Moderator: Cartographers
fluffybunnykins wrote:maybe this has been suggested already, but... (I did read up to p8!)
Add on to the 'Final Objective' idea...
Objective must be held for a set number of turns
eg:
- Code: Select all
<continent>
...
</continent>
<objective>
<name>West Coast</name>
<turns>3</turns>
<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>
</objective>
<country>
...
</country>
0 would mean you win the game on conquering the territory(ies)
1 means you win if you still hold the objective by the time your next turn comes round... etc.
Why? it would make the new idea more flexible and make for some exciting 'do or die' episodes near the end of the game.
Lack label:
[*] re-initializing the game if someone starts off with an objective
dominationnation wrote:why not have all objectives automaticly neutral
lackattack wrote:dominationnation wrote:why not have all objectives automaticly neutral
not good. what if an objective is to hold 3 "normal" continents? let's keep objectives flexible.
i think what i might do is try to avoid dealing out an objective, "re-shuffling" up to say 10 times if necessary. that should drastically reduce fluke wins and avoid any potential infinite loops.
lackattack wrote:Nice idea yeti, but I might leave that to the GM scripts to save time as I need to get this in quickly.
I was just testing objectives on the test site and I realized that I've programmed it to end the game with no points on terminator games.
What should happen when you reach a map objective in a Terminator or Assassin game? Full points or no points???
<country>
<name>Yellow King</name>
<borders>
<border>Y2</border>
</borders>
<bombardments>
<bombardment>Red King</bombardment>
</bombardments>
<coordinates>
<smallx>184</smallx>
<smally>283</smally>
<largex>219</largex>
<largey>332</largey>
</coordinates>
</country>
2007-05-22 09:04:01 - lackattack bombarded Red King from Yellow King and annihilated BeerMeNow's armies
<continent>
<name>Any 4 Kings</name>
<bonus>5</bonus>
<components>
<component>Red King</component>
<component>Green King</component>
<component>Blue King</component>
<component>Purple King</component>
<component>Yellow King</component>
</components>
<required>4</required>
</continent>
<continent>
<name>Any 4 Kings</name>
<bonus>5</bonus>
<components>
<component>Red King</component>
<component>Green King</component>
<component>Blue King</component>
<component>Purple King</component>
<component>Yellow King</component>
</components>
<required>4</required>
<overrules>
<overrule>Any 2 Kings</overrule>
<overrule>Any 3 Kings</overrule>
</overrules>
</continent>
Wisse wrote:Suggestion Idea: Starting Neutral Territories shuffle
Coleman wrote:I have a solution for non-deployable territories. When that is all you have left you lose. Period.
lackattack wrote:Coleman wrote:I have a solution for non-deployable territories. When that is all you have left you lose. Period.
Interesting, but it will have to wait for next time...
lackattack wrote:Collections / X of Y Bonus
Instead of introcuing a new <collections> tag how about adding a "required" (or "quantity"?) tag to <continent>, like this:
- Code: Select all
<continent>
<name>Any 4 Kings</name>
<bonus>5</bonus>
<components>
<component>Red King</component>
<component>Green King</component>
<component>Blue King</component>
<component>Purple King</component>
<component>Yellow King</component>
</components>
<required>4</required>
</continent>
This will require a bit more XML but is more flexible and similar to what we already have. Comments?
Evil DIMwit wrote:lackattack wrote:Collections / X of Y Bonus
Instead of introcuing a new <collections> tag how about adding a "required" (or "quantity"?) tag to <continent>, like this:
- Code: Select all
<continent>
<name>Any 4 Kings</name>
<bonus>5</bonus>
<components>
<component>Red King</component>
<component>Green King</component>
<component>Blue King</component>
<component>Purple King</component>
<component>Yellow King</component>
</components>
<required>4</required>
</continent>
This will require a bit more XML but is more flexible and similar to what we already have. Comments?
It's not clear to me in what way this is more flexible than the current collection system. It seems to me like more of a hassle to put every bonus separately.
yeti_c wrote:Evil DIMwit wrote:lackattack wrote:Collections / X of Y Bonus
Instead of introcuing a new <collections> tag how about adding a "required" (or "quantity"?) tag to <continent>, like this:
- Code: Select all
<continent>
<name>Any 4 Kings</name>
<bonus>5</bonus>
<components>
<component>Red King</component>
<component>Green King</component>
<component>Blue King</component>
<component>Purple King</component>
<component>Yellow King</component>
</components>
<required>4</required>
</continent>
This will require a bit more XML but is more flexible and similar to what we already have. Comments?
It's not clear to me in what way this is more flexible than the current collection system. It seems to me like more of a hassle to put every bonus separately.
It has to be taken into consideration with the <overrules> bit as well I reckon.
C.
lackattack wrote:Wisse wrote:Suggestion Idea: Starting Neutral Territories shuffle
Wisse, you'll have to chance someone starting off with the continent.
qwert wrote:Can i ask you something?What is porpose for you to open these Political topic in ConquerClub? Why you mix politic with Risk? Why you not open topic like HOT AND SEXY,or something like that.
I think it should be a single neutral army. It allows an attacker to cripple a defender by taking away his bonus. A bombardment should leave 1 neutral army!Guiscard wrote:I'm not much of a code-head, so I really can't be debating collection/override/required stuff (it's all greek to me!) but I thought I'd give a little input on what I like and don't like:
Ranged Attacks: I like the idea in general, and it will be great to use as catapult type stuff (would have been good in Siege)... I'm assuming it can only be used from and to certain territories, which is good, but I have a question - Will it allow you to conquer the territory (either with your own troops or as a neutral) or just wear them down to a single soldier (which is sort of how I imagine bombardments to work, as they do in games like Civ and stuff...) I think I would prefer it if you did not conquer the territory, because then there is the chance of being able to deploy there next turn if your opponent doesn't deal with it or has horrid dice. Imagine a bomb being dropped, great, but then 6 soldiers jump out of it a day later... Not too fun really... Conquering the territory also takes away the strategic value of being able to protect another player's last territory in Terminator games to an extent if we go with the 0 neutral thing.
I agree. For assassin the objective is to kill a specific person. I think that all other XML objective should be overridden for all assassin games. No other objectives for assassin except kill your assigned player!Guiscard wrote:Final Objectives: Great, and I'd go with the remaining points in Terminator games. As for Assassin games, do you not think it makes the game a little pointless? Killing a certain player IS the objective, is it not?
WidowMakers wrote:Ranged Attacks:
A bombardment should leave 1 neutral army!
WidowMakers wrote:FINAL OBJECTIVES
No other objectives for assassin except kill your assigned player!
WidowMakers wrote:REQUIRES/OVERRULES
As for the requires/overrules XML. It is going to be much easier that trying to figure out all of the combinations of the territories. For King of the Mountains. I has 26 different "continent" bonuses. 10 for every pair. 10 for every group of 3. 5 for every group of 4. And 1 for all of them.
With this system I would have had 4 requires sections. The XML for the 3-5 grouping would contain the overrule portion.
I love this addition and I know other cartographers will like it even more.
WidowMakers wrote:I might even start doing mu own XML again.
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