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XML Modifications and Variations

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Postby Wisse on Sun May 13, 2007 1:46 pm

Suggestion Idea: mixing countrys(didn't know a better name)

Description: You can set how much countries of a continent each player can have by in the beginning (like you can only have 2 countries in ocenia and 4 in europe) or just so that a player doesn't get the whole continent in the beginning

Why It Should Be Considered: players always say: i hate it when someone got a whole continent in the beginning

Lack Label (Mod Use): [No]
Last edited by Wisse on Thu May 17, 2007 9:01 am, edited 2 times in total.
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Postby glee on Sun May 13, 2007 2:19 pm

Suggestion Idea: Overruling continent bonus


Description: The idea is to have continent bonuses based on different criterias where the lesser criterea is overruled by one that gives a greater bonus. (See example below)


Why It Should Be Considered: The idea came up because of an idea about a poker map consisting of cards spread out on a table. You get your bonus from your best five card poker hand. To make this possible without the bonuses getting rediciously high one continent bonus has to take out an other one. Along with the suggestion about holding x territories out of y possible it would be possible to use this idea for a map.

I'm sure other ways of using this new feature will come up.


Lack Label (Mod Use): [Maybe]
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Postby Wisse on Sun May 13, 2007 2:21 pm

glee wrote:Suggestion Idea: Overruling continent bonus


Description: The idea is to have continent bonuses based on different criterias where the lesser criterea is overruled by one that gives a greater bonus. (See example below)


Why It Should Be Considered: The idea came up because of an idea about a poker map consisting of cards spread out on a table. You get your bonus from your best five card poker hand. To make this possible without the bonuses getting rediciously high one continent bonus has to take out an other one. Along with the suggestion about holding x territories out of y possible it would be possible to use this idea for a map.

I'm sure other ways of using this new feature will come up.


Lack Label (Mod Use):

what if i don't get it?
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Postby Lone.prophet on Sun May 13, 2007 2:49 pm

mobilisation

for any land you control,you get 1 army every turn, or second turn, or third turn. on the specific country
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Postby johloh on Sun May 13, 2007 3:18 pm

lackattack wrote:And here are the maybes, with my concerns:

Ranged Attacks - I also like this but I can't decide whether the successful attack should (a) leave 1 neutral or (b) 1 of your colour in the bombed territory?

Honourable mentions:

Starting Scenarios - I'd like to do this someday, but not this round. Scenarious might be doable in separate files from the map XML, by different authors.


-with ranged attacks you gotta go with leaving 1 neutral...it just makes sense. ranged attacks shouldnt end in you being able to advance through that path, even if it is during the next turn. you should basically just be able to break continents with them...

-starting scenarios is my personal favorite, mainly because it removes a lot of the luck from the game, which i like. if not now, i hope you can implement this later.
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Postby lackattack on Sun May 13, 2007 3:37 pm

Sorry to disappoint you DiM, but I think your ideas are unrealistic. We have to nail down some basics before we get to the fancy stuff. Also, I like to keep the game as simple as possible, if you haven't noticed :)

DiM wrote:* Territorial Bonus (e.g. Ethiopia gets a +2 bonus each round, negative numbers also allowed)

i don't really see the addition here. this was already possible. just define that terit as a continent with a bonus. the only improvement is that you need less lines of code.

There is a big difference. The bonus always goes on Ethiopia!
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Postby hulmey on Sun May 13, 2007 3:43 pm

i like prophets idea..

In my younger years i used to play risk with my sister and the bonus armies we got for the continent had to be deployed in the continent we got them for.


