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XML Modifications and Variations

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Postby yeti_c on Thu May 03, 2007 3:04 pm

Suggestion : Forced game types

In the XML header section for the map perhaps a setting that allowed/disallowed certain game types on this map.

I.e. for a very small map you could disallow 6 player... for a huge map disallow 2-3 player - etc?

C.

[No]
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Postby Evil DIMwit on Thu May 03, 2007 4:51 pm

yeti_c wrote:Suggestion : Forced game types

In the XML header section for the map perhaps a setting that allowed/disallowed certain game types on this map.

I.e. for a very small map you could disallow 6 player... for a huge map disallow 2-3 player - etc?

C.


Why disallow it? If it's no fun that way, people just won't play those settings.
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Postby SkyCaptain on Thu May 03, 2007 8:07 pm

Evil DIMwit wrote:
yeti_c wrote:Suggestion : Forced game types

In the XML header section for the map perhaps a setting that allowed/disallowed certain game types on this map.

I.e. for a very small map you could disallow 6 player... for a huge map disallow 2-3 player - etc?

C.


Why disallow it? If it's no fun that way, people just won't play those settings.


And besides, some people might enjoy starting with very few territories, like in Indochina.
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Postby snifner on Fri May 04, 2007 3:01 am

Suggestion Idea: BLIND

Description: Blind is where... you can only see the country's you are next to. Example: If I don't have a country that borders the Middle East, then I can't see who owns it or how many armies they are hiding there.

Why It Should Be Considered: We use to play this way in the late 90's at mplayer.com Makes for great games. Best risk games I've ever played. I love to see it on all these maps.

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Postby Wisse on Fri May 04, 2007 5:52 am

snifner wrote:Suggestion Idea: BLIND

Description: Blind is where... you can only see the country's you are next to. Example: If I don't have a country that borders the Middle East, then I can't see who owns it or how many armies they are hiding there.

Why It Should Be Considered: We use to play this way in the late 90's at mplayer.com Makes for great games. Best risk games I've ever played. I love to see it on all these maps.

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Snifner


already suggested
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Postby yeti_c on Fri May 04, 2007 8:20 am

Wisse wrote:
snifner wrote:Suggestion Idea: BLIND

Description: Blind is where... you can only see the country's you are next to. Example: If I don't have a country that borders the Middle East, then I can't see who owns it or how many armies they are hiding there.

Why It Should Be Considered: We use to play this way in the late 90's at mplayer.com Makes for great games. Best risk games I've ever played. I love to see it on all these maps.

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Snifner


already suggested


And not an XML change...

XML modifications only pertain to characteristics local to the map... not a gameplay wide change for the site.

C.
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Postby mibi on Fri May 04, 2007 8:43 am

yeti_c wrote:
Evil DIMwit wrote:
yeti_c wrote:
Evil DIMwit wrote:
mibi wrote:
Coleman wrote:Suggestion Idea:
Set Starting Positions

Description:
Not sure how to explain this but there should be a way to over ride the random placement and code in specific start locations based on player number and game type.

Why It Should Be Considered:
I dunno, it was an idea. I'm pretty sure this can't be done with xml anyway, but I thought I'd put it out there.

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great idea!... would be very good for some situational maps.


On the other hand, I can see how it would get boring playing the same positions over and over.


Could have a set number of different scenarios for different maps...

C.


Which might open the door for people to make scenarios for others' maps -- that wouldn't be unwelcome.


Oh yes indeed... set piece scenarios on classic map would be great fun.

C.


well once you have set starting positions you would have to figure out which player gets which position. I can only imagine if the play who makes the game gets to choose first, then you will have a lot of games with only one player in them. I think this 'xml change' opens up a huge can of proverbial worms.
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Postby Guiscard on Fri May 04, 2007 2:06 pm

mibi wrote:
yeti_c wrote:
Evil DIMwit wrote:
yeti_c wrote:
Evil DIMwit wrote:
mibi wrote:
Coleman wrote:Suggestion Idea:
Set Starting Positions

Description:
Not sure how to explain this but there should be a way to over ride the random placement and code in specific start locations based on player number and game type.

