Moderator: Cartographers
Shino Tenshi wrote:Forgive me if either one of the following two suggestions has already been posted, but there's FAR too many pages to read to make sure I'm not duplicating.
Preset Player Territories
Description: The ability for a mapmaker to specify which players, including neutral, own specific territories in the game.
Why It Should Be Considered: This would allow mapmakers to create maps where players all start off on equal footing. An example would be each player in Chinese Checkers starting off with a triangle and the rest being set to neutral. I have also been considering a space conquest map of sorts involving homeworlds, in which I would need to be able to assign a homeworld, and likely surrounding planets, to each player.
Lack Label (Mod Use):
Shino Tenshi wrote:Preset Starting Armies
Description: The ability for a mapmaker to specify how many armies any given territory starts off with.
Why It Should Be Considered: This would be useful for making special territories (the Throne in Siege, a flag in 'Capture the Flag', etc) that would give bonuses for owning just the one territory. The territory could be set to have 20 armies on it (neutral, of course, which would require the above update as well).
Lack Label (Mod Use):
Shino Tenshi wrote:Limit Bonus for Territories Owned
Description: The ability for mapmakers to limit or eliminate the bonus for the number of territories that you own.
Why It Should Be Considered: This would allow mapmakers to come up with alternative troop economies and control them better. For example, the map I have in mind I would like to make it so that if you don't own your homeworld, you don't get any reinforcements at all. It would be the equivalent of a capitols Risk idea, only instead of being eliminated, you would have a chance to take back your homeworld. The reinforcements would be given for owning your homeworld and any given planet, plus perhaps 'continent' bonuses as well.
Lack Label (Mod Use):
<continent>
<name>All of Africa</name>
<components>
<component>Mahgreb</component>
<component>The Horn</component>
<component>Southern Africa</component>
<component>Egypt</component>
<component>Libya</component>
<component>Cameroon</component>
<component>Chad</component>
</components>
<bonus>3</bonus>
</continent>
<continent>
<name>2 Guards</name>
<components>
<component>Guard A</component>
<component>Guard B</component>
<component>Guard C</component>
<component>Guard D</component>
<component>Guard E</component>
<component>Guard F</component>
<component>Guard G</component>
...
</components>
<required>2</required>
<bonus>0</bonus>
</continent>
<continent>
<name>4 Guards</name>
<components>
<component>Guard A</component>
<component>Guard B</component>
<component>Guard C</component>
<component>Guard D</component>
<component>Guard E</component>
<component>Guard F</component>
<component>Guard G</component>
...
</components>
<required>4</required>
<bonus>0</bonus>
</continent>
<continent>
<name>6 Guards</name>
<components>
<component>Guard A</component>
<component>Guard B</component>
<component>Guard C</component>
<component>Guard D</component>
<component>Guard E</component>
<component>Guard F</component>
<component>Guard G</component>
...
</components>
<required>6</required>
<bonus>0</bonus>
</continent>
<continent>
<name>Warden & 2 Guards</name>
<components>
<component>Warden</component>
<component>2 Guards</component>
</components>
<bonus>2</bonus>
</continent>
<continent>
<name>Warden & 4 Guards</name>
<components>
<component>Warden</component>
<component>4 Guards</component>
</components>
<overrides>
<override>Warden & 2 Guards</override>
</overrides>
<bonus>4</bonus>
</continent>
<continent>
<name>Warden & 6 Guards</name>
<components>
<component>Warden</component>
<component>6 Guards</component>
</components>
<overrides>
<override>Warden & 2 Guards</override>
<override>Warden & 4 Guards</override>
</overrides>
<bonus>6</bonus>
</continent>
<continent>
<name>City A - Mahdi</name>
<components>
<component>City A</component>
<component>City A Mahdi</component>
</components>
<bonus>0</bonus>
</continent>
<continent>
<name>City B - Mahdi</name>
<components>
<component>City B</component>
<component>City B Mahdi</component>
</components>
<bonus>0</bonus>
</continent>
<continent>
<name>City C - Mahdi</name>
<components>
<component>City C</component>
<component>City C Mahdi</component>
</components>
<bonus>0</bonus>
</continent>
...
<continent>
<name>Mahdi Bonus</name>
<components>
<component>City A - Madhi</component>
<component>City B - Madhi</component>
<component>City C - Madhi</component>
...
</components>
<required>4</required>
<bonus>7</bonus>
</continent>
<continent>
<name>City A - Al Qaeda</name>
<components>
<component>City A</component>
<component>City A Al Qaeda</component>
</components>
<bonus>0</bonus>
</continent>
<continent>
<name>City B - Al Qaeda</name>
<components>
<component>City B</component>
<component>City B Al Qaeda</component>
</components>
<bonus>0</bonus>
</continent>
<continent>
<name>City C - Al Qaeda</name>
<components>
<component>City C</component>
<component>City C Al Qaeda</component>
</components>
<bonus>0</bonus>
</continent>
...
<continent>
<name>2 Al Qaeda Cities</name>
<components>
<component>City A - Al Qaeda</component>
<component>City B - Al Qaeda</component>
<component>City C - Al Qaeda</component>
...
</components>
<required>2</required>
<bonus>3</bonus>
</continent>
<continent>
<name>4 Al Qaeda Cities</name>
<components>
<component>City A - Al Qaeda</component>
<component>City B - Al Qaeda</component>
<component>City C - Al Qaeda</component>
...
</components>
<required>4</required>
<overrides>
<override>2 Al Qaeda Cities</override>
</overrides>
<bonus>6</bonus>
</continent>
<continent>
<name>City A - US</name>
<components>
<component>City A</component>
<component>City A US</component>
</components>
<bonus>1</bonus>
</continent>
<continent>
<name>City B - US</name>
<components>
<component>City B</component>
<component>City B US</component>
</components>
<bonus>1</bonus>
</continent>
<continent>
<name>City C - US</name>
<components>
<component>City C</component>
<component>City C US</component>
</components>
<bonus>1</bonus>
</continent>
...
<continent>
<name>City A - US with Green Zone</name>
<components>
<component>City A - US</component>
<component>Green Zone</component>
</components>
<bonus>1</bonus>
</continent>
<continent>
<name>Top left Harbours</name>
<components>
<component>Puerto Allegre</component>
<component>Puerto Esperanza</component>
</components>
<required>1</required>
<bonus>0</bonus>
</continent>
<continent>
<name>Top Middle Harbours</name>
<components>
<component>Puerto Castillo</component>
<component>Puerto Tiago</component>
</components>
<required>1</required>
<bonus>0</bonus>
</continent>
<continent>
<name>Hat & Clothes</name>
<components>
<component>Chiuso</component>
<component>Reyes</component>
</components>
<bonus>0</bonus>
</continent>
<continent>
<name>Hat & Clothes to Manchia Market</name>
<components>
<component>Hat & Clothes</component>
<component>Manchia</component>
<component>Top Left Harbours</component>
<component>Top Middle Harbours</component>
</components>
<bonus>2</bonus>
</continent>
<continent>
<name>A</name>
<components>
<component>Country A</component>
<component>Country B</component>
<component>B</component>
</components>
<bonus>0</bonus>
</continent>
<continent>
<name>B</name>
<components>
<component>Country C</component>
<component>Country D</component>
<component>A</component>
</components>
<bonus>2</bonus>
</continent>
Coleman wrote:There are cases when continents and territories have the same name, this would no longer allow that.
Why can't we mix component and collection tags in the same continent?
I actually need this for my next two levels of Draknor. I want to have trap doors, auto shutting doors, and portals.mibi wrote:RESETTING NEUTRAL TERRITORIES
Description: Have it so a territory with a starting neutral can revert or reset back to that starting neutral each round. So that if a player A conquers territory Z that has 2 neutral armies and occupies it with 3 armies. Atthe end of the round or beginning of the next round, the 3 player armies are reverted back to 2 neutral armies.
Why is it needed? That territory can act as a stationary trigger for other xml ideas or bonuses. Other wise, a player would attack the neutral trigger territory and not be able to attack it again because they already own it. Ok that doesn't make much sense, here is how it might actually work for a map.
