Page 10 of 15

Re: Three Kingdoms of China - v8.0 [2013-06-09] p15

PostPosted: Mon Jun 10, 2013 8:23 am
by Seamus76
V.J. wrote:Here you go Koontz, I hope you will sleep better now :lol:
i know i will once this is finished.

Gilligan, didn't you know v.j. has to make everything difficult. :D

The OP has been updated with what I hope is the final xml, v5.

Re: Three Kingdoms of China - v8.0 [2013-06-09] p15

PostPosted: Mon Jun 10, 2013 12:05 pm
by koontz1973
Gilligan wrote:That way works for city bonuses, but this way is easier that I pointed out last page:

the only thing to know here is that the bonus stacks (so in this example, for holding 3 you get +3, and 4 gets you +6)


The city bonuses now with the overrides works well and stops any undue complaining later on. Also, it stops the first player advantage as well.

Now to get some sweet sweet sleep. :P

Re: Three Kingdoms of China - v8.0 [2013-06-09] p15

PostPosted: Mon Jun 17, 2013 1:12 pm
by Seamus76
Jonesing for this one too.

Re: Three Kingdoms of China - v8.0 [2013-06-09] p15

PostPosted: Fri Jun 21, 2013 5:47 pm
by Gilligan
Seamus76 wrote:
V.J. wrote:Here you go Koontz, I hope you will sleep better now :lol:
i know i will once this is finished.

Gilligan, didn't you know v.j. has to make everything difficult. :D

The OP has been updated with what I hope is the final xml, v5.


Sorry, I had not noticed this.

That XML is fine, with city bonuses and starting positions.

Ready for this two-fer!

Re: Three Kingdoms of China - v8.0 [2013-06-09] p15

PostPosted: Sat Jun 22, 2013 7:21 am
by Dukasaur
Is it too late to suggest that Chang Sha should have a city, also?

Re: Three Kingdoms of China - v8.0 [2013-06-09] p15

PostPosted: Thu Jun 27, 2013 10:47 pm
by Seamus76
Dukasaur wrote:Is it too late to suggest that Chang Sha should have a city, also?
Actually that's not a bad idea. It wouldn't be an "also", but I would basically move the City from Guiyang to Changsha. It puts the City in Changsha 2 terts away from the City in Hepu, rather than 1.

I'm not sure there was a particular reason for placing the City there in the first place, other than random, but does anyone have a thought on this? Seeing as how this map seems to be on the slow boat to China. Pun intended. ;)

Re: Three Kingdoms of China - v8.0 [2013-06-09] p15

PostPosted: Fri Jun 28, 2013 9:34 am
by Graceless_
Romance of the Three Kingdoms is an awesome book.

Re: Three Kingdoms of China - v8.0 [2013-06-09] p15

PostPosted: Sun Jun 30, 2013 4:18 am
by iancanton
Seamus76 wrote:I would basically move the City from Guiyang to Changsha. It puts the City in Changsha 2 terts away from the City in Hepu, rather than 1.

there's nothing wrong with moving the city.

Seamus76 wrote:- Changed Kuaiji to a coded neutral tert to make all of our starting numbers work.
- Updated all of the starting numbers listed above to now work correctly. Mainly changed 1v1 games from 10 starting terts per player to 14.

can you explain the purpose of the kuaiji coded neutral? if kuaiji starts in the random pot, then there are 28 random regions, 8 underlying neutral cities that are start positions with a maximum of 1 per player, 3 neutral capitals and 3 non-capital neutral starts. each player in 1v1 therefore starts with 9 random regions and 1 city. if kuaiji is coded neutral, then each player in 1v1 also starts with 9 random regions and 1 city, so the kuaiji neutral does not change the number of starting regions in 1v1.

ian. :)

Re: Three Kingdoms of China - v8.0 [2013-04-21] p14

PostPosted: Sun Jun 30, 2013 8:39 am
by Seamus76
iancanton wrote:
Seamus76 wrote:I would basically move the City from Guiyang to Changsha. It puts the City in Changsha 2 terts away from the City in Hepu, rather than 1.

there's nothing wrong with moving the city.

