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MichelSableheart wrote:So you want to make a map, and are looking to brainstorm for ideas?
The process is quite long, so you better be enthousiastic about the concept you'll eventually settle on.
You mention fantasy, D&D and GoT as possible inspirations. What about those inspirations excites you? What is missing in most other maps that your map definitely must have?
There are many different directions you can take from those inspirations. What are you looking for?
MichelSableheart wrote:I don't have specific ideas per se, but am willing to help you brainstorm.
However, the inspiration you list is still rather broad, which makes it difficult to suggest ideas. Which is why I ask what about those sources of inspiration excites you.
As an example, here are some high level feelings/concepts you might take each of the different inspirations:
Fantasy - Magic, Wonder, Adventure, Danger, Dragons, Monsters
D&D - Adventure, Monsters, Races, Classes, Teamwork, Dungeons, Dragons
Game of Thrones - Political Intrigue, Houses, Betrayal, Dragons, Westeros, Winter is Coming
Each of those concepts would result in a completely different map.
Donelladan wrote:Check the Krazy kingdom map
it has very similar concept that what you are describing with race and class.
So yes it's possible.
In Krazy kingdom every player start with a kingdom ( = a race ) and has one or two special features ( class).
Donelladan wrote:In Krazy kingdom map, bonus also change depending on your feature and kingdom.
For example if you have special feature aquatic, each 2 territory next to a sea give you +1.
If you have the special feature wizard, you get a +2 for 2 blood towers.
So bonus can change depending on condition.
I didn't see a region becoming an auto deploy or getting a decay based on a condition on any map yet. But given the existing possibiltiy with conditions it seems likely that you can.
You can also do conditional border, like you can cross this territory if you have this one. So you could imagine, elves can cross the forest, but dwarves can't. While dwarves can go from mountain to mountain through tunnel, but elves can't. -> there are a lot of such conditional borders in Krazy kindgom
You could absolutely do that by giving each player a starting territory that can't be attacked, and making that territory part of the win condition.IcePack wrote:Is there a way to issue unique win conditions with XML?
Like within the same game / map:
Player A, Win Condition Hold 123
Player B, Win Condition Hold 456
Player C, Win Condition Hold 789
(Even if it needs to be assigned a territory, and the starting territories randomly dealt to one player)
MichelSableheart wrote:You could absolutely do that by giving each player a starting territory that can't be attacked, and making that territory part of the win condition.IcePack wrote:Is there a way to issue unique win conditions with XML?
Like within the same game / map:
Player A, Win Condition Hold 123
Player B, Win Condition Hold 456
Player C, Win Condition Hold 789
(Even if it needs to be assigned a territory, and the starting territories randomly dealt to one player)
Thanks for the Krazy Kingdom suggestion, that's a lot like what I had in mind.
MichelSableheart wrote:As far as I know (but I'm not an expert on the XML, so don't pin me down on this), a wincondition consists of a set of territories and logical operations between them.
You win if you hold territory A AND B AND C is a valid wincondition. You win if you hold territory (A AND B AND C) OR (D AND E AND F) also is a valid wincondition.
This means that you can make a wincondition unique to a specific player by ensuring that a territory that is part of a specific set of wincondition territories can only be held by them.
If it's conquerable, then anyone can get it, and by definition it's no longer unique. Then you're talking about normal winconditions.
Donelladan wrote:IcePack wrote:But for Ian... within the XML, with one territory (Lets call it Ice Territory)
Is there a way to code >
Start of game, Player A randomly is assigned "Dwarves Territory" and Player B is assigned "Elven Territory" as their starting locations or something.
Turn 1 if "Ice Territory" is owned by Player A, who has Territory "Dwarves" then "Ice Territory" becomes auto deploy +1.
But Turn 2 if "Ice Territory" is killed by Player B and he now owns it, and he doesn't own Territory "Dwarves" he Owns Territory "Elves", can it change to a continent bonus or something?
Turn 3 "Ice Territory" gets retaken by Player A so its auto deploy +1 again.
Turn 4, Player A holds, so earns the +1.
etc.
Essentially, can one territory be changed how the bonuses are calculated based on other territories at the start?
In Krazy kingdom map, bonus also change depending on your feature and kingdom.
For example if you have special feature aquatic, each 2 territory next to a sea give you +1.
If you have the special feature wizard, you get a +2 for 2 blood towers.
So bonus can change depending on condition.
I didn't see a region becoming an auto deploy or getting a decay based on a condition on any map yet. But given the existing possibiltiy with conditions it seems likely that you can.
HitRed wrote:It is not mentioned in the Tools and Guides.
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