Clash of Kings - [14.03.14] - V18.1 - Pg 1&16

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Re: Clash of Kings [17.May.12] - 1v1 map - V16.1 - p1&14

Postby RedBaron0 on Thu May 31, 2012 11:09 pm

We shall see. ;)
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Re: Clash of Kings [17.May.12] - 1v1 map - V16.1 - p1&14

Postby RedBaron0 on Tue Jun 05, 2012 12:34 am

Gee, it got quiet in here... lol

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Re: Clash of Kings

Postby swimmerdude99 on Mon Jun 25, 2012 10:27 pm

I can't see the map :(
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Re: Clash of Kings

Postby zimmah on Mon Jun 25, 2012 11:07 pm

i'm almost ready on the xml, got a bit distracted by school in the mainwhile.
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Re: Clash of Kings

Postby AndyDufresne on Tue Jun 26, 2012 9:26 am

Looking forward to this map...


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Re: Clash of Kings

Postby zimmah on Fri Jul 06, 2012 12:35 pm

Warning: Territory 7th has border East Tower, but not vice versa

Warning: Territory 1st Artillery has border Gate Tower, but not vice versa

Warning: Territory 2nd Artillery has border Gate Tower, but not vice versa

Warning: Territory West Tower has border 1st Artillery, but not vice versa

Warning: Territory East Tower has border 2nd Artillery, but not vice versa

Summary: 0 errors and 5 warnings detected in Clash of Kings.xml (35 continents, 45 territories)


Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<map>
<!-- Clash of Kings by DiM, XML by zimmah. v1.0 -->
<!-- Reinforcements -->
<reinforcements>
   <reinforcement>
      <lower>1</lower>
      <upper>45</upper>
      <divisor>46</divisor>
   </reinforcement>
</reinforcements>
<!-- Start Positions -->
<positions>
   <position>
      <territory start="5">Camp 1</territory>
      <territory start="5">Camp 2</territory>
      <territory start="5">Base Ship 1</territory>
      <territory start="5">Base Ship 2</territory>
      <territory start="5">Base Ship 3</territory>
   </position>
   <position>
      <territory start="5">Castle</territory>
      <territory start="5">Courtyard</territory>
      <territory start="5">Quarter 1</territory>
      <territory start="5">Quarter 2</territory>
      <territory start="5">Quarter 3</territory>
   </position>
</positions>
<!-- Losing conditions -->
<requirement>
   <name>Castle or Camp</name>
   <components>
      <territory>Camp 1</territory>
      <territory>Camp 2</territory>
      <territory>Courtyard</territory>
      <territory>Castle</territory>
   </components>
   <required>1</required>
</requirement>
<!-- Continents Besieger-->
<continent>
   <name>Camp 1</name>
   <bonus>1</bonus>
   <components>
      <territory>Camp 1</territory>
   </components>
</continent>
<continent>
   <name>Camp 2</name>
   <bonus>1</bonus>
   <components>
      <territory>Camp 1</territory>
      <territory>Camp 2</territory>
   </components>
</continent>
<continent>
   <name>1BS</name>
   <bonus>0</bonus>
   <components>
      <territory>Base Ship 1</territory>
      <territory>Base Ship 2</territory>
      <territory>Base Ship 3</territory>
   </components>
   <required>1</required>
</continent>
<continent>
   <name>One Base Ship</name>
   <bonus>1</bonus>
   <components>
      <continent>Camp 1</continent>
      <continent>1BS</continent>
   </components>
</continent>
<continent>
   <name>2BS</name>
   <bonus>0</bonus>
   <components>
      <territory>Base Ship 1</territory>
      <territory>Base Ship 2</territory>
      <territory>Base Ship 3</territory>
   </components>
   <required>2</required>
</continent>
<continent>
   <name>Two Base Ships</name>
   <bonus>2</bonus>
   <components>
      <continent>Camp 1</continent>
      <continent>2BS</continent>
   </components>
   <overrides>
      <override>One Base Ship</override>
   </overrides>
</continent>
<continent>
   <name>3BS</name>
   <bonus>0</bonus>
   <components>
      <territory>Base Ship 1</territory>
      <territory>Base Ship 2</territory>
      <territory>Base Ship 3</territory>
   </components>
</continent>
<continent>
   <name>Three Base Ships</name>
   <bonus>3</bonus>
   <components>
      <continent>Camp 1</continent>
      <continent>3BS</continent>
   </components>
   <overrides>
      <override>Two Base Ships</override>
   </overrides>
</continent>
<continent>
   <name>Assault Ship 1</name>
   <bonus>0</bonus>
   <components>
      <continent>Camp 1</continent>
      <territory>Assault Ship 1</territory>
      <territory>Supply Ship 1</territory>
   </components>
</continent>
<continent>
   <name>Assault Ship 2</name>
   <bonus>0</bonus>
   <components>
      <continent>Camp 1</continent>
      <territory>Assault Ship 2</territory>
      <territory>Supply Ship 2</territory>
   </components>
</continent>
<continent>
   <name>Assault Ship 3</name>
   <bonus>0</bonus>
   <components>
      <continent>Camp 1</continent>
      <territory>Assault Ship 3</territory>
      <territory>Supply Ship 3</territory>
   </components>
</continent>
<continent>
   <name>One Assault Ship</name>
   <bonus>1</bonus>
   <components>
      <continent>Assault Ship 1</continent>
      <continent>Assault Ship 2</continent>
      <continent>Assault Ship 3</continent>
   </components>
   <required>1</required>
</continent>
<continent>
   <name>Two Assault Ships</name>
   <bonus>2</bonus>
   <components>
      <continent>Assault Ship 1</continent>
      <continent>Assault Ship 2</continent>
      <continent>Assault Ship 3</continent>
   </components>
   <required>2</required>
   <overrides>
      <override>One Assault Ship</override>
   </overrides>
</continent>
<continent>
   <name>Three Assault Ships</name>
   <bonus>3</bonus>
   <components>
      <continent>Assault Ship 1</continent>
      <continent>Assault Ship 2</continent>
      <continent>Assault Ship 3</continent>
   </components>
   <overrides>
      <override>Two Assault Ships</override>
   </overrides>
</continent>
<continent>
   <name>Arti 1</name>
   <bonus>0</bonus>
   <components>
      <continent>Camp 1</continent>
      <territory>Landing Point</territory>
      <territory>1st Artillery</territory>
   </components>
</continent>
<continent>
   <name>Arti 2</name>
   <bonus>0</bonus>
   <components>
      <continent>Camp 1</continent>
      <territory>Landing Point</territory>
      <territory>2nd Artillery</territory>
   </components>
</continent>
<continent>
   <name>Arti 3</name>
   <bonus>0</bonus>
   <components>
      <continent>Camp 1</continent>
      <territory>Landing Point</territory>
      <territory>3rd Artillery</territory>
   </components>
</continent>
<continent>
   <name>One Artillery</name>
   <bonus>1</bonus>
   <components>
      <continent>Arti 1</continent>
      <continent>Arti 2</continent>
      <continent>Arti 3</continent>
   </components>
   <required>1</required>
</continent>
<continent>
   <name>Two Artillery</name>
   <bonus>2</bonus>
   <components>
      <continent>Arti 1</continent>
      <continent>Arti 2</continent>
      <continent>Arti 3</continent>
   </components>
   <required>2</required>
   <overrides>
      <override>One Artillery</override>
   </overrides>
</continent>
<continent>
   <name>Three Artillery</name>
   <bonus>3</bonus>
   <components>
      <continent>Arti 1</continent>
      <continent>Arti 2</continent>
      <continent>Arti 3</continent>
   </components>
   <overrides>
      <override>Two Artillery</override>
   </overrides>
</continent>
<continent>
   <name>Besieger Army</name>
   <bonus>5</bonus>
   <components>
      <territory>Camp 1</territory>
      <territory>Camp 2</territory>
      <territory>1st</territory>
      <territory>2nd</territory>
      <territory>3rd</territory>
      <territory>4th</territory>
      <territory>5th</territory>
      <territory>6th</territory>
      <territory>7th</territory>
      <territory>1st Artillery</territory>
