suggestion Idea:
Decay Territories
Description:
A territory marked as a decay territory in the XML could result in a specified number of troops in that territory per turn.
An alternative variation to this idea could be troop loss only occurs when you move into the territory or deploy additional troops to that territory.
Why It Should Be Considered:
This could allow for the creation of things like mine fields, poisonous or radiated land, hot lava, areas under attack from bombardments, etc.
Lack Label (Mod Use):
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