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XML Modifications and Variations

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Postby TaCktiX on Wed Mar 19, 2008 4:33 pm

Suggestions Idea: Super Killer Neutrals

Description: The current killer neutrals annihilate a player's armies only at the beginning of that player's turn. Add another option that has killer neutrals annihilate all player's armies at the beginning of any player's turn.

Why it is needed: No Man's Land in Trench Warfare wouldn't be that realistic. Aside from that, it could work as a "level playing field" that each player has to approach the same way each turn, with a team player UNABLE TO CREATE a massive blockade to benefit his partner(s).

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Postby bryguy on Wed Mar 19, 2008 4:51 pm

TaCktiX wrote:Suggestions Idea: Super Killer Neutrals

Description: The current killer neutrals annihilate a player's armies only at the beginning of that player's turn. Add another option that has killer neutrals annihilate all player's armies at the beginning of any player's turn.

Why it is needed: No Man's Land in Trench Warfare wouldn't be that realistic. Aside from that, it could work as a "level playing field" that each player has to approach the same way each turn, with a team player creating a massive blockade to benefit his partner(s).


thats what killer neutrals do.... they kill that persons guys on that territory
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Postby yeti_c on Wed Mar 19, 2008 4:55 pm

bryguy wrote:
TaCktiX wrote:Suggestions Idea: Super Killer Neutrals

Description: The current killer neutrals annihilate a player's armies only at the beginning of that player's turn. Add another option that has killer neutrals annihilate all player's armies at the beginning of any player's turn.

Why it is needed: No Man's Land in Trench Warfare wouldn't be that realistic. Aside from that, it could work as a "level playing field" that each player has to approach the same way each turn, with a team player creating a massive blockade to benefit his partner(s).


thats what killer neutrals do.... they kill that persons guys on that territory


No it doesn't...

Killer Neutrals only change at the beginning of the owners turn...

This changes ALL neutrals at the beginning of ANY turn.

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Postby bryguy on Wed Mar 19, 2008 4:58 pm

yeti_c wrote:
bryguy wrote:
TaCktiX wrote:Suggestions Idea: Super Killer Neutrals

Description: The current killer neutrals annihilate a player's armies only at the beginning of that player's turn. Add another option that has killer neutrals annihilate all player's armies at the beginning of any player's turn.

Why it is needed: No Man's Land in Trench Warfare wouldn't be that realistic. Aside from that, it could work as a "level playing field" that each player has to approach the same way each turn, with a team player creating a massive blockade to benefit his partner(s).


thats what killer neutrals do.... they kill that persons guys on that territory


No it doesn't...

Killer Neutrals only change at the beginning of the owners turn...

This changes ALL neutrals at the beginning of ANY turn.

C.


OH i misread it then...
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Postby Herakilla on Wed Mar 19, 2008 6:02 pm

i still think that killer neutrals should happen at the end of the turn so you dont get a full round of turns to see them in fog
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Postby edbeard on Sun Mar 23, 2008 11:27 pm

Suggestion Idea: Required Components

Description: Currently when XML is coded, you can have a continent that is a bonus based on holding any X number of components. Well, it would be that much better if you could make required components so that one needs to hold specific components as part of the X required components.

EG:

<continent>
<name>Alaska and Friends</name>
<bonus>3</bonus>
<components>
<territory>Alaska</territory>
<territory>Brazil</territory>
<territory>Iceland</territory>
<territory>Madgascar</territory>
<territory>Greenland</territory>
</components>
<required>3</required>
<requiredcomponents>
<component>Alaska</component>
</requiredcomponents>
</continent>


Why It Should Be Considered:
Makes the XML that much shorter instead of having to code extra continents. It will also shorten logs.

Currently when you want to code a bonus where you must hold a specific territory and X of Y other territories, you have to code a continent of bonus 0 where you have a requirement of holding X of those Y territories and another continent overriding that to give the bonus. It lengthens the XML and the logs. Especially so when in maps like Supermax (soon to be in Final Forge) where there is an increasing amount of these type of continents.

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Re:

Postby yeti_c on Tue Apr 01, 2008 8:43 am

edbeard wrote:Suggestion Idea: Required Components

Description: Currently when XML is coded, you can have a continent that is a bonus based on holding any X number of components. Well, it would be that much better if you could make required components so that one needs to hold specific components as part of the X required components.

EG:
Code: Select all
<continent>
<name>Alaska and Friends</name>
<bonus>3</bonus>
<components>
<territory>Alaska</territory>
<territory>Brazil</territory>
<territory>Iceland</territory>
<territory>Madgascar</territory>
<territory>Greenland</territory>
</components>
<required>3</required>
<requiredcomponents>
<component>Alaska</component>
</requiredcomponents>
</continent>


Why It Should Be Considered:
Makes the XML that much shorter instead of having to code extra continents. It will also shorten logs.

Currently when you want to code a bonus where you must hold a specific territory and X of Y other territories, you have to code a continent of bonus 0 where you have a requirement of holding X of those Y territories and another continent overriding that to give the bonus. It lengthens the XML and the logs. Especially so when in maps like Supermax (soon to be in Final Forge) where there is an increasing amount of these type of continents.

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I mentioned this before as necessary for the Iraq and Supermax XML's - until I came up with the "subcontinent" idea... which supports this method - and a whole lot more... so I can't see this happening - as you can do all of that with the current code as is.

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Re:

Postby yeti_c on Tue Apr 01, 2008 8:46 am

Suggestion Idea: Tweak to Killer Neutrasl

Description: At the moment you can have
<neutral>2</neutral>
or
<neutral killer="yes">5</neutral>

The Maze Craze map requires this to be tweaked slightly... could we change to?
<neutral killer="5">2</neutral>
So the neutral initialises with 2 but when captured it returns to 5.

Why It Should Be Considered: More flexibility - cooler maps. (See Maze Craze)

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Re: Re:

Postby cairnswk on Fri Apr 11, 2008 9:13 am

yeti_c wrote:The Maze Craze map requires this to be tweaked slightly... could we change to?
<neutral killer="5">2</neutral>
So the neutral initialises with 2 but when captured it returns to 5.

Ouch!...that's vicious. :twisted:
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Re:

Postby MrBenn on Tue Apr 15, 2008 2:44 pm

MrBenn wrote:Suggestion Idea: Conditional Autodeploy

Description: If you hold a group of territories, then get a bonus autodeployed onto a particular territory.

Why it should be considered:
1. This is a logical expansion/variant of the current autodeploy.
2. Would add some realism - you'd need to hold a 'source' territory to get your reinforcements...
3. You would be able to have things like a 'Training Camp' which would autodeploy when you hold a 'Recruiting Officer' and a 'Village', for example.
4. You could have a 'Parachutist Regiment' that would autodeploy if you hold the 'Transport Aircraft'
5. Or gameplay could be formulated with the bonusses being deployed only onto central capital cities - or only to remote frontiers...
6. I'm convinced that this has been suggested before
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Re: Re:

Postby DiM on Wed Apr 16, 2008 4:55 pm

Suggestion Idea: Variable turn limit for objective completition

Description: right now if you hold the objective for 1 turn you win, it would be nice if you could set the exact number of turns you need to hold the objective

Why it should be considered: it will allow a lot of nice gameplay gimmicks
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Re: XML Modifications and Variations

Postby bryguy on Thu Apr 17, 2008 8:18 am

Suggestion Idea: Upgrading Killer Neutrals

Description: Right now the killer neutrals start out say 3, then revert to 3, im suggesting a code so that they can start out 3, then each time conquered go up a certain number more than what it was just at. so like if it goes up 2 each time conquered, it would go like, 3, 5, 7, 9, and so on so forth

Why It Should Be Considered: It would allow a very interesting gimick

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Re: Re:

Postby bryguy on Thu Apr 17, 2008 8:50 am

Suggestion Idea: Bombarded Players Become Killer Neutrals

Description: Basically for it, the idea is that the territory could start out as a normal player controlled territory, but if bombarded switches to a killer neutral.

Why It Should Be Considered: Cooler maps.

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Re: Re:

Postby DiM on Thu Apr 17, 2008 9:52 am

DiM wrote:Suggestion Idea: Variable turn limit for objective completition

Description: right now if you hold the objective for 1 turn you win, it would be nice if you could set the exact number of turns you need to hold the objective

Why it should be considered: it will allow a lot of nice gameplay gimmicks


and as a completition to the above suggestion here's another one:

Suggestion Idea: possibility to start by holding an objective

Description: right now getting the objective from the deployment is impossible and it's logical to be so. but if the above suggestion is implemented i don't see why you can't start with the objective.

Why it should be considered: it will allow a lot of nice gameplay gimmicks
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Re: XML Modifications and Variations

Postby bryguy on Fri Apr 18, 2008 8:30 pm

DiM, just to let u know, u need the mod label
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Re: XML Modifications and Variations

Postby DiM on Fri Apr 18, 2008 8:46 pm

bryguy wrote:DiM, just to let u know, u need the mod label



no i don't, the suggestions were first made via pm and discussed with lack. he said he'll implement them in the next xml update :mrgreen:

PS: i actually forgot about the mod label
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Re: XML Modifications and Variations

Postby TheSupremeCourt on Thu Apr 24, 2008 2:20 pm

Suggestion Idea: Combined Attacks

Description: You can attack from more than one country at once. It confers no advantage other than the 2 armies will combine on the conquered territory if successful.