      <territory>2nd Artillery</territory>
      <territory>3rd Artillery</territory>
      <territory>Balloon</territory>
      <territory>Landing Point</territory>
      <territory>Base Ship 1</territory>
      <territory>Base Ship 2</territory>
      <territory>Base Ship 3</territory>
      <territory>Supply Ship 1</territory>
      <territory>Supply Ship 2</territory>
      <territory>Supply Ship 3</territory>
      <territory>Assault Ship 1</territory>
      <territory>Assault Ship 2</territory>
      <territory>Assault Ship 3</territory>
   </components>
</continent>
<!-- Continents Besieged -->
<continent>
   <name>Castle</name>
   <bonus>5</bonus>
   <components>
      <territory>Castle</territory>
   </components>
</continent>
<continent>
   <name>Gate Tower</name>
   <bonus>0</bonus>
   <components>
      <territory>Gate Tower</territory>
      <territory>Castle</territory>
      <territory>Ammo Depot</territory>
   </components>
</continent>
<continent>
   <name>Bay Tower</name>
   <bonus>0</bonus>
   <components>
      <territory>Bay Tower</territory>
      <territory>Castle</territory>
      <territory>Ammo Depot</territory>
   </components>
</continent>
<continent>
   <name>East Tower</name>
   <bonus>0</bonus>
   <components>
      <territory>East Tower</territory>
      <territory>Castle</territory>
      <territory>Ammo Depot</territory>
   </components>
</continent>
<continent>
   <name>West Tower</name>
   <bonus>0</bonus>
   <components>
      <territory>West Tower</territory>
      <territory>Castle</territory>
      <territory>Ammo Depot</territory>
   </components>
</continent>
<continent>
   <name>One Tower</name>
   <bonus>1</bonus>
   <components>
      <continent>Gate Tower</continent>
      <continent>West Tower</continent>
      <continent>East Tower</continent>
      <continent>Bay Tower</continent>
   </components>
   <required>1</required>
</continent>
<continent>
   <name>Two Towers</name>
   <bonus>2</bonus>
   <components>
      <continent>Gate Tower</continent>
      <continent>West Tower</continent>
      <continent>East Tower</continent>
      <continent>Bay Tower</continent>
   </components>
   <required>2</required>
</continent>
<continent>
   <name>Three Towers</name>
   <bonus>3</bonus>
   <components>
      <continent>Gate Tower</continent>
      <continent>West Tower</continent>
      <continent>East Tower</continent>
      <continent>Bay Tower</continent>
   </components>
   <required>3</required>
</continent>
<continent>
   <name>Four Towers</name>
   <bonus>4</bonus>
   <components>
      <continent>Gate Tower</continent>
      <continent>West Tower</continent>
      <continent>East Tower</continent>
      <continent>Bay Tower</continent>
   </components>
</continent>
<continent>
   <name>Ship 1</name>
   <bonus>1</bonus>
   <components>
      <territory>Ship 1</territory>
      <territory>Castle</territory>
      <territory>Dock 1</territory>
   </components>
</continent>
<continent>
   <name>Ship 2</name>
   <bonus>1</bonus>
   <components>
      <territory>Ship 2</territory>
      <territory>Castle</territory>
      <territory>Dock 2</territory>
   </components>
</continent>
<continent>
   <name>Ship 3</name>
   <bonus>1</bonus>
   <components>
      <territory>Ship 3</territory>
      <territory>Castle</territory>
      <territory>Dock 3</territory>
   </components>
</continent>
<continent>
   <name>Supply Caravan</name>
   <bonus>2</bonus>
   <components>
      <territory>Supply Caravan</territory>
      <territory>Castle</territory>
   </components>
</continent>
<continent>
   <name>Besieged Forces</name>
   <bonus>5</bonus>
   <components>
      <territory>Dock 1</territory>
      <territory>Dock 2</territory>
      <territory>Dock 3</territory>
      <territory>Ship 1</territory>
      <territory>Ship 2</territory>
      <territory>Ship 3</territory>
      <territory>Castle</territory>
      <territory>Bay Tower</territory>
      <territory>East Tower</territory>
      <territory>West Tower</territory>
      <territory>Gate Tower</territory>
      <territory>Ammo Depot</territory>
      <territory>Quarter 1</territory>
      <territory>Quarter 2</territory>
      <territory>Quarter 3</territory>
      <territory>Inn</territory>
      <territory>Market</territory>
      <territory>Mill</territory>
      <territory>Church</territory>
      <territory>Assassin Guild</territory>
      <territory>Supply Caravan</territory>
      <territory>Courtyard</territory>
   </components>
</continent>
<!-- Territories -->
<!-- Besieger -->
<territory>
   <name>Camp 1</name>
   <borders>
      <border>Camp 2</border>
   </borders>
   <coordinates>
      <smallx>308</smallx>
      <smally>230</smally>
      <largex>385</largex>
      <largey>281</largey>
   </coordinates>
   <neutral>5</neutral>
</territory>
<territory>
   <name>Camp 2</name>
   <borders>
      <border>Camp 1</border>
      <border>2nd</border>
   </borders>
   <coordinates>
      <smallx>363</smallx>
      <smally>229</smally>
      <largex>452</largex>
      <largey>280</largey>
   </coordinates>
   <neutral>5</neutral>
</territory>
<territory>
   <name>2nd</name>
   <borders>
      <border>Camp 2</border>
      <border>1st</border>
      <border>4th</border>
   </borders>
   <coordinates>
      <smallx>399</smallx>
      <smally>264</smally>
      <largex>497</largex>
      <largey>322</largey>
   </coordinates>
   <neutral>1</neutral>
</territory>
<territory>
   <name>1st</name>
   <borders>
      <border>2nd</border>
      <border>3rd</border>
      <border>Balloon</border>
   </borders>
   <coordinates>
      <smallx>295</smallx>
      <smally>272</smally>
      <largex>368</largex>
      <largey>334</largey>
   </coordinates>
   <neutral>1</neutral>
</territory>
<territory>
   <name>Balloon</name>
   <borders>
      <border>1st</border>
   </borders>
   <bombardments>
      <bombardment>Courtyard</bombardment>
      <bombardment>Castle</bombardment>
   </bombardments>
   <coordinates>
      <smallx>159</smallx>
      <smally>352</smally>
      <largex>199</largex>
      <largey>431</largey>
   </coordinates>
   <neutral>30</neutral>
</territory>
<territory>
   <name>3rd</name>
   <borders>
      <border>1st</border>
      <border>4th</border>
      <border>5th</border>
   </borders>
   <coordinates>
      <smallx>312</smallx>
      <smally>313</smally>
      <largex>385</largex>
      <largey>383</largey>
   </coordinates>
   <neutral>1</neutral>
</territory>
