Moderator: Cartographers
yeti_c wrote:MrBenn wrote:My understanding of how the start positions work is as follows:
- Each <position> can contain single or multiple territories.
- The <position> groups are divided equally amongst the players, with each player getting all of the territories in the <position(s)> they have been allocated. Any remaining territories in left-over <position> tags are divided equally (with 1/3 neutral in 2-player games).
- Territories in <position> tags can be dealt to players even when the underlying territory has a <neutral> tag
- Any territories not in <position> tags, and that do not have <neutral> starts, are divided equally amongst players (with 1/3 neutral in 2-player games)
- If there are more players than starting positions, the <position> tags are ignored
- It is not possible to specify which player will get which <position>
- It is not possible to specify a <position> that will be dealt out in every game
- It is not possible to limit the number of positions to the number of players (ie. the game engine will distribute 8 positions evenly amongst 4 players, rather than allocate 1 each and have 4 positions starting neutral)
Correct - also note that with the positions tags - you can set the amount of armies those territories start with too.
C.
MrBenn wrote:The thing I'm wondering now, is what would happen if a map had 5 starting positions, with no starting neutrals?
In 1v1, the starts are divided into 3 - 1 for each player and 1 for neutral... With 5 starts in a 1v1, each player gets given 1, 1 turns neutral; what happens to the other 2? Are they allocated neutral, or do they get lumped together with the non-designated starts?
yeti_c wrote:Note - Starting positions are equally distributed in 1v1 (no neutral player).
MrBenn wrote:yeti_c wrote:Note - Starting positions are equally distributed in 1v1 (no neutral player).
So with 5 starting positions in a 1v1, 2 each would be allocated to players, with the third being added to the pot for distribution unless it was a designated neutral.
I think I've got it now
MrBenn wrote:yeti_c wrote:Note - Starting positions are equally distributed in 1v1 (no neutral player).
So with 5 starting positions in a 1v1, 2 each would be allocated to players, with the third being added to the pot for distribution unless it was a designated neutral. I think I've got it now
<!-- Starting positions -->
<positions>
<position>
<territory start=1>Rayden</territory>
</position>
<position>
<territory start=1>Brago</territory>
</position>
<position>
<territory start=1>Yesha</territory>
</position>
<position>
<territory start=1>Sythe</territory>
</position>
<position>
<territory start=1>Grath</territory>
</position>
<position>
<territory start=1>Olan</territory>
</position>
<position>
<territory start=1>Purlin</territory>
</position>
<position>
<territory start=1>Cryma</territory>
</position>
</positions>
<territory>
<name>Olan</name>
<borders>
<border>Ora</border>
</borders>
<coordinates>
<smallx>286</smallx>
<smally>405</smally>
<largex>383</largex>
<largey>532</largey>
</coordinates>
<neutral>1</neutral>
<bonus>3</bonus>
</territory>
<territory>
<name>Jeo</name>
<borders>
<border>Heb</border>
<border>Koz</border>
</borders>
<coordinates>
<smallx>458</smallx>
<smally>354</smally>
<largex>612</largex>
<largey>464</largey>
</coordinates>
</territory>
yeti_c wrote:I think you're missing something here...
Territories - and Starting positions aren't mutually exclusive entities - there fore D cannot be added to E - as D may already part of E.
Say you have a map with 40 territories - 20 of them are neutral territories.
10 of these are starting positions.
Without further info - you cannot work out the starting territory count...
C.
thenobodies80 wrote:If you have 8 starting positions, these positions will be splitted (randomly) among the players.
So both players will have 4 starting positions.
thenobodies80 wrote:If you have 8 starting positions, these positions will be splitted (randomly) among the players.
So both players will have 4 starting positions.
The Neon Peon wrote:thenobodies80 wrote:If you have 8 starting positions, these positions will be splitted (randomly) among the players.
So both players will have 4 starting positions.
Don't edit my post to reply to it. It looks as if I'm bipolar and I changed my mind halfway through typing it.
thenobodies80 wrote:The Neon Peon wrote:thenobodies80 wrote:If you have 8 starting positions, these positions will be splitted (randomly) among the players.
So both players will have 4 starting positions.
Don't edit my post to reply to it. It looks as if I'm bipolar and I changed my mind halfway through typing it.
sorry
Industrial Helix wrote:Ok... it separates the 8 starting positions into 4 each.... is there any way out of this?
MrBenn wrote:Feudal and AOR don;t use starting positions... all of the territories are coded neutral except for the castles.
MrBenn wrote:Each <position> can contain single or multiple territories.
thenobodies80 wrote:If you have 8 starting positions, these positions will be splitted (randomly) among the players.
So both players will have 4 starting positions.
MrBenn wrote:To answer AndrewB's question, the same territory is not allowed to be part of more than 1 start position.
DJ Teflon wrote:Proposed Change
Ideally, it would be great to code starting positions to particular players..
Currently, as MrBenn states: "It is not possible to specify which player will get which <position>"
Why
An example of this change would be that it would be possible to set one triples team up as the Germans in D-Day (i.e. 6-player coding) then we have another set of coding for quads (8-players). I'm not suggesting a change to that map by the way.
This could make a lot of maps more meaningful (e.g. war / sports maps where players / teams start with territories all on one side) and enable more gameplay creativity. Take, for example, Cairns' Galipoli (as it stands currently) - if different sets of coded start positions were possible according to different numbers of players, it would be possible to ensure each player has a fair share of the nice and horrible start positions. Currently, the xml wont allow this, which may be a problem. Similarly, the progress of the England map would have been much quicker if different coding were possible for different numbers of players.
As it stands currently, maps with limited starting territories (whether coded or not) inevitably go through the gameplay process of checking that each starting territory is relatively equal strategically. Enabling different coding for different numbers of starts would create more possibilities for mapmakers to create start positions (relatively equal sets of unequal starting territories). And, of course, it would enable starting positions to work for different types of team games.
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