Moderator: Cartographers
JupitersKing wrote:Max Troop Limit
Non-deployable Territories
These all seem to me the same idea/problem/suggestion.
The answer to me comes from the Risk II game.
A territory can add 1 army for itself and 1 army for each adjacent terrirtory. Thus if you own Australia only you can place 3 armies on Indonesia and Eastern Australia and 4 armies on New Guinea and Western Australia. Same goes for after turn deployment. You can move 3 onto Indonesia and up to 4 onto WA/NG.
This solves both problems at once with out imposing a hard cap on the troop levels per territory, which would be impossible in the Foundry anyway to get everyone to agree that these spaces are capped at 20 and these at 12.....
JK
dominationnation wrote:Fortifyable but non attackable borders
I would like to see borders that can be fortifyed to but not attacked or can be attacked but not fortifyed to
specifcs:simply borders that would be normal when attacking but cant be foftifyed across or visa-versa
Why its need: to simulate mountain crossings that are to thin to get a succsuesful attack across but can pass troops across.
Lack label:
<numbers><font size="7" color="blue" face="Times New Roman"></numbers>
ericwdhs wrote:I haven't looked really well, but this may have already been suggested. Indeed if it hasn't, I'll be surprised.
Suggestion Idea: Different Army Number Font Styles and Sizes
Description: Map makers will be able to specify from a list of available fonts for their maps within the XML files. Example:This probably isn't how you would do it, but it shouldn't have to be any more complicated than that.
- Code: Select all
<numbers><font size="7" color="blue" face="Times New Roman"></numbers>
Why It Should Be Considered: The army number pixel font we use now just doesn't fit a lot of the maps. It's also very limiting on what size territories can be created. The army numbers could easily be about half their current size and still be readable. They could also be something completely different (Comic Sans, Arial, Times New Roman, Console, whatever fits). I'm not sure what format the current numbers are, either text or image (possibly for the different colors and black outline), but either way, this shouldn't really be too hard to implement. If you use text, you just have to make sure you have them in your system. If you use images for the numbers, drawing them would be the only part that may take some time but I'm sure many people would be happy to spend a few minutes and add more fonts to your cache.
Lack Label (Mod Use):
DiM wrote:actualy i'm not too fond of this idea. i think the army fonts should be the same as they might cause confusion for new players.
ericwdhs wrote:DiM wrote:actualy i'm not too fond of this idea. i think the army fonts should be the same as they might cause confusion for new players.
Well, you probably have a good point, but what's confusing about them? They will still be colored according to player and be the only real numbers on the map... I'm sure some map makers would like numbers that match their maps.
ericwdhs wrote:I haven't looked really well, but this may have already been suggested. Indeed if it hasn't, I'll be surprised.
Suggestion Idea: Different Army Number Font Styles and Sizes
Description: Map makers will be able to specify from a list of available fonts for their maps within the XML files. Example:This probably isn't how you would do it, but it shouldn't have to be any more complicated than that.
- Code: Select all
<numbers><font size="7" color="blue" face="Times New Roman"></numbers>
Why It Should Be Considered: The army number pixel font we use now just doesn't fit a lot of the maps. It's also very limiting on what size territories can be created. The army numbers could easily be about half their current size and still be readable. They could also be something completely different (Comic Sans, Arial, Times New Roman, Console, whatever fits). I'm not sure what format the current numbers are, either text or image (possibly for the different colors and black outline), but either way, this shouldn't really be too hard to implement. If you use text, you just have to make sure you have them in your system. If you use images for the numbers, drawing them would be the only part that may take some time but I'm sure many people would be happy to spend a few minutes and add more fonts to your cache.
Lack Label (Mod Use):
cairnswk wrote:The only challenge with this is that a font specified might not be carried on a viewers computer, and unless the code embeds the font, it could be a prob.
<country>
<name>Ethiopia</name>
<borders>
<border>Somalia</border>
<border>Kenya</border>
</borders>
<coordinates>
<smallx>424</smallx>
<smally>213</smally>
<largex>569</largex>
<largey>277</largey>
</coordinates>
<neutral>6</neutral>
</country>
<continent>
...
</continent>
<objective>
<name>West Coast</name>
<components>
<component>Burkina Faso</component>
<component>Benin</component>
<component>Ghana</component>
<component>Liberia</component>
<component>Guinea</component>
<component>Senegal</component>
<component>Mauritania</component>
<component>Western Sahara</component>
<component>Morocco</component>
</components>
</objective>
<country>
...
</country>
<country>
<name>Ethiopia</name>
<borders>
<border>Somalia</border>
<border>Kenya</border>
</borders>
<coordinates>
<smallx>424</smallx>
<smally>213</smally>
<largex>569</largex>
<largey>277</largey>
</coordinates>
<bonus>2</bonus>
</country>
glee wrote:Suggestion Idea: Overruling continent bonus
Description: The idea is to have continent bonuses based on different criterias where the lesser criterea is overruled by one that gives a greater bonus. (See example below)
Why It Should Be Considered: The idea came up because of an idea about a poker map consisting of cards spread out on a table. You get your bonus from your best five card poker hand. To make this possible without the bonuses getting rediciously high one continent bonus has to take out an other one. Along with the suggestion about holding x territories out of y possible it would be possible to use this idea for a map.
I'm sure other ways of using this new feature will come up.
Lack Label (Mod Use):
lackattack wrote:And here are the maybes, with my concerns:
Ranged Attacks - I also like this but I can't decide whether the successful attack should (a) leave 1 neutral or (b) 1 of your colour in the bombed territory?
Honourable mentions:
Starting Scenarios - I'd like to do this someday, but not this round. Scenarious might be doable in separate files from the map XML, by different authors.
DiM wrote:* Territorial Bonus (e.g. Ethiopia gets a +2 bonus each round, negative numbers also allowed)
i don't really see the addition here. this was already possible. just define that terit as a continent with a bonus. the only improvement is that you need less lines of code.
<continent>
...
</continent>
<collection>
<name>Power Plants</name>
<components>
<component>Burkina Faso</component>
<component>Benin</component>
<component>Ghana</component>
<component>Liberia</component>
<component>Guinea</component>
<component>Senegal</component>
<component>Mauritania</component>
<component>Western Sahara</component>
<component>Morocco</component>
</components>
<bonuses>
<bonus quantity="3">1</bonus>
<bonus quantity="6">3</bonus>
<bonus quantity="9">5</bonus>
<bonus quantity="12">7</bonus>
<bonus quantity="15">10</bonus>
</bonuses>
</collection>
<country>
...
</country>
lackattack wrote:Sorry to disappoint you DiM, but I think your ideas are unrealistic. We have to nail down some basics before we get to the fancy stuff. Also, I like to keep the game as simple as possible, if you haven't noticed
lackattack wrote:DiM wrote:* Territorial Bonus (e.g. Ethiopia gets a +2 bonus each round, negative numbers also allowed)
i don't really see the addition here. this was already possible. just define that terit as a continent with a bonus. the only improvement is that you need less lines of code.
There is a big difference. The bonus always goes on Ethiopia!
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