Conquer Club

[Abandoned] Research & Conquer

Abandoned and Vacationed maps. The final resting place, unless you recycle.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby -=- Tanarri -=- on Tue Jan 21, 2014 7:12 am

Gilligan wrote:
-=- Tanarri -=- wrote:
That sounds great. I'm so excited to finally be getting this off the ground :)

Just out of curiousity, what is the appropriate route for us to take to see if bigWham can fix the problem we were having with the XML so that the Doomsday gameplay doesn't end up being gimped? A post in the test site cartography thread for the map?


What exactly is the issue?


When Oliver has Doomsday bombarding all land territories the XML crashes the XML wizard.
User avatar
Captain -=- Tanarri -=-
 
Posts: 884
Joined: Wed Jul 08, 2009 2:02 pm
Location: The Underworld

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby OliverFA on Tue Jan 21, 2014 7:50 am

-=- Tanarri -=- wrote:
Gilligan wrote:
-=- Tanarri -=- wrote:
That sounds great. I'm so excited to finally be getting this off the ground :)

Just out of curiousity, what is the appropriate route for us to take to see if bigWham can fix the problem we were having with the XML so that the Doomsday gameplay doesn't end up being gimped? A post in the test site cartography thread for the map?


What exactly is the issue?


When Oliver has Doomsday bombarding all land territories the XML crashes the XML wizard.


Yes, because bombarding all territories means adding 900+ bombarding connections in total. However I think that a good compromise is to make Doomsday Device only bombard the capitals, reducing the bombardments from 900+ to 6. The result is the same one, because without a capital players can no survive.
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

My Maps:
Research and Conquer - Civilization meets Conquer Club

Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
User avatar
Private OliverFA
 
Posts: 2295
Joined: Wed Jul 09, 2008 4:30 am
Location: Somewhere in Spain

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby -=- Tanarri -=- on Tue Jan 21, 2014 10:16 am

OliverFA wrote:
-=- Tanarri -=- wrote:
Gilligan wrote:
-=- Tanarri -=- wrote:
That sounds great. I'm so excited to finally be getting this off the ground :)

Just out of curiousity, what is the appropriate route for us to take to see if bigWham can fix the problem we were having with the XML so that the Doomsday gameplay doesn't end up being gimped? A post in the test site cartography thread for the map?


What exactly is the issue?


When Oliver has Doomsday bombarding all land territories the XML crashes the XML wizard.


Yes, because bombarding all territories means adding 900+ bombarding connections in total. However I think that a good compromise is to make Doomsday Device only bombard the capitals, reducing the bombardments from 900+ to 6. The result is the same one, because without a capital players can no survive.


If there has to be a comprise, then I agree this is suitable. There really shouldn't have to be one though, since the site should just be able to handle it. Players late game may well have huge stacks on their capitals while many of their bonuses are left unguarded, particularly in trench games. Whether Doomsday could bombard all territories or not could make a huge difference in gameplay for a few different types of situations.

BTW, if the XML is set up to be bombarding capitals only, then isaiah should probably make a tweak to the graphics to indicate such in the legend instead of bombarding all territories.
User avatar
Captain -=- Tanarri -=-
 
Posts: 884
Joined: Wed Jul 08, 2009 2:02 pm
Location: The Underworld

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby isaiah40 on Tue Jan 21, 2014 10:33 am

-=- Tanarri -=- wrote:
OliverFA wrote:
-=- Tanarri -=- wrote:
Gilligan wrote:
-=- Tanarri -=- wrote:
That sounds great. I'm so excited to finally be getting this off the ground :)

Just out of curiousity, what is the appropriate route for us to take to see if bigWham can fix the problem we were having with the XML so that the Doomsday gameplay doesn't end up being gimped? A post in the test site cartography thread for the map?


What exactly is the issue?


When Oliver has Doomsday bombarding all land territories the XML crashes the XML wizard.


Yes, because bombarding all territories means adding 900+ bombarding connections in total. However I think that a good compromise is to make Doomsday Device only bombard the capitals, reducing the bombardments from 900+ to 6. The result is the same one, because without a capital players can no survive.


If there has to be a comprise, then I agree this is suitable. There really shouldn't have to be one though, since the site should just be able to handle it. Players late game may well have huge stacks on their capitals while many of their bonuses are left unguarded, particularly in trench games. Whether Doomsday could bombard all territories or not could make a huge difference in gameplay for a few different types of situations.

BTW, if the XML is set up to be bombarding capitals only, then isaiah should probably make a tweak to the graphics to indicate such in the legend instead of bombarding all territories.