Can this be done lack?
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Postby lackattack on Sun May 13, 2007 3:44 pm

Oh, I forgot a [Yes]... Collections (a.k.a. X for Y bonus)

Code: Select all
<continent>
...
</continent>
<collection>
  <name>Power Plants</name>
  <components>
     <component>Burkina Faso</component>
     <component>Benin</component>
     <component>Ghana</component>
     <component>Liberia</component>
     <component>Guinea</component>
     <component>Senegal</component>
     <component>Mauritania</component>
     <component>Western Sahara</component>
     <component>Morocco</component>
  </components>
  <bonuses>
     <bonus quantity="3">1</bonus>
     <bonus quantity="6">3</bonus>
     <bonus quantity="9">5</bonus>
     <bonus quantity="12">7</bonus>
     <bonus quantity="15">10</bonus>
  </bonuses>
</collection>
<country>
...
</country>


Not sure if this is the most elegant way to do it...
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Postby DiM on Sun May 13, 2007 3:53 pm

lackattack wrote:Sorry to disappoint you DiM, but I think your ideas are unrealistic. We have to nail down some basics before we get to the fancy stuff. Also, I like to keep the game as simple as possible, if you haven't noticed :)


i know i'm a dreamer and sometimes i take things to extremes but other people had great ideas that you turned down not just me. really neat ideas :(

and yes i felt this whole simplicity thing on my aom map :(
i frankly don't understand why people settle for less when they could have more.

why not have more options? why not have more complex games? why not?

if it is technically impossible i understand. heck i'd even understand if you say you prefer to go out and have a beer instead of tweaking the game engine, it's your choice but i don't get the "whole let's keep it simple" thing.

don't get me wrong, simple is good, but complex should also be available as an option.
heck i'll enjoy a classic fast and furious RT game, but i'd also enjoy a theory of relativity map where instead of rolling dice you solve scientific problems.


lackattack wrote:
DiM wrote:* Territorial Bonus (e.g. Ethiopia gets a +2 bonus each round, negative numbers also allowed)

i don't really see the addition here. this was already possible. just define that terit as a continent with a bonus. the only improvement is that you need less lines of code.

There is a big difference. The bonus always goes on Ethiopia!


oh, i get it. then it is a nice one but still nothing fancy 8)
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Postby Wisse on Sun May 13, 2007 4:10 pm

lackattack wrote:Oh, I forgot a [Yes]... Collections (a.k.a. X for Y bonus)

Code: Select all
<continent>
...
</continent>
<collection>
  <name>Power Plants</name>
  <components>
     <component>Burkina Faso</component>
     <component>Benin</component>
     <component>Ghana</component>
     <component>Liberia</component>
     <component>Guinea</component>
     <component>Senegal</component>
     <component>Mauritania</component>
     <component>Western Sahara</component>
     <component>Morocco</component>
  </components>
  <bonuses>
     <bonus quantity="3">1</bonus>
     <bonus quantity="6">3</bonus>
     <bonus quantity="9">5</bonus>
     <bonus quantity="12">7</bonus>
     <bonus quantity="15">10</bonus>
  </bonuses>
</collection>
<country>
...
</country>


Not sure if this is the most elegant way to do it...

explain it like in the others with e.g. i don't know what it is now
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Postby Wisse on Sun May 13, 2007 4:12 pm

oh and mayby you must change the [no] things that are to long to make, in to difficult or something and mayby you can make them if you have time
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Postby DiM on Sun May 13, 2007 4:23 pm

Wisse wrote:
lackattack wrote:Oh, I forgot a [Yes]... Collections (a.k.a. X for Y bonus)

Code: Select all
<continent>
...
</continent>
<collection>
  <name>Power Plants</name>
  <components>
     <component>Burkina Faso</component>
     <component>Benin</component>
     <component>Ghana</component>
     <component>Liberia</component>
     <component>Guinea</component>
     <component>Senegal</component>
     <component>Mauritania</component>
     <component>Western Sahara</component>
     <component>Morocco</component>
  </components>
  <bonuses>
     <bonus quantity="3">1</bonus>
     <bonus quantity="6">3</bonus>
     <bonus quantity="9">5</bonus>
     <bonus quantity="12">7</bonus>
     <bonus quantity="15">10</bonus>
  </bonuses>
</collection>
<country>
...
</country>


