Moderator: Cartographers
DiM wrote:i've suggested this years ago and got a stern NO for an answer. but since i came back i see a lot of new xml features and a general "can do" attitude towards new map ideas. yeah the foundry is pretty much in a vegetative state but that's another discussion.
anyway, i can't for the life of me find my post from years ago so here's what it's all about.
basically we have triggers and conditions in the xml. but that's not reflected in the map image cause we have just 1 image.
so i'd like to make a map in the form of squares. a map that's 800*600 could be split into 48 squares of 100*100px each. now some squares will be fixed and others will be changeable according to what's going on in the game. let's say we have a terit that acts as a trigger that opens the path between 2 other terits allowing you to attack there. this could change from a closed gate to an open one. it would not only be a neat cosmetic feature but it would also provide an immediate visual clue for the player, telling him that path has opened.
or another example. let's say you have a steel factory and an iron mine that form a bonus of +2. but if you own just of them then it's a bonus of -1. this could easily be represented on the map by changing the factory from a nice productive one to an image with an abandoned one, or to one that has little men on strike.
or a well + crop field and when you own both the crop field is a lush green and when you own just one it looks like a barren land.
or a terit that becomes affected by a virus and starts to decay. it could change it's appearance completely showing you at a glance that a terit that was once safe to leave troops in, is now a danger zone that will decay your troops.
yes, this would involve more work for the mapmakers. but it wouldn't be a lot more as only some key areas would need multiple variations. plus it would be completely optional.
i'm completely oblivious when it comes to programming so maybe there's an easier and better solution. but at this point i'm thinking that 100*100px squares would be just what's needed. each square receives a name according to it's coordinates and version (A1-v1, D8-v3, etc) and then in the xml you'd just have to write something like change "change A1-v1 to A1-v2 if continent X is held". or something along these lines.
thoughts? ideas?
DiM wrote:OMG i think i just came in my shorts.
DiM wrote:how about Island of Doom?
when you hold the military base and the 3 radio antennas you signal for "help" which actually means a bomber comes and destroys the island. so whenever somebody holds that objective the map changes to one that actually features the bomber leaving a trail of destruction:
bigWham wrote:DiM wrote:how about Island of Doom?
when you hold the military base and the 3 radio antennas you signal for "help" which actually means a bomber comes and destroys the island. so whenever somebody holds that objective the map changes to one that actually features the bomber leaving a trail of destruction:
Good idea. Right now the logic rules do not cater for objectives specifically... however if the objective is very straightforward, like just 4 fixed terits, same for every player... then that is not hard.
It does bring to mind a question though... Fog
Transformation rules do not cater for fog, or the individual player's view of the map. This is possible, but complex. Objectives like this one rarely get taken without fog because everyone can see that they're taken... so i don't think we want to lift the fog by changing the image.
So... because I'd rather approach this along a simpler path, can we cook up another idea that doesn't have fog problems?
sempaispellcheck wrote:bigWham wrote:DiM wrote:how about Island of Doom?
when you hold the military base and the 3 radio antennas you signal for "help" which actually means a bomber comes and destroys the island. so whenever somebody holds that objective the map changes to one that actually features the bomber leaving a trail of destruction:
Good idea. Right now the logic rules do not cater for objectives specifically... however if the objective is very straightforward, like just 4 fixed terits, same for every player... then that is not hard.
It does bring to mind a question though... Fog
Transformation rules do not cater for fog, or the individual player's view of the map. This is possible, but complex. Objectives like this one rarely get taken without fog because everyone can see that they're taken... so i don't think we want to lift the fog by changing the image.
So... because I'd rather approach this along a simpler path, can we cook up another idea that doesn't have fog problems?
I don't think objectives would have any fog problem - as I understand it, the change(s) would only occur if the objective was held - which would mean the game was over and the fog lifted.
This could be the image of the map used for finished games won by this objective.
sempai
bigWham wrote:sempaispellcheck wrote:bigWham wrote:DiM wrote:how about Island of Doom?
when you hold the military base and the 3 radio antennas you signal for "help" which actually means a bomber comes and destroys the island. so whenever somebody holds that objective the map changes to one that actually features the bomber leaving a trail of destruction:
Good idea. Right now the logic rules do not cater for objectives specifically... however if the objective is very straightforward, like just 4 fixed terits, same for every player... then that is not hard.
