Moderator: Cartographers
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).
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
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.
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.
Lack Label (Mod Use):
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.
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
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
bryguy wrote:DiM, just to let u know, u need the mod label
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".
Lack Label (Mod Use):
<objective>
<name>...</name>
<components>...</components>
<team hold>yes</team>
</objective>
<team hold>yes</team>
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.
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.
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