Three Kingdoms of China - v10.0 [2013-12-31] p22 GFX & XML

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Re: Three Kingdoms of China - v7.0 [2013-04-07] p13

Postby Seamus76 on Wed Apr 17, 2013 9:24 pm

Seamus76 wrote:
iancanton wrote:
nolefan5311 wrote:Strictly speaking for the territorial bonuses, the only one I would recommend changing is increasing Central Wei to a +6, but this probably isn't going to matter.

nolefan did suggest that +6 for central wei was more appropriate, so we can try that. we need to ensure that the kingdom bonuses are worth having, therefore kingdom of wei has to be at least +10 or +11 if this happens. in light of both this and ur useful comments above, i'll take another look at the bonuses.

most names are in modern chinese pinyin, while some are in an older system of chinese romanisation (the obvious ones to me are chien an and yueh-sui). i'll try to find the pinyin names for those two regions.

it will add to the chinese flavour of the map, without compromising playability, for north to be replaced by bei, south by nan and west by xi where they appear in region names.

ian. :)

Thanks for the time Ian. Not to rush you or anything, but I know VJ has started on the xml, so once you can get me some concrete info to update I'd be happy to make the changes.
Also, regarding nolefan's comment on the Central Wei bonus, he did say that changing it to +6 might be a good idea, but that it really wouldn't matter. At that time we went ahead and kept it as it is, which is what I would like to do now, instead of change it. I think if it's a problem it could be worked out in beta, no?
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Re: Three Kingdoms of China - v7.0 [2013-04-07] p13

Postby iancanton on Fri Apr 19, 2013 5:23 pm

if possible, please increase kingdom of wei from +9 to +11 to balance wei against shu, which is an easier bonus. central wei can be fixed in beta if necessary, while i'm happy with nolefan's decision on the other zonal bonuses. southern yi can be less disadvantaged by letting nanman start with n2 instead of n3 neutrals.

change the n3 from bei ping west to an n2 on bei ping port to reduce the chance of starting with a cities bonus. in fact, now i look at it some more, what's to prevent player 1 from using his own cities bonus to knock out player 2's cities bonus, then continuing with 1 or 2 extra troops per turn to secure a decisive advantage? rather than +1 for every 2 cities, +4 for any 5 cities will eliminate this problem.

by the way, i'm away for the next week. however, koontz will be around if u need to ask any questions about gameplay.

ian. :)
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Re: Three Kingdoms of China - v7.0 [2013-04-07] p13

Postby Seamus76 on Fri Apr 19, 2013 6:00 pm

iancanton wrote:if possible, please increase kingdom of wei from +9 to +11 to balance wei against shu, which is an easier bonus. central wei can be fixed in beta if necessary, while i'm happy with nolefan's decision on the other zonal bonuses. southern yi can be less disadvantaged by letting nanman start with n2 instead of n3 neutrals.

change the n3 from bei ping west to an n2 on bei ping port to reduce the chance of starting with a cities bonus. in fact, now i look at it some more, what's to prevent player 1 from using his own cities bonus to knock out player 2's cities bonus, then continuing with 1 or 2 extra troops per turn to secure a decisive advantage? rather than +1 for every 2 cities, +4 for any 5 cities will eliminate this problem.

by the way, i'm away for the next week. however, koontz will be around if u need to ask any questions about gameplay.

ian. :)
the first part is easy, I'll update that.

With regard to the second, I want to make sure you're taking into consideration that no matter how many players per game, each player will only start with 1 city. So player 1 in your example won't have a city bonus to start. As neither will player 2, etc. The other non distributed cities start 2n. That is also why being ping west can stay as is.