<territory>
   <name>4th</name>
   <borders>
      <border>2nd</border>
      <border>3rd</border>
      <border>6th</border>
      <border>Landing Point</border>
   </borders>
   <coordinates>
      <smallx>401</smallx>
      <smally>324</smally>
      <largex>503</largex>
      <largey>397</largey>
   </coordinates>
   <neutral>1</neutral>
</territory>
<territory>
   <name>5th</name>
   <borders>
      <border>3rd</border>
      <border>6th</border>
      <border>1st Artillery</border>
      <border>3rd Artillery</border>
   </borders>
   <coordinates>
      <smallx>279</smallx>
      <smally>347</smally>
      <largex>349</largex>
      <largey>428</largey>
   </coordinates>
   <neutral>1</neutral>
</territory>
<territory>
   <name>6th</name>
   <borders>
      <border>4th</border>
      <border>5th</border>
      <border>7th</border>
      <border>2nd Artillery</border>
   </borders>
   <coordinates>
      <smallx>382</smallx>
      <smally>363</smally>
      <largex>481</largex>
      <largey>449</largey>
   </coordinates>
   <neutral>1</neutral>
</territory>
<territory>
   <name>7th</name>
   <borders>
      <border>6th</border>
      <border>East Tower</border>
   </borders>
   <coordinates>
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<territory>
   <name>Landing Point</name>
   <borders>
      <border>4th</border>
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<territory>
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      <largex>327</largex>
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   <neutral>2</neutral>
</territory>
<territory>
   <name>2nd Artillery</name>
   <borders>
      <border>6th</border>
      <border>Gate Tower</border>
   </borders>
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      <smally>400</smally>
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   <neutral>2</neutral>
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<territory>
   <name>3rd Artillery</name>
   <borders>
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<territory>
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<territory>
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<territory>
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<territory>
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      <border>Supply Ship 1</border>
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      <border>Base Ship 2</border>   
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<territory>
   <name>Supply Ship 3</name>
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      <border>Supply Ship 1</border>
      <border>Ship 1</border>
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<territory>
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      <border>Assault Ship 3</border>
      <border>Supply Ship 2</border>
      <border>Ship 1</border>
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      <border>Supply Ship 3</border>
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      <largex>823</largex>
      <largey>841</largey>
   </coordinates>
   <neutral>2</neutral>
</territory>
<!-- Besieged -->
<territory>
   <name>Castle</name>
   <borders>
      <border>Bay Tower</border>
      <border>Courtyard</border>
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</territory>
<territory>
   <name>Courtyard</name>
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      <border>Market</border>
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<territory>
   <name>Bay Tower</name>
   <borders>
      <border>Castle</border>
   </borders>
   <bombardments>
      <bombardment>Assault Ship 1</bombardment>
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   <borders>
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      <border>Ammo Depot</border>
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   <neutral>2</neutral>
</territory>
<territory>
   <name>Gate Tower</name>
   <borders>
      <border>Ammo Depot</border>
   </borders>
   <coordinates>
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      <smally>496</smally>
      <largex>337</largex>
      <largey>618</largey>
   </coordinates>
   <neutral>2</neutral>
</territory>
<territory>
   <name>East Tower</name>
   <borders>
      <border>2nd Artillery</border>
      <border>Ammo Depot</border>
   </borders>
   <coordinates>
      <smallx>371</smallx>
      <smally>504</smally>
      <largex>466</largex>
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   </coordinates>
   <neutral>2</neutral>
</territory>
<territory>
   <name>Supply Caravan</name>
   <borders>
      <border>Market</border>
   </borders>
   <bombardments>
      <bombardment>3rd Artillery</bombardment>
   </bombardments>
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      <largex>62</largex>
      <largey>904</largey>
   </coordinates>
   <neutral>3</neutral>
</territory>
<territory>
   <name>Market</name>
   <borders>
      <border>Courtyard</border>
      <border>Supply Caravan</border>
      <border>Church</border>
      <border>Mill</border>
   </borders>
   <coordinates>
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      <largex>365</largex>
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   <neutral>2</neutral>
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<territory>
   <name>Mill</name>
   <borders>
      <border>Assassin Guild</border>
      <border>Inn</border>
      <border>Market</border>
      <border>Quarter 1</border>
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   <name>Assassin Guild</name>
   <borders>
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   </borders>
   <bombardments>
      <bombardment>Camp 1</bombardment>
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   <name>Quarter 1</name>
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   <name>Ammo Depot</name>
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   <name>Quarter 2</name>
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   <name>Quarter 3</name>
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      <border>Ammo Depot</border>
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   <coordinates>
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   <name>Dock 3</name>
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      <border>Assault Ship 2</border>
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   <name>Ship 2</name>
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</territory>
</map>


