When Oliver has Doomsday bombarding all land territories the XML crashes the XML wizard.Gilligan wrote:What exactly is the issue?-=- 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?
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- -=- Tanarri -=-
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Re: Research & Conquer [24 Oct 2013] V37 pg 103
Re: Research & Conquer [24 Oct 2013] V37 pg 103
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.-=- Tanarri -=- wrote:When Oliver has Doomsday bombarding all land territories the XML crashes the XML wizard.Gilligan wrote:What exactly is the issue?-=- 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?
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%
My Maps:
Research and Conquer - Civilization meets Conquer Club
Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
- -=- Tanarri -=-
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Re: Research & Conquer [24 Oct 2013] V37 pg 103
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.OliverFA wrote: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.-=- Tanarri -=- wrote:When Oliver has Doomsday bombarding all land territories the XML crashes the XML wizard.Gilligan wrote:What exactly is the issue?-=- 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?
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.
Re: Research & Conquer [24 Oct 2013] V37 pg 103
I agree with the compromise, and if so there will not be a problem making that small graphical change.-=- Tanarri -=- wrote: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.OliverFA wrote: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.-=- Tanarri -=- wrote:When Oliver has Doomsday bombarding all land territories the XML crashes the XML wizard.Gilligan wrote:What exactly is the issue?-=- 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?
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.
Re: Research & Conquer [24 Oct 2013] V37 pg 103
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.

Re: Research & Conquer [24 Oct 2013] V37 pg 103
+1Gilligan 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.
Re: Research & Conquer [24 Oct 2013] V37 pg 103
Cool! Let's hope with are luckyisaiah40 wrote:+1Gilligan 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.
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%
My Maps:
Research and Conquer - Civilization meets Conquer Club
Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
- SuicidalSnowman
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Re: Research & Conquer [24 Oct 2013] V37 pg 103
isaiah40 wrote:+1Gilligan 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.
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.
- -=- Tanarri -=-
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Re: Research & Conquer [24 Oct 2013] V37 pg 103
I believe the updated XML with the full bombardments will need to be posted in the XML check thread.OliverFA wrote:Cool! Let's hope with are luckyisaiah40 wrote:+1Gilligan 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.
Re: Research & Conquer [24 Oct 2013] V37 pg 103
Oliver posted the full bombardment xml in the xml check thread!-=- Tanarri -=- wrote:I believe the updated XML with the full bombardments will need to be posted in the XML check thread.OliverFA wrote:Cool! Let's hope with are luckyisaiah40 wrote:+1Gilligan 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.
Re: Research & Conquer [24 Oct 2013] V37 pg 103
What Isaiah saidisaiah40 wrote:Oliver posted the full bombardment xml in the xml check thread!-=- Tanarri -=- wrote:I believe the updated XML with the full bombardments will need to be posted in the XML check thread.OliverFA wrote:Cool! Let's hope with are luckyisaiah40 wrote:+1Gilligan 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.
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%
My Maps:
Research and Conquer - Civilization meets Conquer Club
Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
Re: Research & Conquer [24 Oct 2013] V37 pg 103
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:
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.
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>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.

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Re: Research & Conquer [24 Oct 2013] V37 pg 103
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.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:i'm sure you can figure out the rest of the collections (propaganda, etc) base don that.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>
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.
Re: Research & Conquer [24 Oct 2013] V37 pg 103
That is what I thought, tanarri, but the XML speaks differently and I am not sure how it is intended.

Re: Research & Conquer [24 Oct 2013] V37 pg 103
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.
- 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%
My Maps:
Research and Conquer - Civilization meets Conquer Club
Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
- -=- Tanarri -=-
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Re: Research & Conquer [24 Oct 2013] V37 pg 103
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.
Re: Research & Conquer [24 Oct 2013] V37 pg 103
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
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%
My Maps:
Research and Conquer - Civilization meets Conquer Club
Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
- -=- Tanarri -=-
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Re: Research & Conquer [24 Oct 2013] V37 pg 103
Because if standing is +3 and mobilized is +12 then the net benefit of mobilized is only +9.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
Re: Research & Conquer [24 Oct 2013] V37 pg 103
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! 
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Re: Research & Conquer [24 Oct 2013] V37 pg 103
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.Gilligan wrote:Correct. I'd give it a week or so for that.-=- Tanarri -=- wrote: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?Gilligan wrote:first i must have the files in the check thread-=- 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
i imagine it'll be a few weeks before this goes live.
Re: Research & Conquer [24 Oct 2013] V37 pg 103
There were some syntax errors that Oliver had to take care of first. I'm back on the job-=- Tanarri -=- wrote: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.Gilligan wrote:Correct. I'd give it a week or so for that.-=- Tanarri -=- wrote: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?Gilligan wrote:first i must have the files in the check thread-=- 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
i imagine it'll be a few weeks before this goes live.

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Re: Research & Conquer [24 Oct 2013] V37 pg 103
Ahh okay then, back to patiently waiting then. Thanks for all your workGilligan wrote:There were some syntax errors that Oliver had to take care of first. I'm back on the job-=- Tanarri -=- wrote: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.Gilligan wrote:Correct. I'd give it a week or so for that.-=- Tanarri -=- wrote: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?Gilligan wrote:first i must have the files in the check thread-=- 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
i imagine it'll be a few weeks before this goes live.
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Re: Research & Conquer [24 Oct 2013] V37 pg 103
while testing I noticed that green troops are a bit hard to see


Re: Research & Conquer [24 Oct 2013] V37 pg 103
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.thenobodies80 wrote:while testing I noticed that green troops are a bit hard to see
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%
My Maps:
Research and Conquer - Civilization meets Conquer Club
Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
Re: Research & Conquer [24 Oct 2013] V37 pg 103
Here are the updated images:
Large: Small:
Large: Small:

