Moderator: Cartographers
oldbenjamin wrote:A Slightly less powerful substitute might be creating multiple territories in the same place. Think of it like a house: one player can occupy the top level, another the ground floor, and a third the basement. Each might have doors to the outside, and possibly stairs up or down.
Also, on a side note, maybe if the script was open source, other people could help implement game changes?
DiM wrote:Suggestion Idea: Multiple ownership of a terit
Description: some terits are not attackable but more players can move into the same terit.
let's say we have terit A -> B <- C
with the arrows being one way moving. not attacking just moving. green is in terit A and he moves his troops to B. he selects attack but no dice are rolled he just moves. then red has terit C and also moves into terit B. now both red and green have their armies in the same terit. it's multiple ownership. since the teit is move only there's not the problem of someone attacking it to see who defends and such
DiM wrote:anybody knows if and when will be the next batch of updates?DiM wrote:Suggestion Idea: One-time Bonus
Description: you receive a one time bonus when you conquer a terit. after that the terit gives no other bonus regardless if somebody else takes the terit.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 haveDiM 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 armyDiM wrote: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.DiM wrote: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?DiM wrote:Suggestion Idea: Win condition - number of armies
Description: can a specific number of armies be added as a wining condition? let's say you must have terit x & y but also have 100 armies in those terits.DiM wrote:Suggestion Idea: Multiple ownership of a terit
Description: some terits are not attackable but more players can move into the same terit.
let's say we have terit A -> B <- C
with the arrows being one way moving. not attacking just moving. green is in terit A and he moves his troops to B. he selects attack but no dice are rolled he just moves. then red has terit C and also moves into terit B. now both red and green have their armies in the same terit. it's multiple ownership. since the teit is move only there's not the problem of someone attacking it to see who defends and suchDiM wrote: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 startsDiM wrote: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)DiM wrote:Suggestion Idea: Starting positions by colour
Description: i don't know how i forgot this one but i did. luckily i remembered
so i want to be able to write in the xml where will each player start depending on the number of players. something like:
- Code: Select all
if 2 players -> red terit A green terit H (the rest neutral)
if 3 players -> red terit A green terit H and blue in terit D (the rest neutral)
......
DiM wrote:Suggestion Idea: Starting positions by colour
Description: i don't know how i forgot this one but i did. luckily i remembered
so i want to be able to write in the xml where will each player start depending on the number of players. something like:
- Code: Select all
if 2 players -> red terit A green terit H (the rest neutral)
if 3 players -> red terit A green terit H and blue in terit D (the rest neutral)
......
Coleman wrote:DiM wrote:Suggestion Idea: Starting positions by colour
Description: i don't know how i forgot this one but i did. luckily i remembered
so i want to be able to write in the xml where will each player start depending on the number of players. something like:
- Code: Select all
if 2 players -> red terit A green terit H (the rest neutral)
if 3 players -> red terit A green terit H and blue in terit D (the rest neutral)
......
I'm starting to see the need for this one myself. I'm not sure if the rest neutral is the right way of saying it, that can be designated if desired by neutral values in the actual territories. What I would like from this is being able to designate some territories to a specific player depending on total player count and leaving the rest randomly assigned.
