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Re: Krazy Kingdoms - XML Submitted (8/23)

Postby -=- Tanarri -=- on Sun Aug 25, 2013 3:55 pm

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 :)
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Re: Krazy Kingdoms - XML Submitted (8/23)

Postby isaiah40 on Sun Aug 25, 2013 4:04 pm

-=- 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.
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Re: Krazy Kingdoms - XML Submitted (8/23)

Postby -=- Tanarri -=- on Sun Aug 25, 2013 4:44 pm

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?
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Re: Krazy Kingdoms - XML Submitted (8/23)

Postby isaiah40 on Sun Aug 25, 2013 5:09 pm

-=- 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?

Not right now. I still have a lot going on in Rl myself. So we all need a little patience.
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Re: Krazy Kingdoms - XML Submitted (8/23)

Postby dolomite13 on Mon Aug 26, 2013 11:09 am

Well as soon as we get the official check I will tweak anything that needs tweaking for positioning and I need to upload new images with a slight image correction on V2 and we will be all set for beta. BUt for now I am taking a week or two off from doing maps to take care of some freelance web work that I have been neglecting.

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Re: Krazy Kingdoms - XML Submitted (8/23)

Postby Gilligan on Sun Sep 01, 2013 10:44 pm

Wow. First off, let me say I am very excited for this map.

Here are the points:

Druids - Jungle. The 5 territ bonus should be 2, not 4

Does the bonus really need to be "Demons - Demons"? Why not just "Demons"? :D

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.

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

Dolomite, I am thoroughly impressed. Almost a perfect XML!

If you really want to have no standard territory bonus (right now it's 1), keep the divisor and add this:

Code: Select all
<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>
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Re: Krazy Kingdoms - XML Submitted (8/23)

Postby dolomite13 on Mon Sep 02, 2013 12:02 am

Gilligan wrote:Druids - Jungle. The 5 territ bonus should be 2, not 4

Agreed.

Gilligan wrote:Does the bonus really need to be "Demons - Demons"? Why not just "Demons"? :D

Well... each bonus that is part of a special feature is listed starting with the feature name so "Demons" in this case. And for every Demon on the map they get a bonus. I suppose I will change the Special Feature to "Demonic" and the map demons to "Minions" and then it will be Demonic - Minions.

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.

When you hold no kingdom the favored, Adjacent, and Not-Favored/Adjacent are not active anymore but technically everything is now technically Not-Favored/Adjacent so I added that to take care of a kingdom that gets their kingdom space nuked or killed by the forbidden lands. I'm not sure how to even note that in the key or if it even needs to really be called out.

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

Yep only M4, T4, P4, S4 should be 5. I will fix that.

Gilligan wrote:Dolomite, I am thoroughly impressed. Almost a perfect XML!


Thanks :D

Gilligan wrote:If you really want to have no standard territory bonus (right now it's 1), keep the divisor and add this:


Oops I had the divisor wrong won't this fix it and set the minimum to 3?

Code: Select all
<minreinforcement>3</minreinforcement>
<reinforcements>
   <reinforcement>
      <lower>1</lower>
      <upper>59</upper>
      <divisor>60</divisor>
   </reinforcement>
</reinforcements>


=D13=
Last edited by dolomite13 on Mon Sep 02, 2013 10:33 am, edited 4 times in total.
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Re: Krazy Kingdoms - XML Submitted (8/23)

Postby -=- Tanarri -=- on Mon Sep 02, 2013 2:26 am

Yay! Gilligan's back! :) I'm excited to play the map when the XML gets approved and uploaded :)
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Re: Krazy Kingdoms - XML Submitted (8/23)

Postby Gilligan on Mon Sep 02, 2013 10:41 am

Oh, okay, it's just the bonus for if your race gets bombed by forbidden lands or nuked. Makes sense, okay.

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?