Seamus76 wrote:- Changed Kuaiji to a coded neutral tert to make all of our starting numbers work.
- Updated all of the starting numbers listed above to now work correctly. Mainly changed 1v1 games from 10 starting terts per player to 14.

can you explain the purpose of the kuaiji coded neutral? if kuaiji starts in the random pot, then there are 28 random regions, 8 underlying neutral cities that are start positions with a maximum of 1 per player, 3 neutral capitals and 3 non-capital neutral starts. each player in 1v1 therefore starts with 9 random regions and 1 city. if kuaiji is coded neutral, then each player in 1v1 also starts with 9 random regions and 1 city, so the kuaiji neutral does not change the number of starting regions in 1v1.

ian. :)


Seamus76 wrote:
V.J. wrote:Ok, after consulting with Gilligan we are going with a change in number of starting positions to make this work.

Here is the newest xml
As v.j. said we have updated the starting numbers to make everything work. The OP has been updated with the numbers, and the new XML has been attached. The biggest updates are for 1v1 games, going from 10 terts each to 14, and that Kauiji will now be coded neutral to get the numbers right. That is the perfect tert to code, nice work v.j.

Maybe we can get this out soon with Tribal War - Ancient Israel, that would be cool, a two-fer.
I wasn't involved in the conversation between vj and Gilligan, and vj is out of the country,but maybe Gilligan can help. It was my understanding that the original starting numbers I wanted for 1v1 games (10 per player) could not be done. I think it was because we were already limiting the cities to 1 per player and that we couldn't then limit the other terts, but again I'm not sure. Personally I would rather 10 terts per 1v1 game. Then to keep the limit at 14 vj said we needed to make another tert a starting neutral, and Kuaiji was the one.

Re: Three Kingdoms of China - v8.0 [2013-06-09] p15

PostPosted: Mon Jul 01, 2013 9:13 am
by Seamus76
CURRENT UPDATE INFO - 2013-07-01:
- Moved the City from Guiyang to Changsha to enhance gameplay.

Will update OP with new XML ASAP.

CURRENT MAP VERSION

v9.0 - Large (840x800)
Click image to enlarge.
image


v9.0 - Small (630x600)
Click image to enlarge.
image

Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

PostPosted: Mon Jul 01, 2013 6:35 pm
by Gilligan
Normal starts:

Liang South
Yong
Bing
Ji
Ben Hai
Xia Pi
Xu Chang
Jei Ting
Wuling
10 Jing Nan
Yu Zhang
Wuxjng
Lu-Ling
Changsha
Lingling
Cangwu
Nanhai
Yu'Lin
Jiaozhi
20 Jianning
Zhuti
Yong Chang
Jianti
Ba
Fou-Ling
Tian Shui
27 Yin Ping

27 / 2 = 13 regions per player + 1 city = 14.

As it was before, it would have been 28 / 2 = 14 regions per player + 1 city = 15, never good for 1v1.

Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

PostPosted: Wed Jul 03, 2013 3:34 pm
by iancanton
27 regions is 9 regions per player in 1v1, with 9 random regions starting neutral. 28 regions is also 9 regions per player in 1v1, with 10 random regions starting neutral. in addition, in both cases, each player also receives 1 city position.

ian. :)

Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

PostPosted: Wed Jul 03, 2013 3:52 pm
by Seamus76
iancanton wrote:27 regions is 9 regions per player in 1v1, with 9 random regions starting neutral. 28 regions is also 9 regions per player in 1v1, with 10 random regions starting neutral. in addition, in both cases, each player also receives 1 city position.

ian. :)
I might be wrong but I thought this was all done because we could only limit one thing in the xml, and that was limiting the number of cities to 1. Since we could only limit that one aspect in the xml, the other terts had to be distributed randomly from the entire pot, and since we didn't want to code 8-9 neutrals we coded 1 (Kuaiji) so that it brought the number down to 27 and thus 13 terts (plus the 1 city equals 14). But again I could be way off.

Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

PostPosted: Wed Jul 03, 2013 4:23 pm
by iancanton
in 1v1, the game engine always allocates one-third of the uncoded regions to the neutral "player". this is why 1v1 classic games start with 14 neutrals, even though no-one coded any neutral regions.

ian. :)

Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

PostPosted: Wed Jul 03, 2013 4:39 pm
by Aleena
cool - ty I did not know this - would be nice if features like this had binary on off switches - so that this map maker could op not to use that feature and have the system evenly distribute between players only. (except for remainders which will be given to neutrals) - maybe this could be in a future update - is their a thread that lists all of these functions and also one that is open for suggestions on what could be added to the engine?

Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

PostPosted: Wed Jul 03, 2013 4:51 pm
by Seamus76
iancanton wrote:in 1v1, the game engine always allocates one-third of the uncoded regions to the neutral "player". this is why 1v1 classic games start with 14 neutrals, even though no-one coded any neutral regions.

ian. :)
Ok. So if the 1v1 games can be limited to 10 total terts per player (9 regular and 1 City), then that's what I would like to do.

So what does the xml look like for that?

Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

PostPosted: Wed Jul 03, 2013 5:13 pm
by Gilligan
iancanton wrote:27 regions is 9 regions per player in 1v1, with 9 random regions starting neutral. 28 regions is also 9 regions per player in 1v1, with 10 random regions starting neutral. in addition, in both cases, each player also receives 1 city position.

ian. :)


Ah crap, I forgot about the neutral player! You are right ian.

You can take out that extra neutral added. My apologizes. Other than that, there would be no XML changes, Seamus.

Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

PostPosted: Wed Jul 03, 2013 5:49 pm
by Seamus76
Gilligan wrote:
iancanton wrote:27 regions is 9 regions per player in 1v1, with 9 random regions starting neutral. 28 regions is also 9 regions per player in 1v1, with 10 random regions starting neutral. in addition, in both cases, each player also receives 1 city position.

ian. :)


Ah crap, I forgot about the neutral player! You are right ian.

You can take out that extra neutral added. My apologizes. Other than that, there would be no XML changes, Seamus.

Lol, no problem.

Do you mind removing the neutral code on kuaiji, and moving the city we've been talking about? And if so, what do the starting numbers look like for all the game types? Thanks again for the help.

Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

PostPosted: Thu Jul 04, 2013 2:15 am
by iancanton
Seamus76 wrote:what do the starting numbers look like for all the game types?

2p: 1 city position plus 9 other regions (10 total) each, 6 coded neutrals, 6 neutral city positions, 10 random neutrals = 42 total
3p: 1 city position plus 9 other regions (10 total) each, 6 coded neutrals, 5 neutral city positions, 1 random neutral = 42 total
4p: 1 city position plus 7 other regions (8 total) each, 6 coded neutrals, 4 neutral city positions, 0 random neutrals = 42 total
5p: 1 city position plus 5 other regions (6 total) each, 6 coded neutrals, 3 neutral city positions, 3 random neutrals = 42 total
6p: 1 city position plus 4 other regions (5 total) each, 6 coded neutrals, 2 neutral city positions, 4 random neutrals = 42 total
7p: 1 city position plus 4 other regions (5 total) each, 6 coded neutrals, 1 neutral city position, 0 random neutrals = 42 total
8p: 1 city position plus 3 other regions (4 total) each, 6 coded neutrals, 0 neutral city positions, 4 random neutrals = 42 total

Aleena wrote:would be nice if features like this had binary on off switches - so that this map maker could op not to use that feature and have the system evenly distribute between players only. (except for remainders which will be given to neutrals) - maybe this could be in a future update - is their a thread that lists all of these functions and also one that is open for suggestions on what could be added to the engine?

to put forward a suggestion that can affect the whole of cc, click the "new topic" button in the suggestions forum (link below).

viewforum.php?f=4

ian. :)

Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

PostPosted: Thu Jul 04, 2013 9:04 am
by Seamus76
iancanton wrote:
Seamus76 wrote:what do the starting numbers look like for all the game types?