Why It Should Be Considered:
I dunno, it was an idea. I'm pretty sure this can't be done with xml anyway, but I thought I'd put it out there.

Lack Label (Mod Use):


great idea!... would be very good for some situational maps.


On the other hand, I can see how it would get boring playing the same positions over and over.


Could have a set number of different scenarios for different maps...

C.


Which might open the door for people to make scenarios for others' maps -- that wouldn't be unwelcome.


Oh yes indeed... set piece scenarios on classic map would be great fun.

C.


well once you have set starting positions you would have to figure out which player gets which position. I can only imagine if the play who makes the game gets to choose first, then you will have a lot of games with only one player in them. I think this 'xml change' opens up a huge can of proverbial worms.


It could go something along the lines of turn-based deployment, as you do in normal risk... You get your 3 armies per territory as a total amount. First player deploys 3, second deploys his 3, third deploys his 3 etc. etc.

Only problem is half the game would be spent deploying, and would only really work with real-time.
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Postby mibi on Fri May 04, 2007 2:36 pm

Guiscard wrote:
mibi wrote:
yeti_c wrote:
Evil DIMwit wrote:
yeti_c wrote:
Evil DIMwit wrote:
mibi wrote:
Coleman wrote:Suggestion Idea:
Set Starting Positions

Description:
Not sure how to explain this but there should be a way to over ride the random placement and code in specific start locations based on player number and game type.

Why It Should Be Considered:
I dunno, it was an idea. I'm pretty sure this can't be done with xml anyway, but I thought I'd put it out there.

Lack Label (Mod Use):


great idea!... would be very good for some situational maps.


On the other hand, I can see how it would get boring playing the same positions over and over.


Could have a set number of different scenarios for different maps...

C.


Which might open the door for people to make scenarios for others' maps -- that wouldn't be unwelcome.


Oh yes indeed... set piece scenarios on classic map would be great fun.

C.


well once you have set starting positions you would have to figure out which player gets which position. I can only imagine if the play who makes the game gets to choose first, then you will have a lot of games with only one player in them. I think this 'xml change' opens up a huge can of proverbial worms.


It could go something along the lines of turn-based deployment, as you do in normal risk... You get your 3 armies per territory as a total amount. First player deploys 3, second deploys his 3, third deploys his 3 etc. etc.

Only problem is half the game would be spent deploying, and would only really work with real-time.


well then they should implement my S.R.I.D © system.

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Postby dominationnation on Fri May 04, 2007 9:58 pm

Fortifyable but non attackable borders

I would like to see borders that can be fortifyed to but not attacked or can be attacked but not fortifyed to

specifcs:simply borders that would be normal when attacking but cant be foftifyed across or visa-versa

Why its need: to simulate mountain crossings that are to thin to get a succsuesful attack across but can pass troops across.

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Postby JupitersKing on Sun May 06, 2007 1:54 pm

yeti_c wrote:
fluffybunnykins wrote:I like the set starting positions idea that a few people have mentioned. It would make the historical battle maps more realistic & would open up scenario possibilities, such as exploring/conquering new lands (every player starts with just one territory & the rest of the map is neutral)


Yeah scenario risk could be pretty cool...

Imagine scenarios with fog of war... that'd be cool...

On that point I guess Fog of war could go into XML - visiblity length could be defined here - although actually this would be best as an option on game start wouldn't it... please ignore my ramblings! (Shame they're sober ones too!)

C.


I have a map, not very good yet, but it covers this...

http://www.conquerclub.com/forum/viewtopic.php?t=18248

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Postby mibi on Sun May 06, 2007 4:07 pm

CONTINENT BONUS TRIGGERS OTHER XML STUFF

Description: I would like to see some of these other ideas like non-deployable territories or decaying territories or ever regular bonuses, have the option to be dependant on holding an area or continent. Like if you hold territory, x, y, z then territory A becomes one way, or territory B increases its bonuses to 5 or something.