http://zimmah.webs.com/Clash%20of%20Kings.xml
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Re: Clash of Kings

Postby DiM on Fri Jul 13, 2012 2:01 pm

map image:
Click image to enlarge.
image
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: Clash of Kings

Postby zimmah on Thu Jul 19, 2012 11:38 am

Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<map>
<rip>
 <name>CC Foundry</name>
</rip>
</map>
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Re: Clash of Kings

Postby DiM on Sat Jul 28, 2012 5:02 pm

any estimation on when this will have the xml checked and ready for beta?
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: Clash of Kings

Postby DiM on Sat Aug 04, 2012 6:39 pm

DiM wrote:any estimation on when this will have the xml checked and ready for beta?


:roll:
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: Clash of Kings

Postby isaiah40 on Sat Aug 11, 2012 10:07 pm

I checked the XML and a couple small problems. First, zimmah for some reason the map inspect doesn't like your link. Second, the bombardment between 3rd artillery and Supply Caravan is not in the XML but shows on the map. That is all I found, so once you get the new XMl posted, I'll give it a second check and get this stamped!!
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Re: Clash of Kings

Postby DiM on Mon Aug 13, 2012 3:49 pm

please bin this map. i'm currently in the process of amiably (or via legal methods) removing all my quenched maps from cc. that obviously implies i won't desire the quenching of this map either.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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User avatar
Major DiM
 
