I caught up on the suggestions because it's time for another round of xml extensions. I want to keep this batch smallish to stay on target for a January forum upgrade. Here is my feedback on the new suggestions:
Note: Any sort of dynamic XML (i.e. something triggers a different set of rules mid-game) would be put off yet again because of complexity.
EDIT: nothing is set in stone, please feel free to debate my decision tags
Variable basic army grants / Standard Army Bonus Adjustment
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<Bonus Adjustment>
<matrix>
<lower>1</lower>
<upper>30</upper>
<count>3</count>
</matrix>
With xml like above
[Yes]Converting Territories Surround = conquer is very non risk-like. Not sure if it should be a game option, at the map level or at the territ level. I'd say
[No] (or
[Maybe] if there is enough demand).
Variable Attack Range This is actually 2 ideas. Since you can mimic attack range by listing a bunch of bombardments, this isn't priority. The variable part is just a subset of the dynamic xml idea.
[No] (or
[Maybe] if there is enough demand).
One-time Bonus [No] (or
[Maybe] if there is enough demand).
Multiple X/Y coordinates even though I don't understand it,
[No]Win condition - number of armies [No] (or
[Maybe] if there is enough demand)
Random assigned xml features This doesn't seem to be worth the cost.
[No] (or
[Maybe] if there is enough demand).
Motion detectors Forting / advancing could be a trigger for dynamic xml.
[Maybe]Starting positions by color The order of joining the game should not affect gameplay. Do we really need starting positions considering we already have DiM's technique?
[No]Nested Continents I really like this one, plus I don't want DiM to TP my house!
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<continent>
<name>A</name>
<components>
<component type="territory">B</component>
<component type="continent">C</component>
</components>
<bonus>0</bonus>
</continent>
I propose xml like this, with type="territory" optional for backwards compatibility. The xml checker would have to test for infinite loops, and you may have to define a continent before you reference it but I'm not sure yet.
[Yes]Territory Hold Time Bonus [No] (or
[Maybe] if there is enough demand).
RESETTING NEUTRAL TERRITORIES / Respanwing Neutrals [Yes]SENTRY TERRITORIES- Code: Select all
<visibles>
<visible>territory</visible>
</visibles>
Cool idea but quite a bit of work when you can have something similar using borders or bombardments.
[Maybe]
Continent Bonus Applied to a Territory [Maybe]
Preferred Neutrals Not fun to program
[No]
Deffered Armies [No] (or
[Maybe] if there is enough demand).
Kingdoms Care to provide an example of how this xml would work, because I can't picture it.
[No] (or
[Maybe] if we can spec it out).
Kingdom Missions Objectives exist and should do the trick
[No]
Mission Cards not really an xml thing
[No]
Allow Multiple Required in One Continent Set This could reduce the XML but our current technique allows for better log entries (e.g. "holding two zeroes" vs "holding four zeroes")
[No]
So in summary, I'd like to go ahead with the 3 "yes" items listed above. I might be able to include a 4th, which would be from the maybes here or the yeses/maybes from the previous batch that didn't make it.