I agree with the compromise, and if so there will not be a problem making that small graphical change. :D
Lieutenant isaiah40
 
Posts: 3990
Joined: Mon Aug 27, 2007 7:14 pm

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby Gilligan on Tue Jan 21, 2014 10:42 am

There are a few XMLs that are larger than this one that are already live. I think we're okay with the mass-bombardment, but I'll let you know once it goes to test.
Image
User avatar
Captain Gilligan
 
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Location: Providence, RI

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby isaiah40 on Tue Jan 21, 2014 10:47 am

Gilligan wrote:There are a few XMLs that are larger than this one that are already live. I think we're okay with the mass-bombardment, but I'll let you know once it goes to test.

+1
Lieutenant isaiah40
 
Posts: 3990
Joined: Mon Aug 27, 2007 7:14 pm

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby OliverFA on Tue Jan 21, 2014 11:47 am

isaiah40 wrote:
Gilligan wrote:There are a few XMLs that are larger than this one that are already live. I think we're okay with the mass-bombardment, but I'll let you know once it goes to test.

+1

Cool! Let's hope with are lucky :)
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

My Maps:
Research and Conquer - Civilization meets Conquer Club

Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
User avatar
Private OliverFA
 
Posts: 2295
Joined: Wed Jul 09, 2008 4:30 am
Location: Somewhere in Spain

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby SuicidalSnowman on Tue Jan 21, 2014 12:22 pm

isaiah40 wrote:
Gilligan wrote:There are a few XMLs that are larger than this one that are already live. I think we're okay with the mass-bombardment, but I'll let you know once it goes to test.

+1



This is good to know. Tanarri's earlier point is well taken. If the Doomsday device is supposed to be so powerful, it should be that exactly. In our Clandemonium games, the pinnacle is often negated somewhat by people leaving stacks on their home bases.
User avatar
Private SuicidalSnowman
 
Posts: 1022
Joined: Fri Aug 22, 2008 7:40 am

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby -=- Tanarri -=- on Tue Jan 21, 2014 4:58 pm

OliverFA wrote:
isaiah40 wrote:
Gilligan wrote:There are a few XMLs that are larger than this one that are already live. I think we're okay with the mass-bombardment, but I'll let you know once it goes to test.

+1

Cool! Let's hope with are lucky :)


I believe the updated XML with the full bombardments will need to be posted in the XML check thread.
User avatar
Captain -=- Tanarri -=-
 
Posts: 884
Joined: Wed Jul 08, 2009 2:02 pm
Location: The Underworld

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby isaiah40 on Tue Jan 21, 2014 5:03 pm

-=- Tanarri -=- wrote:
OliverFA wrote:
isaiah40 wrote:
Gilligan wrote:There are a few XMLs that are larger than this one that are already live. I think we're okay with the mass-bombardment, but I'll let you know once it goes to test.

+1

Cool! Let's hope with are lucky :)


I believe the updated XML with the full bombardments will need to be posted in the XML check thread.

Oliver posted the full bombardment xml in the xml check thread! :D
Lieutenant isaiah40
 
Posts: 3990
Joined: Mon Aug 27, 2007 7:14 pm

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby OliverFA on Tue Jan 21, 2014 5:37 pm

isaiah40 wrote:
-=- Tanarri -=- wrote:
OliverFA wrote:
isaiah40 wrote:
Gilligan wrote:There are a few XMLs that are larger than this one that are already live. I think we're okay with the mass-bombardment, but I'll let you know once it goes to test.

+1

Cool! Let's hope with are lucky :)


I believe the updated XML with the full bombardments will need to be posted in the XML check thread.

Oliver posted the full bombardment xml in the xml check thread! :D

What Isaiah said ;)
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

My Maps:
Research and Conquer - Civilization meets Conquer Club

Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
User avatar
Private OliverFA
 
Posts: 2295
Joined: Wed Jul 09, 2008 4:30 am
Location: Somewhere in Spain

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby Gilligan on Thu Jan 23, 2014 4:06 pm

oliver,

you cannot have minreinforcement 0. a way around this is to make minreinforcement 1, and then have a bonus of all territories required "1" giving -1, simulating the effect of no standard deploy. this is what we did for krazy kingdoms.

capitals bonus - the bonuses are additive. you need to change it to this:
Code: Select all
      <bonus required="1">3</bonus>
      <bonus required="2">6</bonus>
      <bonus required="3">9</bonus>
      <bonus required="4">12</bonus>
      <bonus required="5">15</bonus>
      <bonus required="6">18</bonus>


i'm sure you can figure out the rest of the collections (propaganda, etc) base don that. :)

perhaps write that all advanced researches override their respective basic research? you mention it with conscription, but not with the armies.