It does bring to mind a question though... Fog
Transformation rules do not cater for fog, or the individual player's view of the map. This is possible, but complex. Objectives like this one rarely get taken without fog because everyone can see that they're taken... so i don't think we want to lift the fog by changing the image.
So... because I'd rather approach this along a simpler path, can we cook up another idea that doesn't have fog problems?
I don't think objectives would have any fog problem - as I understand it, the change(s) would only occur if the objective was held - which would mean the game was over and the fog lifted.
This could be the image of the map used for finished games won by this objective.
sempai
objectives need to be held for a round to win.
sempaispellcheck wrote:
objectives need to be held for a round to win.
DiM wrote:not sure what else i could come up with.
i don't have the files for the oldest maps (they might be backed-up somewhere but not sure) and for the newer maps there's not much i could do cause i don't have situations like those i described in the first post. basically i could do something for objectives and that's it. for a future map i could implement more things that can accommodate various graphical versions.
also, can't this dynamic map thing be personalised for each user?
i mean if it's a fog game and i get the island of doom objective (see above) then i get the changed image with the bomber plane but the others don't. and if it's a sunny game then everybody gets the bomber image.
DiM wrote:interesting idea.
can this be coded to affect the gameplay and not just the map image?
for example on a map there might be a rule where there's a bridge that moves position every X turns thus making/breaking new connections each turn.
bigWham wrote:DiM wrote:interesting idea.
can this be coded to affect the gameplay and not just the map image?
for example on a map there might be a rule where there's a bridge that moves position every X turns thus making/breaking new connections each turn.
Yes, it is possible... Transformations only currently affect armies though, now map rules. It would be a modest enhancement to expand the concept to map images. Expanding to dynamically change map rules would be... an immodest enhancement. Something we should move towards, but it does not exist right now.
Transformation have been released for some months and so far we do not have a single use of them.... but a lot of ideas about expanding them I'd love to see some of the new features we actually have start to get used, before complicating things further with new features!
degaston wrote:bigWham wrote:DiM wrote:interesting idea.
can this be coded to affect the gameplay and not just the map image?
for example on a map there might be a rule where there's a bridge that moves position every X turns thus making/breaking new connections each turn.
Yes, it is possible... Transformations only currently affect armies though, now map rules. It would be a modest enhancement to expand the concept to map images. Expanding to dynamically change map rules would be... an immodest enhancement. Something we should move towards, but it does not exist right now.
Transformation have been released for some months and so far we do not have a single use of them.... but a lot of ideas about expanding them I'd love to see some of the new features we actually have start to get used, before complicating things further with new features!
Did you mean to say that it could be possible, but not right now? I think that transformations are currently missing some very basic capabilities, (like the ability to run for 3 rounds starting with round 5), and should be fixed before anyone uses it. Additionally, it is very cryptic and doesn't match the standards for readability set by the rest of the XML. I started a suggestion thread about this, but I don't know if anyone read it. http://www.conquerclub.com/forum/viewtopic.php?f=4&t=203814
I had some ideas along similar lines about conditional borders and bombardments that would allow DiM's example to work, but to do it right would require implementing an XML version tag.
DiM wrote:ok for testing purposes here's the large and small island of doom with a volcano eruption bigger lava flow and more steam
as for the transformations i have a tron-like map in the (very) early stages of development that uses them extensively. a map that when it's done could potentially be transformed to a dynamic map too.
DiM wrote:ok for testing purposes here's the large and small island of doom with a volcano eruption bigger lava flow and more steam
as for the transformations i have a tron-like map in the (very) early stages of development that uses them extensively. a map that when it's done could potentially be transformed to a dynamic map too.
kizkiz wrote:Anyone seen the film called cube?
http://www.imdb.com/title/tt0123755/
For those that haven't, imagine a giant rubiks cube. every cube is a room with 6 doors. The "rooms" shift around and the people inside have to work out how to escape.
The cube hangs in a vacuum and there is one single "room" that moves around the outside, which is the only way out.
just to add to the fun, most of the rooms are instant death booby traps.
So, a map where the territs themselves move. You leave a stack and the board moves, with your stack now in a decay zone.
Moves could be a known pattern or completely random
I know nothing about xml, but keep troops the same and move the board around them. Would need a grid like map i guess
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