Why It Should Be Considered: this would just open up the game play exponentially when other tweaks are added.

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Re: Max Army Bonuses

Postby SkyCaptain on Wed May 09, 2007 9:18 pm

JupitersKing wrote:Max Troop Limit
Non-deployable Territories


These all seem to me the same idea/problem/suggestion.

The answer to me comes from the Risk II game.

A territory can add 1 army for itself and 1 army for each adjacent terrirtory. Thus if you own Australia only you can place 3 armies on Indonesia and Eastern Australia and 4 armies on New Guinea and Western Australia. Same goes for after turn deployment. You can move 3 onto Indonesia and up to 4 onto WA/NG.

This solves both problems at once with out imposing a hard cap on the troop levels per territory, which would be impossible in the Foundry anyway to get everyone to agree that these spaces are capped at 20 and these at 12.....

JK


Nice idea, but what happens when you cash in a set of 25 armies and have just been owned so you have one country?
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Postby Wisse on Thu May 10, 2007 12:33 am

dominationnation wrote:Fortifyable but non attackable borders

I would like to see borders that can be fortifyed to but not attacked or can be attacked but not fortifyed to

specifcs:simply borders that would be normal when attacking but cant be foftifyed across or visa-versa

Why its need: to simulate mountain crossings that are to thin to get a succsuesful attack across but can pass troops across.

Lack label:

already been suggested
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Re: XML Modifications and Variations

Postby ericwdhs on Thu May 10, 2007 8:19 pm

I haven't looked really well, but this may have already been suggested. Indeed if it hasn't, I'll be surprised.

Suggestion Idea: Different Army Number Font Styles and Sizes

Description: Map makers will be able to specify from a list of available fonts for their maps within the XML files. Example:
Code: Select all
<numbers><font size="7" color="blue" face="Times New Roman"></numbers>
This probably isn't how you would do it, but it shouldn't have to be any more complicated than that.

Why It Should Be Considered: The army number pixel font we use now just doesn't fit a lot of the maps. It's also very limiting on what size territories can be created. The army numbers could easily be about half their current size and still be readable. They could also be something completely different (Comic Sans, Arial, Times New Roman, Console, whatever fits). I'm not sure what format the current numbers are, either text or image (possibly for the different colors and black outline), but either way, this shouldn't really be too hard to implement. If you use text, you just have to make sure you have them in your system. If you use images for the numbers, drawing them would be the only part that may take some time but I'm sure many people would be happy to spend a few minutes and add more fonts to your cache.

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Re: XML Modifications and Variations

Postby DiM on Thu May 10, 2007 8:47 pm

ericwdhs wrote:I haven't looked really well, but this may have already been suggested. Indeed if it hasn't, I'll be surprised.

Suggestion Idea: Different Army Number Font Styles and Sizes

Description: Map makers will be able to specify from a list of available fonts for their maps within the XML files. Example:
Code: Select all
<numbers><font size="7" color="blue" face="Times New Roman"></numbers>
This probably isn't how you would do it, but it shouldn't have to be any more complicated than that.

Why It Should Be Considered: The army number pixel font we use now just doesn't fit a lot of the maps. It's also very limiting on what size territories can be created. The army numbers could easily be about half their current size and still be readable. They could also be something completely different (Comic Sans, Arial, Times New Roman, Console, whatever fits). I'm not sure what format the current numbers are, either text or image (possibly for the different colors and black outline), but either way, this shouldn't really be too hard to implement. If you use text, you just have to make sure you have them in your system. If you use images for the numbers, drawing them would be the only part that may take some time but I'm sure many people would be happy to spend a few minutes and add more fonts to your cache.

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actualy i'm not too fond of this idea. i think the army fonts should be the same as they might cause confusion for new players.
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Re: XML Modifications and Variations

Postby ericwdhs on Thu May 10, 2007 9:57 pm

DiM wrote:actualy i'm not too fond of this idea. i think the army fonts should be the same as they might cause confusion for new players.


