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[xml] Killer Decay Neutrals

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Re: [xml] All things and more to do with neutrals

Postby chapcrap on Mon Nov 25, 2013 1:52 pm

I think it's best to keep each XML suggestion as it's own separate thread. I appreciate a list of XML suggestions, but each one should be taken individually I think.
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Re: [xml] Killer Decay Neutrals

Postby koontz1973 on Tue Nov 26, 2013 12:53 am

chapcrap wrote:I think it's best to keep each XML suggestion as it's own separate thread. I appreciate a list of XML suggestions, but each one should be taken individually I think.

Done.
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Re: [xml] Killer Decay Neutrals

Postby JamesKer1 on Tue Nov 26, 2013 12:55 am

Awesome. SUBMITTED
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Re: [xml] Killer Decay Neutrals

Postby thenobodies80 on Tue Nov 26, 2013 10:20 am

koontz1973 wrote:Killer Decay Neutrals
Concise description:
  • Add the XML code to allow killer neutrals to decay by a set amount each turn. When taken or reach 0, they revert to original amount and start again



Personally I would left out the reach 0 option.
Imo it's easier to have the same KN behaviour we have now. What's the difference? You suggest a killer neutral decay, instead i suggest to apply the decay to neutrals, so the bonus tag, maybe adding a option, take effect also if the region is neutral. Then, when and if taken it act like a normal killer neutral.
So something like:

Code: Select all
<territory>
...
<bonus neutral="yes">-5</bonus>
<neutral killer="yes">15</neutral>
...
</territory>


Maybe not exactly the future code, but at least in that way you have just to add a option to the bonus tag into the territory to tell to the game it needs to apply the negative bonus anyway. Obviously in this way when the regions reach 1 it stays with that value untill you take it. if you take it, it reverts to 15 neutral like a normal KN.

What do you think?
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Re: [xml] Killer Decay Neutrals

Postby Metsfanmax on Tue Nov 26, 2013 10:47 am

koontz justifies that choice at the end:

These short windows of opportunity would force some changes in game play style as players would have to be careful not to miss out.


He specifically wanted this gameplay because it forces you to time your moves so that you get in while the KN's are low in strength. I think this is different enough from what we have now, and innovative enough, that we should leave it as is.
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Re: [xml] Killer Decay Neutrals

Postby thenobodies80 on Tue Nov 26, 2013 10:56 am

Metsfanmax wrote:koontz justifies that choice at the end:

These short windows of opportunity would force some changes in game play style as players would have to be careful not to miss out.


He specifically wanted this gameplay because it forces you to time your moves so that you get in while the KN's are low in strength. I think this is different enough from what we have now, and innovative enough, that we should leave it as is.


I saw that, just xml features must be thought not with a specific map in mind. What i'm suggesting can do what koontz wants anyway but it can be used for more situations. We can't have a feature for each map, we should have a feature that allow to make many different maps.
The point of what i'm saying is in not controlling killer neutral (being an option) but bonuses (being a tag), however....
koontz?

edit: this one joined with the tanarri one can do the trick koontz wants without make the code too tricky. ;)
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Re: [xml] Killer Decay Neutrals

Postby Metsfanmax on Thu Nov 28, 2013 1:09 am

Archived. We have reached the conclusion that this effect can be achieved by a clever combination of increasing/decreasing neutrals, and "decay to neutral."
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