2p: 1 city position plus 9 other regions (10 total) each, 6 coded neutrals, 6 neutral city positions, 10 random neutrals = 42 total
3p: 1 city position plus 9 other regions (10 total) each, 6 coded neutrals, 5 neutral city positions, 1 random neutral = 42 total
4p: 1 city position plus 7 other regions (8 total) each, 6 coded neutrals, 4 neutral city positions, 0 random neutrals = 42 total
5p: 1 city position plus 5 other regions (6 total) each, 6 coded neutrals, 3 neutral city positions, 3 random neutrals = 42 total
6p: 1 city position plus 4 other regions (5 total) each, 6 coded neutrals, 2 neutral city positions, 4 random neutrals = 42 total
7p: 1 city position plus 4 other regions (5 total) each, 6 coded neutrals, 1 neutral city position, 0 random neutrals = 42 total
8p: 1 city position plus 3 other regions (4 total) each, 6 coded neutrals, 0 neutral city positions, 4 random neutrals = 42 total

ian. :)
Thank ian. I updated the OP with those numbers. And once we can get the xml updated to remove the coded neutral on Kuaiji, and move the city we should finally be done.

Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

PostPosted: Fri Jul 05, 2013 1:42 pm
by Seamus76
With Koontz's help I tried to update the XML myself. It's attached to the OP, and I have posted it in the Offcial XML thread. Please let me know if there are any problems with it.

Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

PostPosted: Sat Jul 06, 2013 4:11 pm
by iancanton
in the xml, u have the former city of guiyang, instead of the new city of changsha, starting as n2.

to bring the three capitals into play during 1v1 games, consider letting each capital start as n1 rather than n2. the gameplay stamp remains valid even if u do not do this.

ian. :)

Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

PostPosted: Sat Jul 06, 2013 8:27 pm
by Seamus76
iancanton wrote:in the xml, u have the former city of guiyang, instead of the new city of changsha, starting as n2.

to bring the three capitals into play during 1v1 games, consider letting each capital start as n1 rather than n2. the gameplay stamp remains valid even if u do not do this.

ian. :)
I'm not sold on 1n. I think that might make taking that bonus too easy, especially in other player types, i.e. quads, or even 1v1 if there's a lucky drop. At 1n a player would only need to kill 3 neutrals to get +4, and again with a lucky drop that could be pretty easy. Personally I'd like to take it to BETA and see how the 1v1 games play out before making such a large bonus so easy to take, in my opinion.

I did try to update the xml, just moving the "neutral" line from one tert to the other, but when I load it in the xml wizard I get this...
Loading File china7(seamus).xml ...
Error: Line 3 - Invalid attribute max for element positions
Warning: Tian Shui attacks Yong but not vice versa.
XML Load Complete 1 warnings and 1 errors found. Click Close to close this window.

I know the Warning is just the one-way attack, so I'm not worried about that, but I wasn't sure about the Error: Line 3, which was also on the last version I posted, and may not be anything to worry about as well. Either way, I updated the OP with the new XML, and the Official XML post I made yesterday. v7(seamus) is the most recent.

Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

PostPosted: Tue Jul 09, 2013 8:17 am
by Seamus76
Has anyone been able to verify this xml? Sticky? Potential beta launch?

Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

PostPosted: Tue Jul 09, 2013 10:25 am
by Gilligan
Seamus76 wrote:Has anyone been able to verify this xml? Sticky? Potential beta launch?


Still waiting for tnb. :(