Well, you probably have a good point, but what's confusing about them? They will still be colored according to player and be the only real numbers on the map... I'm sure some map makers would like numbers that match their maps.
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Re: XML Modifications and Variations

Postby DiM on Fri May 11, 2007 8:45 am

ericwdhs wrote:
DiM wrote:actualy i'm not too fond of this idea. i think the army fonts should be the same as they might cause confusion for new players.


Well, you probably have a good point, but what's confusing about them? They will still be colored according to player and be the only real numbers on the map... I'm sure some map makers would like numbers that match their maps.


yep i'd love to set some pirate style fonts for the army numbers on my map but basicaly the army numbers are the only thing that stays the same on all maps the rest just changes, they are probably that touch of familiarity that helps people accept new maps and get comfortable with them. i don't know if that's true. it's just my opinion.
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Re: XML Modifications and Variations

Postby cairnswk on Fri May 11, 2007 12:50 pm

ericwdhs wrote:I haven't looked really well, but this may have already been suggested. Indeed if it hasn't, I'll be surprised.

Suggestion Idea: Different Army Number Font Styles and Sizes

Description: Map makers will be able to specify from a list of available fonts for their maps within the XML files. Example:
Code: Select all
<numbers><font size="7" color="blue" face="Times New Roman"></numbers>
This probably isn't how you would do it, but it shouldn't have to be any more complicated than that.

Why It Should Be Considered: The army number pixel font we use now just doesn't fit a lot of the maps. It's also very limiting on what size territories can be created. The army numbers could easily be about half their current size and still be readable. They could also be something completely different (Comic Sans, Arial, Times New Roman, Console, whatever fits). I'm not sure what format the current numbers are, either text or image (possibly for the different colors and black outline), but either way, this shouldn't really be too hard to implement. If you use text, you just have to make sure you have them in your system. If you use images for the numbers, drawing them would be the only part that may take some time but I'm sure many people would be happy to spend a few minutes and add more fonts to your cache.

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The only challenge with this is that a font specified might not be carried on a viewers computer, and unless the code embeds the font, it could be a prob.
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Postby Bodmanbod on Fri May 11, 2007 2:20 pm

yeah, people would be limited to fonts like arial and times new roman etc so the fonts work...
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Re: XML Modifications and Variations

Postby ericwdhs on Fri May 11, 2007 7:41 pm

cairnswk wrote:The only challenge with this is that a font specified might not be carried on a viewers computer, and unless the code embeds the font, it could be a prob.


Do you know what font is used now? I don't recognize it and I don't think I have it. (I've browsed through all of mine to make sure.) I think that means they are embedded. I think the black outline pretty much has to make it embedded.
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Postby hulmey on Sat May 12, 2007 6:31 am

TO CHOOSE WHERE YOU LAY YOUR ARMIES
[No]

For example every tetority gets 1 army and then u get to choose where u deploy them...THis eradicates players having really good starting positions that puts them in control from the beginning of the game.

Also Fog of War
[No]

I think its on the things to do and i like IT. Espically good for assain games :D

Also think someone mentioned it Castle Risk with diplomats and flags and what have you
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Postby DiM on Sat May 12, 2007 6:37 am

i suggested multiple map images in the first post.

now i need:

1. dice modifiers:
*number of dice
*+/- points for the dice
[No]

2. automatic pms sent to the players. i need this for the RPG map for quests and stuff.
plus it would be good for the maps with extensive explanations on the gameplay. especially with the new xml modifications it would be neat to get a pm that explains everything.
[No]
Last edited by DiM on Sat May 12, 2007 7:00 am, edited 1 time in total.
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Postby DiM on Sat May 12, 2007 6:59 am