Posts: 10554
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Re: Clash of Kings

Postby isaiah40 on Mon Aug 13, 2012 8:28 pm

Per mapmakers request this map has been [MOVED]
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Re: [Vacation - valid until Feb 2013] Clash of Kings

Postby nolefan5311 on Wed Feb 20, 2013 9:00 am

The six months of vacation for this map has expired and this map will now be labeled as [Abandoned]. If the original mapmaker wants to continue this map project that's fine but an update must provided. From this moment anyone else is free to take this project without the original mapmakers permission, but it has to be started from scratch.
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Clash of Kings

Postby DiM on Mon Mar 10, 2014 8:44 pm

i'd like to bring this back.

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Re: Clash of Kings

Postby zimmah on Tue Mar 11, 2014 9:41 am

DiM wrote:i'd like to bring this back.

latest images:
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small:
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I think i may need to review the XML on this one, it's probably sub-optimal considering the changes.

I'll see if i can get it done somewhere later this month. As i am quite busy.
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Re: Clash of Kings - V17 - Pg 1&15

Postby DiM on Wed Mar 12, 2014 4:18 pm

after talking to zimmah, it seems i need to add 2 terits on this map, one for each side, a king and a general. those terits will not play a major role but they'll be unattackable. this way zimmah will be able to code the bonuses properly.

V18:
*added a king and a general
large: http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-V18.jpg
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Re: Clash of Kings - V17 - Pg 1&15

Postby zimmah on Wed Mar 12, 2014 4:27 pm

Correct, I asked DiM to add an unattackable territory for both sides because otherwise a 'basetrade' would make it impossible to know which player is on which side, and it would make it impossible to properly code the losing conditions and bonuses. By just adding these two territories which hardly have any effect on gameplay, this issue is fixed.
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Re: Clash of Kings - V17 - Pg 1&15

Postby zimmah on Thu Mar 13, 2014 2:02 am

I also included card-immunity to the suggestion. As obviously if the general or king would get hit by a nuclear spoil, the owner of that territory would lose all their bonuses or even the game. Therefore these territories should have an immunity to spoils. (They should be excluded from the card pool) there's currently no way to have that in the XML.

However if they do not listen to my suggestion, we could ask to have the option of nuclear spoils and zombie spoils disabled for this map. As both of these options would totally imbalance the game (a single lucky spoil can really turn the game in someone's favor, or even outright win you the game).
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Re: Clash of Kings - [12.03.14] - V18 - Pg 1&16

Postby DiM on Thu Mar 13, 2014 4:26 am

huh, i think those spoils were added while i was gone and after checking how they work i agree they'd have to be excluded from this map if there's no way to prevent certain terits from appearing in spoils.
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Re: Clash of Kings - [12.03.14] - V18 - Pg 1&16

Postby DiM on Fri Mar 14, 2014 3:49 pm

V18.1
*made the small version with the new terits (king/general)
*added a line of text in the middle legend saying that the king and the general can't be attacked.

large:
http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-V18-1.jpg
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small:
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Re: Clash of Kings - [12.03.14] - V18 - Pg 1&16

Postby zimmah on Sat Mar 15, 2014 11:43 am

Some things to consider

  • Maybe add some cavalry into the mix
  • It's a bit funny how the towers can attack, but the gate can't (more detailed suggestion follows)
  • The color behind the 1 in the second line of the besieged looks more dark/grey than the others, probably an illusion, but maybe you can still look at it.

Changing 1 or two of the attack routes will probably be not a good idea, as it may have bad effects to the gameplay. I tought of a way that may make a little more sense, realism-wise and still be viable gameplay wise.

The Besieger attacking 'though' the walls (by the towers) is not all that strange, (they could blow a hole in the wall or use ladders), however the besieged attacking from the walls to the outside, while at the same time not being able to use the gate, is a bit strange.

Therefore, i'd suggest:

East and West tower change to bombards (7th can still 1way attack the east tower)
Gate tower becomes two-way assault
Have the ship that is not attacking/defending become a supply/dropship that can either directly attack 7th or attack a regiment at the beach. Have a small regiment graphically be present at the open field near the east tower and a few small boats like you have at the landing point. If there is a territory for them, make it a 2-way attack between 7th and the regiment, if there's no territory for them, make the ship 1-way attack 7th.

