A Capital XML Update

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Re: A Capital XML Update

Postby army of nobunaga on Wed Oct 13, 2010 1:01 pm

I hope this is not overused because it is new. Im not sure how much fun it will be. But thanx for the work with the new tools to use!
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Re: A Capital XML Update

Postby Teflon Kris on Wed Oct 13, 2010 3:21 pm

Forza AZ wrote:
DJ Teflon wrote:Can the requirement be X number of regions?

That is easy to code for:
-You make a continent including all regions with the number X between the required tag.
-And you put that continent between the requirement tag.


Surely then, all players would lose at the start of the game for not holding the continent?
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Re: A Capital XML Update

Postby thenobodies80 on Wed Oct 13, 2010 4:29 pm

DJ Teflon wrote:
Forza AZ wrote:
DJ Teflon wrote:Can the requirement be X number of regions?

That is easy to code for:
-You make a continent including all regions with the number X between the required tag.
-And you put that continent between the requirement tag.


Surely then, all players would lose at the start of the game for not holding the continent?


Why? Do you mean if everyone start without that X number of regions?
No sense in doing a map in which you can lose when you start :? , but in any case as MrBenn explained in the first post:
MrBenn wrote:The requirements are evaluated whenever you conquer/bombard a territory, nuke a country, or are hit by a killer neutral. So if you do not meet a requirement from the initial game drop you might have a chance to conquer it and become safe (although for the most part, the 'requirements' will be bundled up as starting positions).


A possible use of your example could be:
On your map a player must hold at least 5 regions to survive.First of all, you should ensure (developing your map) that each player will start at least with 5 regions ( the "no starting position" it's a fool option in this example), then list all the regions on the map as requirements (or create a continent like Forza AZ said) and then set to 5 the number of required regions.

Code: Select all
<requirement>
   <name>five regions</name>
   <components>
      <territory>region1</territory>
      <territory>region2</territory>
      <territory>region3</territory>
      <territory>region4</territory>
      <territory>region5</territory>
      <territory>region6</territory>
      <territory>region7</territory>
      ....
   </components>
   <required>5</required>
</requirement>


or using a continent:

Code: Select all
<requirement>
   <name>Minimum number of regions</name>
   <components>
      <continent>five regions</continent>
   </components>
</requirement>
...
<continent>
   <name>five regions</name>
   <bonus>0</bonus>
   <components>
      <territory>region1</territory>
      <territory>region2</territory>
      <territory>region3</territory>
      <territory>region4</territory>
      <territory>region5</territory>
      <territory>region6</territory>
      <territory>region7</territory>
      ....
   </components>
   <required>5</required>
</continent>

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Re: A Capital XML Update

Postby Teflon Kris on Thu Oct 14, 2010 7:55 pm

I think I understand now.

Just got confused with the 'continent' talk and Oceana example I think.

Basically, the condition could be set to be any of a particular set of regions, or any set / combination of particular regions.

If starting positions weren't arranged to meet the conditions then the gameplay wouldn't work for the map.

I think

:D

So, this feature is most suited to maps wth castles / bases.

For example, it would work with Lunar War if a condition were that each player must hold at least one shuttle.

However, it could be used on a standard style map if, for example, the condition were to 'hold a minimum of 3 regions'.

Does that sound about right?
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Re: A Capital XML Update

Postby Evil DIMwit on Thu Oct 14, 2010 8:00 pm

Yeah, those are some things this could be used for. Surely there are others...
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Re: A Capital XML Update

Postby natty dread on Sat Oct 16, 2010 1:14 pm

DJ Teflon wrote:For example, it would work with Lunar War if a condition were that each player must hold at least one shuttle.


I'm not going to do it though ;)

I can name one map which this will benefit lots though: Research & conquer. If I remember correctly, the gameplay was yearning for a way to make the research separate from the conquer, and this is the way to do it... now if we can just get tackticx to pick it up again!
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Re: A Capital XML Update

Postby army of nobunaga on Sat Oct 16, 2010 1:43 pm

I think we should have a theory thread on this. NAtty is right. This would not be so good on his map, and his lunar map is perfect in my opinion (natty im over the bombard thing, you were right)

But for this to work, each player will need a yin yang type of arsenal... there will obviously be the defensive territorys... but if there is not a high reward bonus, nor is there an offensive arm to a players terts, then this type of map will be one big 100_ round defensive battle.

maybe im wrong, I admit I am excited about this though.
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Re: A Capital XML Update

Postby sm8900 on Mon Oct 18, 2010 12:12 pm

neat!!!
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Re: A Capital XML Update

Postby OliverFA on Tue Oct 19, 2010 5:50 am

This update was what our map was needing. It will make the map much better, and solves many issues we had with it. Thanks! :)
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