Not sure if this is the most elegant way to do it...

explain it like in the others with e.g. i don't know what it is now


lack is talking about this:

Coleman wrote:Suggestion Idea:
Simple X for Y Bonuses

Description:
Lets say I have a group of 15 territories, lets call them power plants. I want to be able to do this:
3 Power Plants +1 Army
6 Power Plants +3 Armies
9 Power Plants +5 Armies
12 Power Plants +7 Armies
15 Power Plants +10 Armies

Why It Should Be Considered:
Technically this is possible with the current xml but it is impossible to do without millions of lines of code on our end using combinations of positive and negative bonuses. There should be a better way.

Lack Label (Mod Use): [Yes]
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Postby lackattack on Sun May 13, 2007 6:06 pm

Wisse, some of the [No] proposals are good material for future XML updates. I guess we were not clear about this, but the intention was to come up with a small batch of useful changes doable in a week or two. We didn't intend to establish a comprehensive XML to-do list.
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Postby sully800 on Sun May 13, 2007 9:54 pm

glee wrote:Suggestion Idea: Overruling continent bonus


Description: The idea is to have continent bonuses based on different criterias where the lesser criterea is overruled by one that gives a greater bonus. (See example below)


Why It Should Be Considered: The idea came up because of an idea about a poker map consisting of cards spread out on a table. You get your bonus from your best five card poker hand. To make this possible without the bonuses getting rediciously high one continent bonus has to take out an other one. Along with the suggestion about holding x territories out of y possible it would be possible to use this idea for a map.

I'm sure other ways of using this new feature will come up.


Lack Label (Mod Use):


This is an excellent suggestion!! I would love to see the poker map work, and with the possible addition of thise and the approved "components" suggestion it COULD work.

It would be helpful on many other maps too that currently would have to be coded in a complicated manner. For example: Connect 4. If you own 7 in a row you would just write in the XML the bonus for 7 in a row and it would override the bonuses for 4, 5, and 6 in a row.

It's currently possible to work out the math for most overriding bonuses I can think of in the XML, but something more complicated like poker wouldn't work.

Anyway it may be tough to implement so I don't have my hopes up. Also- I like all of the suggestions that lack said YES to. And I can definitely see why he said NO to most of the others.
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Postby mibi on Sun May 13, 2007 10:02 pm

lackattack wrote:
Troop Limit and Non-Deployable Territories - I like these but there is an issue where you have a bunch of armies to deploy and nowhere to put them.


Well to this i would say 'oh well'. If you are so weak that you can only deploy on the few non-deployable territories, then your pretty much out of the game anyways. It's like alcatraz island in, you can get in the situation where your stuck on the island with nothing to due but wait until your dead. thats the brakes, as they say.
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Postby Coleman on Sun May 13, 2007 11:49 pm

lackattack wrote:Oh, I forgot a [Yes]... Collections (a.k.a. X for Y bonus)

Code: Select all
<continent>
...
</continent>
<collection>
  <name>Power Plants</name>
  <components>
     <component>Burkina Faso</component>
     <component>Benin</component>
     <component>Ghana</component>
     <component>Liberia</component>
     <component>Guinea</component>
     <component>Senegal</component>
     <component>Mauritania</component>
     <component>Western Sahara</component>
     <component>Morocco</component>
  </components>
  <bonuses>
     <bonus quantity="3">1</bonus>
     <bonus quantity="6">3</bonus>
     <bonus quantity="9">5</bonus>
     <bonus quantity="12">7</bonus>
     <bonus quantity="15">10</bonus>
  </bonuses>
</collection>
<country>
...
</country>


Not sure if this is the most elegant way to do it...

