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greenoaks wrote:conditional borders definitely would suit a Dungeons Of Draknor Level 2 map.
thanks for the update.


Gillipig wrote:My old "math" map would benefit greatly from this update.



crazymilkshake5 wrote:greenoaks wrote:conditional borders definitely would suit a Dungeons Of Draknor Level 2 map.
thanks for the update.
once i saw this, me and my friend started working on a draft.
(yes, i already have permission to make a seccond one)

owenshooter wrote:i disagree with you and i'm right!
QoH wrote:I can't wait to see what Natty does with the conditional borders update. Should be spectacular.

natty dread wrote:QoH wrote:I can't wait to see what Natty does with the conditional borders update. Should be spectacular.
I'm not going to do anything with it.

pamoa wrote:and now what about a map competition using a draft with all those great new features so we can quick see what we gained
oh btw thank you great divine lack

owenshooter wrote:i disagree with you and i'm right!

MrBenn wrote:The code for conditional borders looks a bit off - predominantly because I don't think that it's explicity set that the name of territories and continents have to be different?
MrBenn wrote:Secondly, there needs to be some clarification about how conditional borders and conditional bonuses work...
Imagine a French Revolution map, where there was a condition required to be able to attack the Bastille. Holding French Revoutionaries would be required to build up a bonus (imagine there's 7 key leaders, which are coded to give a bonus for holding 3 or more). The condition is coded that you need to hold the Revolutionary Leaders to attack the Bastille. Do you need to hold all 7 of them to open the attack option, or any three of them?

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