Moderator: Cartographers
yeti_c wrote:DiM wrote:Suggestion Idea: Modifiable bonus for number of owned terits
Description: normaly you get 1 for every 3 terits you own (minimum 3 troops if you have less than 12). well, i'd preatty much like to regulate these numbers. for example get +1 for each terit. or +3 for every 2 terits, or why not? get absolutely nothing regardless of the terits you have
Why It Should Be Considered: i have a project that needs this. i know i keep saying this reason but it's the truth
Lack Label (Mod Use):
You can do this with the collections bonuses...
C.
DiM wrote:Suggestion Idea: Converting Territories
Description: a territory can be converted to another player if certain conditions are met. let's say we have a green territory surrounded by blue. if blue's troops are ten times stronger the green teritory becomes blue with just one army
Why It Should Be Considered: i have a project that needs this no, seriously it could bring very nice tactical options.
Lack Label (Mod Use):
and another one
Suggestion Idea: Variable Attack Range
Description: we have ranged attacks but those are predefined ranged attacks and can only be applied to set territories. i want those attacks to be variable. so you have a catapult in territory A and it can attack at a certain range (let's say 3 territories in any direction) but in time that catapult becomes a cannon and thus it should be able to attack at a longer range.
or perhaps you get a certain territory that while it is held it provides a boost in catapult range and if you lose it you return to normal range.
Why It Should Be Considered: more options more fun.
Lack Label (Mod Use):
unriggable wrote:Dim and his damned projects...
Coleman wrote:I think map makers should just attempt whatever they dream up and then pm lack for a way to do what they are wanting to in the xml. It seems better to handle requests as they are needed then this pre-emptive system at this point.
Coleman wrote:I think map makers should just attempt whatever they dream up and then pm lack for a way to do what they are wanting to in the xml. It seems better to handle requests as they are needed then this pre-emptive system at this point.
yeti_c wrote:Everything is possible in the code...
XML, despite what a lot of people think, isn't code... it's merely data.
C.
DiM wrote:Suggestion Idea: Multiple ownership of a terit
Coleman wrote:I think map makers should just attempt whatever they dream up and then pm lack for a way to do what they are wanting to in the xml. It seems better to handle requests as they are needed then this pre-emptive system at this point.
KEYOGI wrote:DiM wrote:Suggestion Idea: Multiple ownership of a terit
Is this really so different to continents sharing a border? I'm interested to see in what context it would be used as I don't really see much point to it from what you have said.
KEYOGI wrote:I guess that would work for team games, but it seems kind of a useless feature for single player games. I dunno, just my opinion... perhaps you can convince me otherwise.
KEYOGI wrote:So I'm guessing there's no attacking within the territory itself?
unriggable wrote:That's a pretty hard thing to do with xml, dim. Don't count on it. I would just make it a space that counts as connecting to all adjacent countries for all player, you know, for fortification.
unriggable wrote:That's a pretty hard thing to do with xml, dim. Don't count on it. I would just make it a space that counts as connecting to all adjacent countries for all player, you know, for fortification.
Suggestion Idea: Random assigned xml features
Description: let's say i have a map where some terits give bonuses. i want those terits to be random every time a new game starts
Why It Should Be Considered: some maps could use a little randomness to avoid boredom.
Lack Label (Mod Use):
Suggestion Idea: Motion detectors
Description: i want triggers in the xml for certain actions done by the players. let's say a players moves from terita A to B. if he moves 10 troops it's ok but if he moves 100 troops a motion detector is triggered and a xml feature is applied (like an impassable border or decay or something)
Why It Should Be Considered: cause it's cool
Lack Label (Mod Use):
Suggestion Idea: Conditions for xml features
Description: let's say we have a cannon terit that has ranged attack. but i don't want that ranged attack to be available unless the owner also has another terit called ammo depot. so can the cannon terit lose his ranged attack if the owner loses the ammo depot?
Why It Should Be Considered: i have a project that needs this plus it would add a whole new dimension to tactics and realism.
Lack Label (Mod Use):
yeti_c wrote:unriggable wrote:That's a pretty hard thing to do with xml, dim. Don't count on it. I would just make it a space that counts as connecting to all adjacent countries for all player, you know, for fortification.
It's piece of piss in XML to do anything...
It's the parser that might make it tricky...
When will people learn exactly what XML is?
"eXtensible Markup Language."
It's not code...
C.
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