Moderator: Cartographers
-=- Tanarri -=- wrote:Just out of curiousity, how long does it typically take for the XML to get approved after it's submitted? I think the way it is now is good to go to Beta with, since it's just a minor positioning tweak that's being proposed. I've got an open game slot left that I'm saving for this map for when it gets to Beta, hopefully soon, since I'm really looking forward to giving it a shot
isaiah40 wrote:-=- Tanarri -=- wrote:Just out of curiousity, how long does it typically take for the XML to get approved after it's submitted? I think the way it is now is good to go to Beta with, since it's just a minor positioning tweak that's being proposed. I've got an open game slot left that I'm saving for this map for when it gets to Beta, hopefully soon, since I'm really looking forward to giving it a shot
It will depend on how fast gilligan checks it out. Right now I believe he's in the process of getting ready for college so it may be a while.
-=- Tanarri -=- wrote:isaiah40 wrote:-=- Tanarri -=- wrote:Just out of curiousity, how long does it typically take for the XML to get approved after it's submitted? I think the way it is now is good to go to Beta with, since it's just a minor positioning tweak that's being proposed. I've got an open game slot left that I'm saving for this map for when it gets to Beta, hopefully soon, since I'm really looking forward to giving it a shot
It will depend on how fast gilligan checks it out. Right now I believe he's in the process of getting ready for college so it may be a while.
That's too bad to hear, I hope it isn't too long There's nobody else taking over for Gilligan while he's on semi-vacation taking care of RL?
<continent>
<name>No Territory Bonus</name>
<bonuses>
<bonus required="1">-1</bonus>
</bonuses>
<components>
<territory>Treefolk</territory>
<territory>Murklords</territory>
<territory>Human</territory>
<territory>Dragonkin</territory>
<territory>Sphinx</territory>
<territory>Yeti</territory>
<territory>Gnomes</territory>
<territory>Lizardmen</territory>
<territory>F1</territory>
<territory>F2 - Mines</territory>
<territory>F3 - Mines</territory>
<territory>F4</territory>
<territory>S1</territory>
<territory>S2 - Demons</territory>
<territory>S3</territory>
<territory>S4 - Mines</territory>
<territory>P1</territory>
<territory>P2 - Caverns</territory>
<territory>P3</territory>
<territory>P4 - Radiation</territory>
<territory>M1</territory>
<territory>M2 - Crypts</territory>
<territory>M3</territory>
<territory>M4 - Demons</territory>
<territory>D1</territory>
<territory>D2 - Radiation</territory>
<territory>D3</territory>
<territory>D4 - Caverns</territory>
<territory>J1</territory>
<territory>J2 - Crypts</territory>
<territory>J3 - Demons</territory>
<territory>J4</territory>
<territory>V1</territory>
<territory>V2</territory>
<territory>V3</territory>
<territory>V4 - Crypts</territory>
<territory>T1</territory>
<territory>T2 - Radiation</territory>
<territory>T3</territory>
<territory>T4 - Caverns</territory>
<territory>Aquatic</territory>
<territory>Barbarians</territory>
<territory>Cultists</territory>
<territory>Demons</territory>
<territory>Druids</territory>
<territory>Dwellers</territory>
<territory>Elementalists</territory>
<territory>Fanatics</territory>
<territory>Miners</territory>
<territory>Undead</territory>
<territory>Wizards</territory>
<territory>Horde</territory>
<territory>Underworld</territory>
</components>
<required>1</required>
</continent>
Gilligan wrote:Druids - Jungle. The 5 territ bonus should be 2, not 4
Gilligan wrote:Does the bonus really need to be "Demons - Demons"? Why not just "Demons"?
Gilligan wrote:What is the purpose of the No Kingdom - Basic Land continent? I don't see what bonus this could be referring to on the map.
Gilligan wrote:F2 - neutral should be 3, not 5
D2 - neutral should be 3, not 5
V2 - neutral should be 3, not 5
J2 - neutral should be 3, not 5
Gilligan wrote:Dolomite, I am thoroughly impressed. Almost a perfect XML!
Gilligan wrote:If you really want to have no standard territory bonus (right now it's 1), keep the divisor and add this:
<minreinforcement>3</minreinforcement>
<reinforcements>
<reinforcement>
<lower>1</lower>
<upper>59</upper>
<divisor>60</divisor>
</reinforcement>
</reinforcements>
Gilligan wrote:I will have to have rds test that territory bonus. I feel like it should work, but then why would City Mogul have you deploy just 1 when it says the same thing in the legend?
<minreinforcement>3</minreinforcement>
<reinforcements>
<reinforcement>
<lower>1</lower>
<upper>80</upper>
<divisor>81</divisor>
</reinforcement>
</reinforcements>
dolomite13 wrote:Gilligan wrote:I will have to have rds test that territory bonus. I feel like it should work, but then why would City Mogul have you deploy just 1 when it says the same thing in the legend?
We don't have it in Conquer 500 and it seems to be giving a proper bonus.
- Code: Select all
<minreinforcement>3</minreinforcement>
<reinforcements>
<reinforcement>
<lower>1</lower>
<upper>80</upper>
<divisor>81</divisor>
</reinforcement>
</reinforcements>
=D13=
Gilligan wrote:dolomite13 wrote:Gilligan wrote:I will have to have rds test that territory bonus. I feel like it should work, but then why would City Mogul have you deploy just 1 when it says the same thing in the legend?
We don't have it in Conquer 500 and it seems to be giving a proper bonus.
- Code: Select all
<minreinforcement>3</minreinforcement>
<reinforcements>
<reinforcement>
<lower>1</lower>
<upper>80</upper>
<divisor>81</divisor>
</reinforcement>
</reinforcements>
=D13=
You have a "min reinforcement" of 3 there. On this map the min reinforcement is 0, and I don't think that the engine takes it. I believe it gives automatically gives a minimum of 1.
Gilligan wrote:let's just do a run then... quads foggy:
Red - drop to yellow (now has 4)
Pink - drop to silver (now has 4)
Blue - drop to yellow (now has 5)
Cyan - drop to silver (now has 5)
Green - drop to yellow (now has 6)
Orange - drop to silver (now has 6)
Yellow - drop to himself, now has 7, attacking 7v5,4 to eliminate, assuming the fort.
Silver - drop to himself, now has 7, attacking 7v5,4 to eliminate, assuming the fort.
So yeah, it seems okay, only testing will let us know.
dolomite13 wrote:Gilligan wrote:let's just do a run then... quads foggy:
Red - drop to yellow (now has 4)
Pink - drop to silver (now has 4)
Blue - drop to yellow (now has 5)
Cyan - drop to silver (now has 5)
Green - drop to yellow (now has 6)
Orange - drop to silver (now has 6)
Yellow - drop to himself, now has 7, attacking 7v5,4 to eliminate, assuming the fort.
Silver - drop to himself, now has 7, attacking 7v5,4 to eliminate, assuming the fort.
So yeah, it seems okay, only testing will let us know.
Yea we can always increase that territory between to 7 if necessary.
=D13=
Gilligan wrote:Great! Once we figure out how the territory bonus works, this will get stamped.
Gilligan wrote:That's fine. We can always change it in beta if necessary.
dolomite13 wrote:I am looking at the map and the starting forces and I think that 5 neutral on those 4 territories will be fine but I remembered that I wanted to change 4 others to 5 neutral also.
This keeps starting advancement towards other players slow at the start but also makes sure all 8 kingdoms have 1 territory that's 5 neutral they have to take for get all 4 favored.
XML That Matches Map Below
=D13=
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