Who cares, I'm smart enough to figure it out, makes my day. Way better then figuring out combinations/permutations and writing a 20 million line monster. Maybe mibi might be willing to revisit something we discussed a long time ago that wasn't feasible once this is implemented. :)
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Postby Coleman on Sun May 13, 2007 11:50 pm

mibi wrote:CONTINENT BONUS TRIGGERS OTHER XML STUFF

Description: I would like to see some of these other ideas like non-deployable territories or decaying territories or ever regular bonuses, have the option to be dependant on holding an area or continent. Like if you hold territory, x, y, z then territory A becomes one way, or territory B increases its bonuses to 5 or something.

Why It Should Be Considered: this would just open up the game play exponentially when other tweaks are added.

Lack Label (Mod Use): [Maybe]

I'm all over this. I'd especially like something like, (if this continent/territory, then these borders, else the borders don't exist) if that makes any sense. In fact I think mibi's latest creation might depend on it to be playable.
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Postby yeti_c on Mon May 14, 2007 4:44 am

sully800 wrote:
glee wrote:Suggestion Idea: Overruling continent bonus


Description: The idea is to have continent bonuses based on different criterias where the lesser criterea is overruled by one that gives a greater bonus. (See example below)


Why It Should Be Considered: The idea came up because of an idea about a poker map consisting of cards spread out on a table. You get your bonus from your best five card poker hand. To make this possible without the bonuses getting rediciously high one continent bonus has to take out an other one. Along with the suggestion about holding x territories out of y possible it would be possible to use this idea for a map.

I'm sure other ways of using this new feature will come up.


Lack Label (Mod Use):


This is an excellent suggestion!! I would love to see the poker map work, and with the possible addition of thise and the approved "components" suggestion it COULD work.

It would be helpful on many other maps too that currently would have to be coded in a complicated manner. For example: Connect 4. If you own 7 in a row you would just write in the XML the bonus for 7 in a row and it would override the bonuses for 4, 5, and 6 in a row.

It's currently possible to work out the math for most overriding bonuses I can think of in the XML, but something more complicated like poker wouldn't work.

Anyway it may be tough to implement so I don't have my hopes up. Also- I like all of the suggestions that lack said YES to. And I can definitely see why he said NO to most of the others.


Actually - I'm not sure Connect 4 would've worked with overiders like this... in actual fact the Connect 4 was easy... DiM's AOM map was much trickier!! (Mainly cos I couldn't use copy n paste as easily!!)

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Postby DiM on Mon May 14, 2007 5:09 am

yeti_c wrote:
sully800 wrote:
glee wrote:Suggestion Idea: Overruling continent bonus


Description: The idea is to have continent bonuses based on different criterias where the lesser criterea is overruled by one that gives a greater bonus. (See example below)


Why It Should Be Considered: The idea came up because of an idea about a poker map consisting of cards spread out on a table. You get your bonus from your best five card poker hand. To make this possible without the bonuses getting rediciously high one continent bonus has to take out an other one. Along with the suggestion about holding x territories out of y possible it would be possible to use this idea for a map.

I'm sure other ways of using this new feature will come up.


Lack Label (Mod Use):


This is an excellent suggestion!! I would love to see the poker map work, and with the possible addition of thise and the approved "components" suggestion it COULD work.

It would be helpful on many other maps too that currently would have to be coded in a complicated manner. For example: Connect 4. If you own 7 in a row you would just write in the XML the bonus for 7 in a row and it would override the bonuses for 4, 5, and 6 in a row.

It's currently possible to work out the math for most overriding bonuses I can think of in the XML, but something more complicated like poker wouldn't work.

Anyway it may be tough to implement so I don't have my hopes up. Also- I like all of the suggestions that lack said YES to. And I can definitely see why he said NO to most of the others.


Actually - I'm not sure Connect 4 would've worked with overiders like this... in actual fact the Connect 4 was easy... DiM's AOM map was much trickier!! (Mainly cos I couldn't use copy n paste as easily!!)