<starts>
<start>
<players>2</players>
<position>UK</position>
<position>Siam</position>
<neutrals>
<neutral>Brazil</neutral>
<neutral>Central America</neutral>
<neutral>Kamchatka</neutral>
<neutral>South Africa</neutral>
</neutrals>
</start>
<start>
<players>3</players>
<position>UK</position>
<position>Siam</position>
<position>Brazil</position>
<neutrals>
<neutral>Central America</neutral>
<neutral>Kamchatka</neutral>
<neutral>South Africa</neutral>
</neutrals>
</start>
<start>
<players>4</players>
<position>UK</position>
<position>Siam</position>
<position>Brazil</position>
<position>Central America</position>
<neutrals>
<neutral>Kamchatka</neutral>
<neutral>South Africa</neutral>
</neutrals>
</start>
<start>
<players>5</players>
<position>UK</position>
<position>Siam</position>
<position>Brazil</position>
<position>Central America</position>
<position>Kamchatka</position>
<neutrals>
<neutral>South Africa</neutral>
</neutrals>
</start>
<start>
<players>6</players>
<position>UK</position>
<position>Siam</position>
<position>Brazil</position>
<position>Central America</position>
<position>Kamchatka</position>
<position>South Africa</position>
</start>
</starts
<start>
<position>UK</position>
<position>Siam</position>
<position>Brazil</position>
<position>Central America</position>
<position>Kamchatka</position>
<position>South Africa</position>
</start>
<start>
<player>
<position>UK</position>
<position>Northern Europe</position>
<position>Western Europe</position>
</player>
<player>
<position>Siam</position>
<position>India</position>
<position>China</position>
</player>
<player>
<position>Brazil</position>
<position>North Africa</position>
<position>Congo</position>
</player>
<player>
<position>Central America</position>
<position>Western US</position>
<position>Eastern US</position>
</player>
<player>
<position>Kamchatka</position>
<position>Japan</position>
<position>Mongolia</position>
</player>
<player>
<position>South Africa</position>
<position>Madagascar</position>
<position>east Africa</position>
</player>
</start>
natty_dread wrote:I was wrong
AndyDufresne wrote:When Lack first approved the new XML additions, he did mention this was just the first 'batch'. Be patient, not everything that is good can come at once.
--Andy
AndyDufresne wrote:Don't worry, a time will come again. He wants to finish up some major things with the few next updates.
--Andy
qwert wrote:Well for mine map WWII Western Front,its must have these Win Condition-holding 40 terittory.
Jota wrote:Not just any bonus, but a bonus of 600 armies -- that'd be practically equivalent to declaring a win. (I'd advise against 6000, though, on the grounds that it'll look terrible against the army shadows.)
natty_dread wrote:I was wrong
gimil wrote:Jota wrote:Not just any bonus, but a bonus of 600 armies -- that'd be practically equivalent to declaring a win. (I'd advise against 6000, though, on the grounds that it'll look terrible against the army shadows.)
i cant help but feel this is in the wrong thread lol or am i just stupid?
Chariot of Fire wrote:As for GreecePwns.....yeah, what? A massive debt. Get a job you slacker.
Viceroy wrote:[The Biblical creation story] was written in a time when there was no way to confirm this fact and is in fact a statement of the facts.
DiM wrote:DiM wrote:Suggestion Idea: One-time Bonus
Description: you receive a one time bonus when you conquer a terit. after that the terit gives no other bonus regardless if somebody else takes the terit.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 haveDiM 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 armyDiM wrote: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.DiM wrote: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?DiM wrote:Suggestion Idea: Win condition - number of armies
Description: can a specific number of armies be added as a wining condition? let's say you must have terit x & y but also have 100 armies in those terits.DiM wrote:Suggestion Idea: Multiple ownership of a terit
Description: some terits are not attackable but more players can move into the same terit.
let's say we have terit A -> B <- C
with the arrows being one way moving. not attacking just moving. green is in terit A and he moves his troops to B. he selects attack but no dice are rolled he just moves. then red has terit C and also moves into terit B. now both red and green have their armies in the same terit. it's multiple ownership. since the teit is move only there's not the problem of someone attacking it to see who defends and suchDiM wrote: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 startsDiM wrote: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)DiM wrote:Suggestion Idea: Starting positions by colour
Description: i don't know how i forgot this one but i did. luckily i remembered
so i want to be able to write in the xml where will each player start depending on the number of players. something like:
- Code: Select all
if 2 players -> red terit A green terit H (the rest neutral)
if 3 players -> red terit A green terit H and blue in terit D (the rest neutral)
......
<continent>
<name>foobar</name>
<bonus>2</bonus>
<components>
<component>foo</component>
<optionals>
<component>bar 1</component>
<component>bar 2</component>
<component>bar 3</component>
<required>1</required>
</optionals>
</components>
</continent>
AndyDufresne wrote:Most likely Lack will look over the next batch of suggestions after his next site update.
--Andy
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