Re: The Great War, new gameplay and advices needed
Posted: Thu Jul 16, 2015 6:51 pm
to avoid confusion when using the word map, i'll refer to the 1914 map as image 1 and the 1915 map as image 2, which combine to form the great war map.
at first, my understanding was the same as urs, so that the troops on most image 1 regions representing a capital or town needed to be transformed to reach an image 2 region, except for the initial attack on an image 2 capital. each capital and town must be in the xml twice, once for image 1 and once for image 2. my understanding is that the neutral image 1 regions never disappear because they have xml coordinates, so the n99 troop counts must appear somewhere on image 2.
on the other hand, if each region on image 2 corresponds directly with a region on image 1, then we can use stages to make the xml much simpler and less than half as long because, in most cases, each region appears in the xml only once and mostly without transformation. on image 2, a place can have exactly the same borders (easiest) or slightly different conditional borders (for example, after image 2 has been triggered, lithuania cannot attack west russia, but can attack army g8). here, it's impossible for berlin 1 to attack berlin 2 because the xml has only one berlin. troops do not move from image 1 to image 2; after a player holds an entire state, image 2 simply replaces image 1 and all image 1 troops become image 2 troops by default.
ian.
at first, my understanding was the same as urs, so that the troops on most image 1 regions representing a capital or town needed to be transformed to reach an image 2 region, except for the initial attack on an image 2 capital. each capital and town must be in the xml twice, once for image 1 and once for image 2. my understanding is that the neutral image 1 regions never disappear because they have xml coordinates, so the n99 troop counts must appear somewhere on image 2.
on the other hand, if each region on image 2 corresponds directly with a region on image 1, then we can use stages to make the xml much simpler and less than half as long because, in most cases, each region appears in the xml only once and mostly without transformation. on image 2, a place can have exactly the same borders (easiest) or slightly different conditional borders (for example, after image 2 has been triggered, lithuania cannot attack west russia, but can attack army g8). here, it's impossible for berlin 1 to attack berlin 2 because the xml has only one berlin. troops do not move from image 1 to image 2; after a player holds an entire state, image 2 simply replaces image 1 and all image 1 troops become image 2 troops by default.
ian.