i'll check those bonuses again when you update this just to be sure. i'm going to talk to blake to see why mapmaker isn't inspecting this map, so i can check borders much easier.
Image
User avatar
Captain Gilligan
 
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Location: Providence, RI

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby -=- Tanarri -=- on Thu Jan 23, 2014 6:01 pm

Gilligan wrote:oliver,

you cannot have minreinforcement 0. a way around this is to make minreinforcement 1, and then have a bonus of all territories required "1" giving -1, simulating the effect of no standard deploy. this is what we did for krazy kingdoms.

capitals bonus - the bonuses are additive. you need to change it to this:
Code: Select all
      <bonus required="1">3</bonus>
      <bonus required="2">6</bonus>
      <bonus required="3">9</bonus>
      <bonus required="4">12</bonus>
      <bonus required="5">15</bonus>
      <bonus required="6">18</bonus>


i'm sure you can figure out the rest of the collections (propaganda, etc) base don that. :)

perhaps write that all advanced researches override their respective basic research? you mention it with conscription, but not with the armies.

i'll check those bonuses again when you update this just to be sure. i'm going to talk to blake to see why mapmaker isn't inspecting this map, so i can check borders much easier.


IIRC the other advanced bonuses don't override each other... at least not according to the current descriptions. Standing Army should give +3 by itself and Mobilized Army should give a +12 by itself, for a total of +15 bonus.
User avatar
Captain -=- Tanarri -=-
 
Posts: 884
Joined: Wed Jul 08, 2009 2:02 pm
Location: The Underworld

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby Gilligan on Thu Jan 23, 2014 6:19 pm

That is what I thought, tanarri, but the XML speaks differently and I am not sure how it is intended.
Image
User avatar
Captain Gilligan
 
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Location: Providence, RI

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby OliverFA on Sun Jan 26, 2014 4:18 pm

Hello! I have corrected the file and uploaded to the XML checks thread

- I have corrected the minreinforcements issue by setting it to 1 and adding a -1 adjustment continent
- I have added <bonus>0</bonus> when needed
- I have turned collection bonuses into additive ones
- I have changed the continents that were mandatory by territories. This forced to multiply those continents by 6.

About the overriding thing: The map description says pretty clear that open conscription overrides secret conscripion. With double mining is not explicit, but it says "doubles mining bonus" which I interpret as giving double bonus and overriding the previous one. The only one that seems open to interpretation is standing and mobilized army, but I see the arrow that goes from left to right as a sign of "upgraded effect" that overrides the previous one. Also, for simplicity it makes sense that the three technologies behave the same way.
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

My Maps:
Research and Conquer - Civilization meets Conquer Club

Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
User avatar
Private OliverFA
 
Posts: 2295
Joined: Wed Jul 09, 2008 4:30 am
Location: Somewhere in Spain

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby -=- Tanarri -=- on Sun Jan 26, 2014 6:05 pm

I think it makes more sense to have the techs working the same way as well. Perhaps if we simply change Mobilized Army into a +15 and state advanced techs override basic techs? That would make the bonus structure much clearer for everyone.
User avatar
Captain -=- Tanarri -=-
 
Posts: 884
Joined: Wed Jul 08, 2009 2:02 pm
Location: The Underworld

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby OliverFA on Sun Jan 26, 2014 6:09 pm

But why +15? The numbers already make sense.

Standing army ---> +3 ---> Research 15
Mobilized army ---> +12 ---> Research 60

Both the effect and the cost is 4 times the one of the basic tech
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

My Maps:
Research and Conquer - Civilization meets Conquer Club

Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
User avatar
Private OliverFA
 
Posts: 2295
Joined: Wed Jul 09, 2008 4:30 am
Location: Somewhere in Spain

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby -=- Tanarri -=- on Sun Jan 26, 2014 9:40 pm

OliverFA wrote:But why +15? The numbers already make sense.

Standing army ---> +3 ---> Research 15
Mobilized army ---> +12 ---> Research 60

Both the effect and the cost is 4 times the one of the basic tech


Because if standing is +3 and mobilized is +12 then the net benefit of mobilized is only +9.
User avatar
Captain -=- Tanarri -=-
 
Posts: 884
Joined: Wed Jul 08, 2009 2:02 pm
Location: The Underworld

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby isaiah40 on Sun Jan 26, 2014 10:06 pm

I can place the "Advanced Techs override basic techs" on the map. Please let's not go changing values right now, and see how it plays out! :D
Lieutenant isaiah40
 
Posts: 3990
Joined: Mon Aug 27, 2007 7:14 pm

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby -=- Tanarri -=- on Thu Jan 30, 2014 6:12 am

Gilligan wrote:
-=- Tanarri -=- wrote:
Gilligan wrote:
-=- Tanarri -=- wrote:Gilligan, do you have a sense for when the XML check should be finished? I'm looking forward to playing the map on the beta site :)


first i must have the files in the check thread :)

i imagine it'll be a few weeks before this goes live.


I'm guessing that's the case as well, since it needs to go through the initial testing before it makes it to live beta. I happen to be part of the testing team, which is why I was wondering how long you thought it'd take for the initial XML review. I think once the XML is reviewed, the map and XML get sent off to tnb to set up on the test site, right?


Correct. I'd give it a week or so for that.


Hi Gilligan, any updates on the initial XML review? Just checking in since it's been 10 days and haven't seen it pop up on the test site yet.
User avatar
Captain -=- Tanarri -=-
 
Posts: 884
Joined: Wed Jul 08, 2009 2:02 pm
Location: The Underworld

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby Gilligan on Thu Jan 30, 2014 8:11 am

-=- Tanarri -=- wrote:
Gilligan wrote:
-=- Tanarri -=- wrote:
Gilligan wrote:
-=- Tanarri -=- wrote:Gilligan, do you have a sense for when the XML check should be finished? I'm looking forward to playing the map on the beta site :)


first i must have the files in the check thread :)

i imagine it'll be a few weeks before this goes live.


I'm guessing that's the case as well, since it needs to go through the initial testing before it makes it to live beta. I happen to be part of the testing team, which is why I was wondering how long you thought it'd take for the initial XML review. I think once the XML is reviewed, the map and XML get sent off to tnb to set up on the test site, right?


Correct. I'd give it a week or so for that.


Hi Gilligan, any updates on the initial XML review? Just checking in since it's been 10 days and haven't seen it pop up on the test site yet.


There were some syntax errors that Oliver had to take care of first. I'm back on the job :D
Image
User avatar
Captain Gilligan
 
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Location: Providence, RI

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby -=- Tanarri -=- on Fri Jan 31, 2014 6:46 pm

Gilligan wrote:
-=- Tanarri -=- wrote:
Gilligan wrote:
-=- Tanarri -=- wrote:
Gilligan wrote:
-=- Tanarri -=- wrote:Gilligan, do you have a sense for when the XML check should be finished? I'm looking forward to playing the map on the beta site :)


first i must have the files in the check thread :)

i imagine it'll be a few weeks before this goes live.


I'm guessing that's the case as well, since it needs to go through the initial testing before it makes it to live beta. I happen to be part of the testing team, which is why I was wondering how long you thought it'd take for the initial XML review. I think once the XML is reviewed, the map and XML get sent off to tnb to set up on the test site, right?


Correct. I'd give it a week or so for that.


Hi Gilligan, any updates on the initial XML review? Just checking in since it's been 10 days and haven't seen it pop up on the test site yet.


There were some syntax errors that Oliver had to take care of first. I'm back on the job :D


Ahh okay then, back to patiently waiting then. Thanks for all your work :)
User avatar
Captain -=- Tanarri -=-
 
Posts: 884
Joined: Wed Jul 08, 2009 2:02 pm
Location: The Underworld

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby thenobodies80 on Sun Feb 02, 2014 8:03 am

while testing I noticed that green troops are a bit hard to see

Image
User avatar
Sergeant 1st Class thenobodies80
 
Posts: 5400
Joined: Wed Sep 05, 2007 4:30 am
Location: Milan

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby OliverFA on Sun Feb 02, 2014 8:29 am

thenobodies80 wrote:while testing I noticed that green troops are a bit hard to see

Image


I think it's more a lab sign issue than a green colour issue. Perhaps changing the simbol to something a bit more clear would allow the number to be seen better.

I am gathering information on some tech costs modification proposals, (with the reasons to back those changes of course).
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

My Maps:
Research and Conquer - Civilization meets Conquer Club

Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
User avatar
Private OliverFA
 
Posts: 2295
Joined: Wed Jul 09, 2008 4:30 am
Location: Somewhere in Spain

Re: Research & Conquer [24 Oct 2013] V37 pg 103

Postby isaiah40 on Sun Feb 02, 2014 9:31 am

Here are the updated images:

Large:
Click image to enlarge.
image


Small:
Click image to enlarge.
image
Lieutenant isaiah40
 
Posts: 3990
Joined: Mon Aug 27, 2007 7:14 pm

PreviousNext

Return to Recycling Box

Who is online

Users browsing this forum: No registered users