MrBenn wrote:dolomite13 wrote:Don't know if this has been suggested before, however this would have helped me set up the starting drops in a map I am working on so I thought I would suggest it.
Suggestion Idea: Positions/Position Tag Starting Drop Override
Description: Add an "exclude" element for the <positions> tag that allows a mapmaker to ensure that leftover positions assigned by the <position> tag will be set up as a specified number of neutral armies, overriding their start element and not added to the general pool of starting forces drops in games where the number of players doesn't divide evenly.
This can already be done by coding the territories as neutral starts, which get over-ridden by the starting positions.
OK well now I'm really confused now. In a long email thread thenobodies80 explained to me that the leftover starting positions would get added to the general pool of additional starts.
thenobodies80 wrote:A game start
Game engine "counts" the players (A) and the starting positions (B).
B/A = C (and D)
where C is the number of starting positions for each player and D is a eventually reminder.
Now the game engine will sum the reminder with the other territories (E), then the total number will divided among players again.
D+E / A = F (and G)
F will be the number of territories assigned to a player (with 3 default troops) and G an eventually reminder (3 neutral troops)
In other words the game engine split the territories among the players ALWAYS randomly and give a 3 armies neutral to an eventual reminder.
The starting positions tags will force the game engine to choose this positions as first choice, so they will ever assigned to a player. When there's a reminder the engigne will consider the reminder of the starting position as a normal territory not giving to it a priority. So it could be assigned as a neutral if there's a reminder in the "second" splitting. It's random..