Would make a little more sense realistically in my opinion, and would be more consistent with the bay tower.

Also, since it wouldn't really make sense for the Besieged to be able to board the ships from the landing point, maybe have the landing point only being able to board the ships for the Besieger (not sure how this would affect gameplay though). In other words, if the Besieged wants to get rid of the ships, he'd have to use his own fleet to kill the ships, or his bay tower.
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Re: Clash of Kings - [12.03.14] - V18 - Pg 1&16

Postby DiM on Sat Mar 15, 2014 5:53 pm

zimmah wrote:[*]Maybe add some cavalry into the mix


you mean adding some extra terits with cavalry regiments or simply adding some horses to the current regiments?

zimmah wrote:[*]It's a bit funny how the towers can attack, but the gate can't (more detailed suggestion follows)


the gate has sustained heavy fire from the enemy artillery and that's why it can't attack.

zimmah wrote:[*]The color behind the 1 in the second line of the besieged looks more dark/grey than the others, probably an illusion, but maybe you can still look at it.


it was interfering with the grunge i had there. i fixed it.

zimmah wrote:Would make a little more sense realistically in my opinion, and would be more consistent with the bay tower.


that's precisely what i'd like to avoid. i made the bay area and the gate area completely different in terms of attack routes. one has regular attacks and bombardments while the other has just one-way attacks. i could have made them identical but i'm not sure that would have been better. i feel like having 2 totally different clash zones will add more spice to the map. but obviously if it turns out there's a gameplay problem i'll modify them, though i'd still stay clear of symmetry.

zimmah wrote:Also, since it wouldn't really make sense for the Besieged to be able to board the ships from the landing point, maybe have the landing point only being able to board the ships for the Besieger (not sure how this would affect gameplay though). In other words, if the Besieged wants to get rid of the ships, he'd have to use his own fleet to kill the ships, or his bay tower.


can this be done? like put a condition that only the player that holds the general can attack from the landing point to the ships?
wouldn't it overcomplicate things?
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Re: Clash of Kings - [12.03.14] - V18 - Pg 1&16

Postby zimmah on Sat Mar 15, 2014 6:06 pm

DiM wrote:
zimmah wrote:[*]Maybe add some cavalry into the mix


you mean adding some extra terits with cavalry regiments or simply adding some horses to the current regiments?


I mean just graphically adding horses to the already existing regiments. It would probably make the most sense to have them at the flanks of 5th, 6th and 7th

DiM wrote:
zimmah wrote:Also, since it wouldn't really make sense for the Besieged to be able to board the ships from the landing point, maybe have the landing point only being able to board the ships for the Besieger (not sure how this would affect gameplay though). In other words, if the Besieged wants to get rid of the ships, he'd have to use his own fleet to kill the ships, or his bay tower.


can this be done? like put a condition that only the player that holds the general can attack from the landing point to the ships?
wouldn't it overcomplicate things?


That's very easy to do. The below map has a similar mechanic (you need to hold the key to be able to pass the gate).
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Re: Clash of Kings - [12.03.14] - V18 - Pg 1&16

Postby Gilligan on Sun Mar 16, 2014 4:04 pm

zimmah wrote:
DiM wrote:
zimmah wrote:[*]Maybe add some cavalry into the mix


you mean adding some extra terits with cavalry regiments or simply adding some horses to the current regiments?


I mean just graphically adding horses to the already existing regiments. It would probably make the most sense to have them at the flanks of 5th, 6th and 7th

DiM wrote:
zimmah wrote:Also, since it wouldn't really make sense for the Besieged to be able to board the ships from the landing point, maybe have the landing point only being able to board the ships for the Besieger (not sure how this would affect gameplay though). In other words, if the Besieged wants to get rid of the ships, he'd have to use his own fleet to kill the ships, or his bay tower.


can this be done? like put a condition that only the player that holds the general can attack from the landing point to the ships?
wouldn't it overcomplicate things?


That's very easy to do. The below map has a similar mechanic (you need to hold the key to be able to pass the gate).
Click image to enlarge.
image


I think he means over complicating gameplay, not the XML. But conditions in the XML are extremely easy to do.
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