Tribal War - Florida v14.2 [31 Jan 2012] pg27

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Re: Tribal War - Florida v13.0 [19 Sep 2011] pg18

Postby ender516 on Fri Nov 04, 2011 6:15 pm

Industrial Helix wrote:Uh... on this game I'm holding BA-2 but not getting + 2.

Hmm, now thast I look t the log, I see its an Autodeploy... whivh I think should be specified in the legend that its not +2 but autodeploy 2.

Look back here:
Seamus76 wrote:
by Bostonguitah on Tue Oct 25, 2011 10:54 pm
This question was probably already asked but are the T/H's & B/A's +2 auto-deploy??? The map is unclear and I'm wondering if I wasted a turn on them.


They are supposed to be a +2 bonus, not auto deploy, but currently they are auto deploying instead, which will be changed in the next update. Sorry about that.
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Re: Tribal War - Florida v13.0 [19 Sep 2011] pg18

Postby thenobodies80 on Sun Nov 06, 2011 2:31 pm

Seamus76 wrote:
by Bostonguitah on Tue Oct 25, 2011 10:54 pm
This question was probably already asked but are the T/H's & B/A's +2 auto-deploy??? The map is unclear and I'm wondering if I wasted a turn on them.


They are supposed to be a +2 bonus, not auto deploy, but currently they are auto deploying instead, which will be changed in the next update. Sorry about that.


Current status of this update? O:)
When done, please post here and/or send me a PM and I'll forward it to lackattack asap.

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Re: Tribal War - Florida v13.0 [19 Sep 2011] pg18

Postby Industrial Helix on Sun Nov 06, 2011 8:07 pm

Ah ok... sooo daaat's what dat is
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Re: Tribal War - Florida v13.0 [19 Sep 2011] pg18

Postby Industrial Helix on Tue Nov 08, 2011 1:15 pm

I just noticed on tiny itsy bitsy thing, on the XML Shell Mound Ruins says Shell Maund Ruins. I think the XML is incorrect but I could be wrong.
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Re: Tribal War - Florida v13.0 [19 Sep 2011] pg18

Postby Nola_Lifer on Tue Nov 08, 2011 5:43 pm

Industrial Helix wrote:Ah ok... sooo daaat's what dat is

Who dat?

Is it possible to enlarge all text a little. Even on large map it is difficult to see and read.
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Re: Tribal War - Florida v13.0 [19 Sep 2011] pg18

Postby Seamus76 on Tue Nov 08, 2011 6:49 pm

CURRENT UPDATE INFO-2011-11-08:
- Well the 200th map is in beta, we hope everyone is enjoying it. I know we are.
- XML - Fixed the Bow & Arrow auto-deploy mistake to the corrected +2 bonus that it should have been. Also fixed the Shell Mound misspelling, and some other cosmetic changes.
- Made some minor graphical updates to fix some stray pixels, and one of the territory lines on the small map.
- I would like some feedback on lowering the bonuses of the Choctaw and Creek bonuses to +2. I know they can be attacked by multiple territs but they seem to be weighed a little heavy even given that.
- We would also like to make CH-C be able to attack AP-3 and CR-1, to open that area up a bit. If we do that it might be better to make the Creek bonus +3 instead of +2, but still would like to lower Choctaw to +2.

Thoughts?

CURRENT MAP VERSION:

v13.1 - Large (840x800)
Click image to enlarge.
image


v13.1 - Small (630x600)
Click image to enlarge.
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finalxml-v6.xml
(47.73 KiB) Downloaded 8 times
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Re: Tribal War - Florida v13.0 [19 Sep 2011] pg18

Postby lostatlimbo on Wed Nov 09, 2011 1:43 am

Must say this one did grow on me a bit after a few games. Well done!
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Re: Tribal War - Florida v13.0 [19 Sep 2011] pg18

Postby Seamus76 on Fri Nov 11, 2011 5:02 pm

CURRENT UPDATE INFO-2011-11-11:
show


XML
http://www.fileden.com/files/2011/9/30/3202881//finalxml-v7.xml

CURRENT MAP VERSION:

v13.1 - Large (840x800)
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v13.1 - Small (630x600)
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Re: Tribal War - Florida v13.0 [19 Sep 2011] pg18

Postby ender516 on Sat Nov 12, 2011 12:48 am

ender516 wrote:My only suggestion right now is to make some cosmetic changes to the names in the XML: use the hyphens in the territory names to match what is seen on the map, avoid all caps on the tribe continent names, and spell out "ConqRuins" as, say, "Conquistadors and Ruins" or even "Conquistadors and Shell Mound Ruins".

Did this get missed? I didn't see any reply. Having played a game on this (and won, yay!), I still find the lack of hyphens a distraction, and the other spelling issues just make the log (and the BOB overviews and summaries) look less pretty.

If you like, in a day or so, I could take half an hour or less and make all these changes for you.
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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby thenobodies80 on Sat Nov 12, 2011 5:51 am

The above files were sent to lackattack.
Sorry for the delay, I had a couple of busy days. O:)

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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby Seamus76 on Sat Nov 12, 2011 1:23 pm

Thanks TNB80.

by ender516 on Sat Nov 12, 2011 1:48 am

ender516 wrote:My only suggestion right now is to make some cosmetic changes to the names in the XML: use the hyphens in the territory names to match what is seen on the map, avoid all caps on the tribe continent names, and spell out "ConqRuins" as, say, "Conquistadors and Ruins" or even "Conquistadors and Shell Mound Ruins".


Did this get missed? I didn't see any reply. Having played a game on this (and won, yay!), I still find the lack of hyphens a distraction, and the other spelling issues just make the log (and the BOB overviews and summaries) look less pretty.

If you like, in a day or so, I could take half an hour or less and make all these changes for you.


That would be awesome. Most of them were fixed in this last update, but the one before that didn't work I thought might be because I added the hyphens in, but I think I messed something else up in the process. I hate to put that work on you, but anything you can do is much appreciated.
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Shell Maund in Tribal War Florida

Postby MGSteve on Sat Nov 12, 2011 4:08 pm

Not sure if this is the right place for this but Shell Mound is misspelled on the new beta Tribal War Florida.
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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby Seamus76 on Sat Nov 12, 2011 10:34 pm

by MGSteve on Sat Nov 12, 2011 5:08 pm
Not sure if this is the right place for this but Shell Mound is misspelled on the new beta Tribal War Florida.


Yup, yup. This is the right place, and has been changed in the above update. Thanks for playing the map and taking the time to post your feedback.
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Re: Tribal War - Florida v13.0 [19 Sep 2011] pg18

Postby isaiah40 on Sat Nov 12, 2011 11:02 pm

ender516 wrote:
ender516 wrote:Having played a game on this (and won, yay!),


Only because I couldn't take Helix out first! ;)
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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby Seamus76 on Sat Nov 12, 2011 11:21 pm

Dim has also made some good points about lowering the bonus for the Miccosukee region (AP-3), Castillo de San Marcos, and the bow and arrows and tomahawks to +1 each. Any thoughts on this? Personally the one I think could be lowered is the Castillo, but not sure about the others and would love to hear some feedback from the group.
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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby HighlanderAttack on Sun Nov 13, 2011 7:21 am

I have only played it a few times-but I really like it. Makes you think a lot and you have to pay attention. Good Job.
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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby thenobodies80 on Mon Nov 14, 2011 5:08 pm

The latest xml is NOT valid. Probably it's because you used UPPERCASE LETTERS instead of lowercase letters for territories.

:!: Be sure to validate the xml using the tool at the top of this page before submitting :!:

If something is wrong you'll see something like this:
Image
then just scroll the page and you'll see a list of things that need to be fixed.
Instead, when you see this image at the top of the page:
Image

it means you're ready to post your xml here again ;)

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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby Seamus76 on Mon Nov 14, 2011 9:00 pm

Sorry TNB80. Thought I had it all done correctly. VJ will fix it up and repost tomorrow. Sorry for the time you took sending that incorrect file.
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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby V.J. on Tue Nov 15, 2011 4:25 pm

Sorry about that.

Here is the valid XML that goes with those most recent graphics: http://www.fileden.com/files/2011/9/30/3202881//finalxml-v8.xml
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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby Seamus76 on Wed Nov 16, 2011 10:51 pm

Hopefully there were no issues with the last XML. Let us know when they have been uploaded so we can get some new games going. Thanks.
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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby thenobodies80 on Sun Nov 20, 2011 7:42 am

Seamus76 wrote:Sorry TNB80. Thought I had it all done correctly. VJ will fix it up and repost tomorrow. Sorry for the time you took sending that incorrect file.


np, sometimes it happens. :)

These files were sent to lackattack:



Now just we're here, I tested both the images with 888 and I would suggest some minor changes to the placement of coordinates:

Large map:
CA-3 could be moved a bit to left
AI-3 could be moved a bit to left and down
TM-2 could be moved a bit to left and down
JE-4 could be moved a bit to left
CH-C could be moved a bit up
TQ-4 could be moved a bit up
CR-3 could be moved a bit to left
AP-1 could be moved a bit to left
CR-2 could be moved a bit to left
MI-3 could be moved a bit to left

Small map:
CH-3 a bit to left
CA-3 moved a bit to left
AI-3 moved a bit to left
JE-4 a bit to left
AP-3 a bit to left, but probably it's better/easier to move also the symbol
CR-3 a bit to left
Sheld Mound ruins it's strange to see (confused)
Je-3 to left
AI-1 a bit to left


Maybe there're some others that can be adjusted but for now i noticed those. In general, after writing your coordinates, it's always a good thing to test them using 888 with this tool http://www.conquerclub.com/mapmaker/index.php
Copy paste your xml and images into the appropriate fields then click on the "Only test coordinates" button
When the image appears, be sure that all your coords with 3 digits don't overlap your symbols or borders. If you don't have space, just let me know and we will find an optimal solution for them. ;)

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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby Seamus76 on Wed Nov 23, 2011 9:50 pm

Thanks for taking the time to point all of those out. We're going to work on all of those.

Any word on the latest upload? :)
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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby thenobodies80 on Sun Nov 27, 2011 8:25 am

Seamus76 wrote:Any word on the latest upload? :)


It was uploaded 2 or 3 days ago, sorry I forgot to post here. :oops:

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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby Seamus76 on Mon Dec 12, 2011 10:08 pm

For some reason V.J. can't get the xml to support the below starting positions. Can anyone help him with this?

2 = 8 territories
3 = 8 territories
4 = 5 territories
5 = 5 territories
6 = 5 territories
7 = 5 territories
8 = 5 territories
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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby ender516 on Tue Dec 13, 2011 1:33 am

I think you are out of luck on that one. If you have 44 starting positions, each with one territory, then when the game engine divides them up, you get

2 players: = 22 territories
3 players: = 14 territories
4 players: = 11 territories
5 players: = 8 territories
6 players: = 7 territories
7 players: = 6 territories
8 players: = 5 territories

The only correction you can make to that currently is to put an upper limit on the number of starting positions given to any player. You could then set this to, say, 8 and get

2 players: = 8 territories
3 players: = 8 territories
4 players: = 8 territories
5 players: = 8 territories
6 players: = 7 territories
7 players: = 6 territories
8 players: = 5 territories

Another approach would be to group the starting territories into eleven starting position groups of four territories each. Then you could have

2 players: = 5 groups, 20 territories
3 players: = 3 groups, 12 territories
4 players: = 2 groups, 8 territories
5 players: = 2 groups, 8 territories
6 players: = 1 group, 4 territories
7 players: = 1 group, 4 territories
8 players: = 1 group, 4 territories

Then you could set the limit to two groups and get

2 players: = 2 groups, 8 territories
3 players: = 2 groups, 8 territories
4 players: = 2 groups, 8 territories
5 players: = 2 groups, 8 territories
6 players: = 1 group, 4 territories
7 players: = 1 group, 4 territories
8 players: = 1 group, 4 territories

If you can change that basic number, 44, to something else, like 42, then you could use fourteen groups of three and get

2 players: = 7 groups, 21 territories
3 players: = 4 groups, 12 territories
4 players: = 3 groups, 9 territories
5 players: = 2 groups, 6 territories
6 players: = 2 groups, 6 territories
7 players: = 2 groups, 6 territories
8 players: = 1 group, 3 territories

which perhaps could be limited to a maximum of 3 groups.

A base number of 40 territories could be divided into eight groups of five, giving

2 players: = 4 groups, 20 territories
3 players: = 2 groups, 10 territories
4 players: = 2 groups, 10 territories
5 players: = 1 group, 5 territories
6 players: = 1 group, 5 territories
7 players: = 1 group, 5 territories
8 players: = 1 group, 5 territories

which perhaps could be limited to a maximum of 2 groups.

You would have to arrange the groups with some care to keep them equally valuable on the drop.

I'm sorry I'm a little out of touch with the discussion here, so I don't know how critical your proposed numbers are to the desired gameplay. I hope my suggestions help.
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