C.


i agree 6800+ lines of coding for just some simple bonuses is ridiculous. :wink:
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Postby lackattack on Tue May 15, 2007 8:05 am

Okay, I've decided to include Ranged Attacks (that leave 1 neutral):

Code: Select all
<country>
<name>Ethiopia</name>
<borders>
  <border>Somalia</border>
  <border>Kenya</border>
</borders>
<ranged attacks>
  <ranged attack>Senegal</ranged attack>
  <ranged attack>Mauritania</ranged attack>
  <ranged attack>Western Sahara</ranged attack>
</ranged attacks>
<coordinates>
  <smallx>424</smallx>
  <smally>213</smally>
  <largex>569</largex>
  <largey>277</largey>
</coordinates>
</country>


Also, it sounds like this is something cartographers want:

glee wrote:Suggestion Idea: Overruling continent bonus


Description: The idea is to have continent bonuses based on different criterias where the lesser criterea is overruled by one that gives a greater bonus. (See example below)


Why It Should Be Considered: The idea came up because of an idea about a poker map consisting of cards spread out on a table. You get your bonus from your best five card poker hand. To make this possible without the bonuses getting rediciously high one continent bonus has to take out an other one. Along with the suggestion about holding x territories out of y possible it would be possible to use this idea for a map.

I'm sure other ways of using this new feature will come up.


But how should it be done? Here is one idea - You get 5 for Maghreb, 2 for Southeast Coast, but only 5 if you own both because they have the same <best of> label.

Code: Select all
<continent>
<name>Maghreb</name>
<bonus>5</bonus>
<best of>Southern Continents</best of>
<components>
  <component>Algiers</component>
  <component>Tunisia</component>
  <component>Algeria</component>
  <component>Tripoli</component>
  <component>Libya</component>
  <component>Egypt</component>
  <component>Niger</component>
  <component>Mali</component>
 </components>
</continent>

<continent>
<name>Southeast Coast</name>
<bonus>2</bonus>
<best of>Southern Continents</best of>
<components>
  <component>Tanzania</component>
  <component>Comoros</component>
  <component>Mozambique</component>
  <component>Madagascar</component>
 </components>
</continent>
<continent>


Is this what you guys have in mind?
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Postby hulmey on Tue May 15, 2007 8:20 am

hey lack, great job ur doing....

Recently been on cc's rival's site Land grab and i noticed that they had one thing that i really liked about it.

To attack you just click on the country your attacking from and click on the country your attacking too. And hey presto.

No need to fiddle about finding the country in the tab bar and then selecting the amount your attacking with.
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Postby Wisse on Tue May 15, 2007 8:38 am

lack you forgot to look at mine (or at least say something about it :P )

Wisse wrote:Suggestion Idea: mixing armys(didn't know a better name)

Description: You can set how much countries of a continent each player can have by in the beginning (like you can only have 2 countries in ocenia and 4 in europe) or just so that a player doesn't get the whole continent in the beginning

Why It Should Be Considered: players always say: i hate it when someone got a whole continent in the beginning

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Postby lackattack on Tue May 15, 2007 9:11 am

Sorry Wisse, I don't like it as a map-specific XML thing. I think Starting Neutral Territories can protect the most powerful continents and the ability to pick your starting territories will suit those who don't like the luck factor (whenever that becomes a sitewide feature)
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Postby hulmey on Tue May 15, 2007 9:30 am

bump to my question Lack :)
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Postby Wisse on Tue May 15, 2007 9:40 am

lackattack wrote:Sorry Wisse, I don't like it as a map-specific XML thing. I think Starting Neutral Territories can protect the most powerful continents and the ability to pick your starting territories will suit those who don't like the luck factor (whenever that becomes a sitewide feature)

ok but can you make something that i can use like this in my map:
i have a 2 country bonus, and i make 1 of them neutral bonus at the start, but i don't want the same be the neutral every turn is that possible?
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