E.g. Alberta (6 red armies) and Britain (4 red armies) attack Colombia (2 blue armies). It is calculated as a 6vs2. Red win, taking no casualties. The 4 armies from Britain are also considered when selecting how many armies advance. Colombo is conquered and now contains 9 red armies, who can go on to further attacks.
The armies do not combine to produce additional dice. I.e. 2 red + 2 red vs 2 blue is still a 2 on 2 for dice, not 3 vs 2.
E.g. Alberta (2 red armies) and Britain (2 red armies) attack Colombia (2 blue armies). The dice rolled is a 2 vs 2, not 3 v 2.

Why It Should Be Considered: New tactical considerations; that historically wonderful "pincer attack".

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Re: XML Modifications and Variations

Postby TaCktiX on Thu Apr 24, 2008 2:30 pm

TheSupremeCourt wrote:Suggestion Idea: Combined Attacks

Description: You can attack from more than one country at once. It confers no advantage other than the 2 armies will combine on the conquered territory if successful.

E.g. Alberta (6 red armies) and Britain (4 red armies) attack Colombia (2 blue armies). It is calculated as a 6vs2. Red win, taking no casualties. The 4 armies from Britain are also considered when selecting how many armies advance. Colombo is conquered and now contains 9 red armies, who can go on to further attacks.
The armies do not combine to produce additional dice. I.e. 2 red + 2 red vs 2 blue is still a 2 on 2 for dice, not 3 vs 2.
E.g. Alberta (2 red armies) and Britain (2 red armies) attack Colombia (2 blue armies). The dice rolled is a 2 vs 2, not 3 v 2.

Why It Should Be Considered: New tactical considerations; that historically wonderful "pincer attack".

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Good suggestion, but this isn't an XML thing bound to maps. It's a game engine change. Put it in Suggestions.
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Re: XML Modifications and Variations

Postby TheSupremeCourt on Thu Apr 24, 2008 3:57 pm

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Re: XML Modifications and Variations

Postby bryguy on Tue Apr 29, 2008 9:28 am

Neutral Bombard

Description: Kinda like the infected neutrals, except that at the end of everybodys turn it keeps bombarding randomly the areas that its able to until its down to 1 on the territory or all that it can bombard is 1 neutral

Why It Should Be Considered: It would add a cool twist, and if a map had a neutral volcano that could bombard it would seem like the volcano was erupting

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Re: Re:

Postby fireedud on Thu May 01, 2008 9:49 am

Suggestion Idea: team objective

Description: As far as I know, the objective can only be held by one person, but it should be possible for a team to hold it.
it could be written like this:
Code: Select all
<objective>
<name>...</name>
<components>...</components>
<team hold>yes</team>
</objective>



Why It Should Be Considered: It would make War/battles maps more realistic.

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Re: XML Modifications and Variations

Postby bryguy on Thu May 01, 2008 10:10 am

hey dud, that gives me an idea

Suggestion Idea: Team Held Bonus

Description: Basically, this would make it so that a team could hold a bonus, and not just one person on that team.
and for the bonus tags (i really have to brush up on my xml) it could have an extra thing added to it that could say
Code: Select all
<team hold>yes</team>

and the person with the most territories in that continent gets the bonus


Why It Should Be Considered: Cooler gameplay

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Re: XML Modifications and Variations

Postby yeti_c on Thu May 01, 2008 10:17 am

Personally I can't see either of these happening...

Exactly how would you classify a "Held" objective or continent?

The beauty of Continents & Objectives is that every player has a chance to break them before you get the bonus or win...

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Re: XML Modifications and Variations

Postby fireedud on Thu May 01, 2008 10:39 am

yeti_c wrote:Personally I can't see either of these happening...

Exactly how would you classify a "Held" objective or continent?

The beauty of Continents & Objectives is that every player has a chance to break them before you get the bonus or win...

C.


well, I mean that when your turn happens, instead of checking just what you get, it's also checks what your teammates hold, and If you all are holding the objective together, you winn. The other team does have a chance to break it.
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Re: XML Modifications and Variations

Postby bryguy on Thu May 01, 2008 10:41 am

fireedud wrote:
yeti_c wrote:Personally I can't see either of these happening...

Exactly how would you classify a "Held" objective or continent?

The beauty of Continents & Objectives is that every player has a chance to break them before you get the bonus or win...

C.


well, I mean that when your turn happens, instead of checking just what you get, it's also checks what your teammates hold, and If you all are holding the objective together, you winn. The other team does have a chance to break it.


yea but then if it were freestyle, wouldnt that make it that say your teammate took it before you started playing, then they stopped playing, and say an hour later you log in, hit begin turn and your teammate has (say there is 2 needed) 1 needed and u have the other, wouldnt that make you guys win?
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