Psst, Tanarri, I never left. ;) If I had to give you an ETA for beta...I'd say at least a week.
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Re: Krazy Kingdoms - XML Submitted (8/23)

Postby dolomite13 on Mon Sep 02, 2013 11:56 am

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>


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Re: Krazy Kingdoms - XML Submitted (8/23)

Postby Gilligan on Mon Sep 02, 2013 12:16 pm

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.
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Re: Krazy Kingdoms - XML Submitted (8/23)

Postby dolomite13 on Mon Sep 02, 2013 12:25 pm

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.


I got confused about the minimum... you are right it needs to be 0 to slow down the start slightly.

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Re: Krazy Kingdoms - XML Submitted (8/23)

Postby Gilligan on Mon Sep 02, 2013 12:27 pm

I'll get you an answer on this shortly. I sent a PM to blake to see if he knows. If he doesn't, I'll test the XML on the test site to see what happens. In the meantime, make those other changes so that when I get you an answer on this, it's a quick fix and stamp. :D
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Re: Krazy Kingdoms - XML Submitted (8/23)

Postby dolomite13 on Mon Sep 02, 2013 12:38 pm

OK here we are with the xml fixes I did put in the 1 minmum and the -1 adjustment. I updated map with demon changes as well.

To be sure ... players start with 1 on their kingdom, 3 on their favored territory #1 ... on turn 1 they will get 3 auto on the kingdom and 1 deployable from that 1st favored territory. Noone should be able to get eliminated immediately even in a 4v4 as their is a 5 neutral between players, they could gift onlt 1 troop, and players will make a reinforcement on their 1st turn.

=D13=

XML
kk8.xml
(67.6 KiB) Downloaded 382 times


Small
http://imageshack.com/a/img16/4190/4ykr.png
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Large
http://imageshack.com/a/img821/399/7r0q.png
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Last edited by dolomite13 on Mon Sep 02, 2013 12:57 pm, edited 1 time in total.
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Re: Krazy Kingdoms - XML Submitted (8/23)

Postby Gilligan on Mon Sep 02, 2013 12:43 pm

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. :)
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Re: Krazy Kingdoms - XML Submitted (8/23)

Postby dolomite13 on Mon Sep 02, 2013 12:47 pm

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.

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Re: Krazy Kingdoms - XML Submitted (8/23)

Postby Gilligan on Mon Sep 02, 2013 12:49 pm

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=


Yep, I think that 5 or 7 would be fine. Maybe it should be 7 now, just to force expanding before trying to kill. People could try that attack just as a hail mary and kind of ruin the game. 7v7,4 is nearly impossible and should pretty much never be tried unless going for a win. :)
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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby dolomite13 on Mon Sep 02, 2013 12:54 pm

I have always thought that territory may be low at 5 here it is with 7's

kk8.xml
(67.6 KiB) Downloaded 416 times


=D13=
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kk8.xml
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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby dolomite13 on Mon Sep 02, 2013 1:02 pm

OK hopefully that should do it =)

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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby Gilligan on Mon Sep 02, 2013 1:05 pm

Great! Once we figure out how the territory bonus works, this will get stamped. :D
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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby dolomite13 on Mon Sep 02, 2013 1:36 pm

Gilligan wrote:Great! Once we figure out how the territory bonus works, this will get stamped. :D


Excellent

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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby dolomite13 on Mon Sep 02, 2013 11:24 pm

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
kk9.xml
(67.6 KiB) Downloaded 590 times


=D13=

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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby Gilligan on Mon Sep 02, 2013 11:31 pm

That's fine. We can always change it in beta if necessary. :)
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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby dolomite13 on Mon Sep 02, 2013 11:44 pm

Gilligan wrote:That's fine. We can always change it in beta if necessary. :)


Yep =)

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Re: Krazy Kingdoms - XML /Map Updated (9/2)

Postby -=- Tanarri -=- on Tue Sep 03, 2013 6:56 am

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
kk9.xml


=D13=


I agree that if you're going to have the territories being 5 neutral, then you should have one of each. It also divides the map nicely so that there's a pair of territories in each section without breaking a 5.
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