Lets say you have a map designed for Fog of War or something, and you have one territory that is like a 'crystal ball' and it can bombard any territory on the map, or some predefined territories. This crystal ball would allow you to see through the fog during your turn, but not after since it reverts back to neutral. I dunno, i think it would a cool idea and have more uses than I can think of.
mibi wrote:RESETTING NEUTRAL TERRITORIES
Description: Have it so a territory with a starting neutral can revert or reset back to that starting neutral each round. So that if a player A conquers territory Z that has 2 neutral armies and occupies it with 3 armies. Atthe end of the round or beginning of the next round, the 3 player armies are reverted back to 2 neutral armies.
Why is it needed? That territory can act as a stationary trigger for other xml ideas or bonuses. Other wise, a player would attack the neutral trigger territory and not be able to attack it again because they already own it. Ok that doesn't make much sense, here is how it might actually work for a map.
Lets say you have a map designed for Fog of War or something, and you have one territory that is like a 'crystal ball' and it can bombard any territory on the map, or some predefined territories. This crystal ball would allow you to see through the fog during your turn, but not after since it reverts back to neutral. I dunno, i think it would a cool idea and have more uses than I can think of.
yeti_c wrote:I know my idea wasn't sexy like your ideas... it was more "under the hood" stuff!!
But can someone discuss that too?!
C.
Herakilla wrote:yeti_c wrote:I know my idea wasn't sexy like your ideas... it was more "under the hood" stuff!!
But can someone discuss that too?!
C.
alright you want me to?
basically what you want is for continents to be a territory that consists of several territories at once? i can see how this would help programming it and save time there, also it might look better on the game log but i dont think there will be any difference unless you use overrides so only a couple bonuses show but they consist of all the bonuses you have.
now discuss mine!
<visibles>
<visible>territory</visible>
</visibles>
yeti_c wrote:Coleman wrote:Why can't we mix component and collection tags in the same continent?
I'm not sure what you mean?
C.
Coleman wrote:yeti_c wrote:Coleman wrote:Why can't we mix component and collection tags in the same continent?
I'm not sure what you mean?
C.
I mean you have a required portion and an optional portion in the same continent. Like you must have the ones that are components and then the indicated amount of the collection.
code wrote:<continent>
<name>All of Africa</name>
<components>
<componentContinent>Mahgreb</componentContinent>
<componentContinent>The Horn</componentContinent>
<componentContinent>Southern Africa</componentContinent>
<componentTerritory>Egypt</componentTerritory>
<componentTerritory>Libya</componentTerritory>
<componentTerritory>Cameroon</componentTerritory>
<componentTerritory>Chad</componentTerritory>
</components>
<bonus>3</bonus>
</continent>
benjikat wrote:I think yeti's idea of allowing continents as components of a greater continent is very elegant.
How about making the differences explicit?:code wrote:<continent>
<name>All of Africa</name>
<components>
<componentContinent>Mahgreb</componentContinent>
<componentContinent>The Horn</componentContinent>
<componentContinent>Southern Africa</componentContinent>
<componentTerritory>Egypt</componentTerritory>
<componentTerritory>Libya</componentTerritory>
<componentTerritory>Cameroon</componentTerritory>
<componentTerritory>Chad</componentTerritory>
</components>
<bonus>3</bonus>
</continent>
...making it easier to write and check.
yeti_c wrote:Coleman wrote:yeti_c wrote:Coleman wrote:Why can't we mix component and collection tags in the same continent?
I'm not sure what you mean?
C.
I mean you have a required portion and an optional portion in the same continent. Like you must have the ones that are components and then the indicated amount of the collection.
But that wouldn't solve the Iraq! problem?
C.
Coleman wrote:yeti_c wrote:Coleman wrote:yeti_c wrote:Coleman wrote:Why can't we mix component and collection tags in the same continent?
I'm not sure what you mean?
C.
I mean you have a required portion and an optional portion in the same continent. Like you must have the ones that are components and then the indicated amount of the collection.
But that wouldn't solve the Iraq! problem?
C.
No, but it would solve the SUPERMAX one, which I don't want to ignore.
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