Moderator: Cartographers
-=- Tanarri -=- wrote:Gilligan, any idea how long the XML should take for this? It seems like it would probably be a pretty complicated XML file.
dolomite13 wrote:-=- Tanarri -=- wrote:Gilligan, any idea how long the XML should take for this? It seems like it would probably be a pretty complicated XML file.
Probably a month ... not really sure... it is extremely complicated.
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dolomite13 wrote:So it may not be possible to have aquatic function as it is currently designed based on XML and the game engine. If we cannot have both borders and bombards from territory A to territory B at the same time then I will have to redesign it a bit.
Solution will most likely be to take away the bombard of seas from bordering territories and make seas killer 3
And to change aquatic from.
==assault==> seas
seas +1 each
seas +4 if you have all 4 seas
to this
==assault==> seas
territories that borders seas are +1 for every 2 up to a max of +8
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dolomite13 wrote:Unfortunately that will result in broken "personal continents" and 1 less adjacent-to-favored territory for each. I would rather have them the way they are as I don;t see the same issue you do. And if their is a slight advantage here then it's really slight as the map is so small.
This image shows each player's "personal continent".
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-=- Tanarri -=- wrote:dolomite13 wrote:Unfortunately that will result in broken "personal continents" and 1 less adjacent-to-favored territory for each. I would rather have them the way they are as I don;t see the same issue you do. And if their is a slight advantage here then it's really slight as the map is so small.
This image shows each player's "personal continent".
http://img802.imageshack.us/img802/4143/pcchasms.png
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The problem that you're missing is for Treefolk and Lizardman to have their second favored territory only 3 spots away, they have to be able to cross the chasm, which means they have to move forward one extra spot at the beginning to be able to take the chasm as their second territory, hence their second favored territory is 4 away unless they own the two sides of the chasm beside their start territory later in the game.
If you take another look at what I suggested, you'll find it doesn't disrupt the personal continents of the Treefolk or Lizardmen, all the territories are still 3 spots away from one another, so the various continent parts will all still connect. Or is there some other part of the continents that is concerning you other than their remaining connected?
dolomite13 wrote:I have a different proposal ... swapping F3 and J3 would keep the 13, make a fully connected continent for each player and grant the same distance to the 2nd favored territory that you were suggesting should be there for balance.
It is a pain in the ass to make the change but it makes sense so I will need to make that update asap.
Thanks
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dolomite13 wrote:I wrote about 1500 lines of xml thus far. Mostly just territories and borders, starting neutrals, starting positions, basic continents so it's not too hard to swap two territories. I hope to pass it off to Gilligan this weekend to do the hard part with the bonuses that are making my head spin.
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dolomite13 wrote:OK here are the new maps and a list of changes.
I would love for the Gameplay and Graphics foundry people to give this a once over.
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-=- Tanarri -=- wrote:dolomite13 wrote:OK here are the new maps and a list of changes.
I would love for the Gameplay and Graphics foundry people to give this a once over.
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At the risk of being shot and hung for being a pain in the butt, especially since I pointed out the balance issue in the first place... the colours for J3 and F3 should also be swapped. Everything else lines up and it's easy to tell which territories you're supposed to be going for. Visually people with the Lizardmen or Treefolk may end up going for the other's third favored territory instead of their own because of the current colour difference. I hope the change doesn't create a lot of extra work graphically
Looking at the two territories, I think the background etchings of forest/jungle are similar enough that just switchng the colour itself over should work well enough... I'm probably being overly optimistic and Photoshop noobish, but hopefully it's just a matter of eyedropping the dark green colour onto the J3 territory and the light green colour onto the F3 territory and a couple minutes of tweaks to fix any minor artifacting.
On a positive note, I really like the new aquatics bonus and think it will work out nicely. It allows for the potential of a large bonus of +8, but realistically will give a reasonable bonus while offering some nice tactical advantages of getting around stacks and being able to get across the map much quicker in trench games. I could be mistaken, but it also seems like it should require a little less work on the XML end of things, which is always a nice bonus
Overall great work, dolomite. I must say, this is one of the few maps I've really been looking forward to playing through its development. Not including Research and Conquer, which has been in development forever, I think the last map I've been looking this forward to playing was King's Court. I really see this map being one of the few maps that stands the test of time and still gets regular play a year after its release
dolomite13 wrote:I linked the wrong map with the wrong territory names. They should be correct now. And I think that there are 22 territories around seas so that wuld be a max of +7 but with the ability to use seas to hop across them it seems balanced. We will need to see it in action I guess.
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dolomite13 wrote:I wrote about 1500 lines of xml thus far. Mostly just territories and borders, starting neutrals, starting positions, basic continents so it's not too hard to swap two territories. I hope to pass it off to Gilligan this weekend to do the hard part with the bonuses that are making my head spin.
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-=- Tanarri -=- wrote:dolomite13 wrote:I wrote about 1500 lines of xml thus far. Mostly just territories and borders, starting neutrals, starting positions, basic continents so it's not too hard to swap two territories. I hope to pass it off to Gilligan this weekend to do the hard part with the bonuses that are making my head spin.
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Are you having difficulty figuring out how to create some of the bonuses using the XML? I've never written XML, but have reviewed some and have an understanding of code in general, so perhaps I can help figure it out if you are having difficulty? I tend to be pretty good with sorting out the logistics of code. If it will even help the process along.
dolomite13 wrote:-=- Tanarri -=- wrote:dolomite13 wrote:I wrote about 1500 lines of xml thus far. Mostly just territories and borders, starting neutrals, starting positions, basic continents so it's not too hard to swap two territories. I hope to pass it off to Gilligan this weekend to do the hard part with the bonuses that are making my head spin.
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Are you having difficulty figuring out how to create some of the bonuses using the XML? I've never written XML, but have reviewed some and have an understanding of code in general, so perhaps I can help figure it out if you are having difficulty? I tend to be pretty good with sorting out the logistics of code. If it will even help the process along.
Gilligan is on board for the XML I just set up the basics with the territories, coordinates, reinforcements, requirements, and starting droops/neutrals to get things rolling. I'm not even going to attempt the complex xml that will be needed for the bonus structure on this one.
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