Special troops movement

also i need two more things for this project. to recreate the movement of the heroes i need special attacks. meaning you attack from zone A to zone B with 10 troops. you conquer zone B without losses and move everything there without leaving 1 troops behind. now you have zone B with 10 troops and zone A neutral with 1 troop or even 0 depending if that zone is considered a regenerating zone for monsters.
[No]

Card Settings

i also need the cards to be different. instead of the cards having the territory names, the card names will be taken from a special set list in the xml and they will be resources for spells. the spell recipies will be in the xml but they will be hidden. it's up to the player to discover combinations. try toad slime and eye of nute and you might get nothing but wait one more turn and get lizard tongue and you'll create Lizard imunity meaning for the next 3 turns you'll get +1 at dice when you attack lizards. this would be really neat.
also i need to set the chances for each card occuring. for example extremly powerfull spells should be scarce, and some resources should be found on only some maps.
[No]
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Postby lackattack on Sun May 13, 2007 9:29 am

Wow, there are a whole lot of great suggestions here! Thanks to all of you for sharing your ideas. Sorry it took me a while to address them, I am still catching up from my vacation!

I need to consider the benefit as well as the cost, so instead of assessing them based on difficulty I've decided to skip a step and mark each proposal [Yes], [Maybe], or [No]. I only want to pick the very best proposals so I can get the changes done in a week or two. I marked as [No] anything that is not really related to map XML (e.g. war fog), requires radical change to the game engine (e.g. changing the way dice work) or is simply not worth the effort in my opinion. To save time I didn't write explanations put please post any questions here about the assessments and I'll answer.

So I would like to go ahead with these proposals:

Starting Neutral Territories (e.g. Ethiopia starts with 6 neutral armies)
Code: Select all
<country>
<name>Ethiopia</name>
<borders>
  <border>Somalia</border>
  <border>Kenya</border>
</borders>
<coordinates>
  <smallx>424</smallx>
  <smally>213</smally>
  <largex>569</largex>
  <largey>277</largey>
</coordinates>
<neutral>6</neutral>
</country>


Final Objective (e.g. win the game by conquering the west coast)
Code: Select all
<continent>
...
</continent>
<objective>
  <name>West Coast</name>
  <components>
     <component>Burkina Faso</component>
     <component>Benin</component>
     <component>Ghana</component>
     <component>Liberia</component>
     <component>Guinea</component>
     <component>Senegal</component>
     <component>Mauritania</component>
     <component>Western Sahara</component>
     <component>Morocco</component>
  </components>
</objective>
<country>
...
</country>


Territorial Bonus (e.g. Ethiopia gets a +2 bonus each round, negative numbers also allowed)
Code: Select all
<country>
<name>Ethiopia</name>
<borders>
  <border>Somalia</border>
  <border>Kenya</border>
</borders>
<coordinates>
  <smallx>424</smallx>
  <smally>213</smally>
  <largex>569</largex>
  <largey>277</largey>
</coordinates>
<bonus>2</bonus>
</country>


And here are the maybes, with my concerns:

Troop Limit and Non-Deployable Territories - I like these but there is an issue where you have a bunch of armies to deploy and nowhere to put them.

Variable XML - The map image, borders, etc.. can change over time, triggered by round or conquerage of a key territory or continent. I'm not sure how this would best be implemented (though I know I want it done in one file, not many files). I'm leaning towards putting this concept off for the next round of XML changes.

Army Grant Formula - Not too big on this because it messes with basic gameplay instructions. How badly do we really want it?

Ranged Attacks - I also like this but I can't decide whether the successful attack should (a) leave 1 neutral or (b) 1 of your colour in the bombed territory?

Non-Attack, Non-Fortify borders - Interesting, but not sure what the XML should look like, or how badly we need this. There may be some overlap with Ranged Attacks here.

(please post your input on the above ideas if you have any)

Honourable mentions:

Paratroopers - this is an idea I'd like to see in a map, but I think it can be done already by making a country with 1-way borders to everywhere.

Starting Scenarios - I'd like to do this someday, but not this round. Scenarious might be doable in separate files from the map XML, by different authors.
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