Other than the above are the names fine as is?
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Re: Three Kingdoms of China - v7.0 [2013-04-07] p13

Postby iancanton on Fri Apr 19, 2013 6:12 pm

i thought i remembered reading something about a maximum of one city, but couldn't find it. does this mean each player starts with 12 regions in 2-player and 3-player games? u'll need to solve that one too, possibly by giving a starting maximum of 2 cities and changing the bonus to +2 for every 3 cities.

as for the names, chien an appears to be kuaiji, while yueh-sui is spelt yuesui these days and yueh-sui south corresponds most closely to jianning.

https://digitalcollections.anu.edu.au/h ... n_maps.pdf

ian. :)
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Re: Three Kingdoms of China - v7.0 [2013-04-07] p13

Postby Seamus76 on Fri Apr 19, 2013 6:32 pm

iancanton wrote:i thought i remembered reading something about a maximum of one city, but couldn't find it. does this mean each player starts with 12 regions in 2-player and 3-player games? u'll need to solve that one too, possibly by giving a starting maximum of 2 cities and changing the bonus to +2 for every 3 cities.

as for the names, chien an appears to be kuaiji, while yueh-sui is spelt yuesui these days and yueh-sui south corresponds most closely to jianning.

https://digitalcollections.anu.edu.au/h ... n_maps.pdf

ian. :)

Can you take a quick look at the OP and let me know if we have those set up correctly? Right now we have 2 player games starting 10 each, and 3 players 8 each.
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Re: Three Kingdoms of China - v7.0 [2013-04-07] p13

Postby iancanton on Fri Apr 19, 2013 6:39 pm

u have indeed! i must have ignored the neutrals on the capitals. nothing wrong at all with the numbers!

ian. :)
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Re: Three Kingdoms of China - v7.0 [2013-04-07] p13

Postby Seamus76 on Fri Apr 19, 2013 6:52 pm

iancanton wrote:u have indeed! i must have ignored the neutrals on the capitals. nothing wrong at all with the numbers!

ian. :)

Wheew. :lol: you're already on vacation.

Ok, so just change wei from 9 to 11. Change the names. And what about nanman, do I need to make that 2n? Anything else?
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Re: Three Kingdoms of China - v7.0 [2013-04-07] p13

Postby iancanton on Fri Apr 19, 2013 7:00 pm

definitely in holiday mode! just 2 neutrals for nanman preferred. i can think of nothing else that hasn't already been said.

ian. :)
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Re: Three Kingdoms of China - v7.0 [2013-04-07] p13

Postby Seamus76 on Fri Apr 19, 2013 7:04 pm

iancanton wrote:definitely in holiday mode! just 2 neutrals for nanman preferred. i can think of nothing else that hasn't already been said.

ian. :)
awesome. We'll get working on finalizing the xml with the changes. Enjoy the vaca.
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Re: Three Kingdoms of China - v7.0 [2013-04-07] p13

Postby Seamus76 on Sat Apr 20, 2013 11:22 pm

CURRENT UPDATE INFO - 2013-04-21:
Updated both versions with the below:
- Increased the Kingdom of Wei bonus from +9 to +11
- Decreased the coded neutral on Nanman from 3n to 2n (updated in the 888 and Starting Position version below)
- Changed Chien-An to Kuaiji,
- Changed Yueh-Sui to Yuesui
- Changed Yueh-Sui South to Jianning

CURRENT MAP VERSION

v8.0 - Large (840x800)
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v8.0 - Small (630x600)
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Re: Three Kingdoms of China - v7.0 [2013-04-07] p13

Postby iancanton on Sun May 05, 2013 3:45 pm

those changes look as if they've been translated correctly to the maps!

ian. :)
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Re: Three Kingdoms of China - v7.0 [2013-04-07] p13

Postby Seamus76 on Sun May 05, 2013 3:52 pm

iancanton wrote:those changes look as if they've been translated correctly to the maps!

ian. :)
Thanks for the help.

I meant to post earlier, but we'll have the xml this week.
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Re: Three Kingdoms of China - v8.0 [2013-04-21] p14

Postby V.J. on Thu May 16, 2013 10:46 am

XML posted in the "[Official] Map XML Checks". I'm not sure if I got starting positions right, but lets see :lol:
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Re: Three Kingdoms of China - v8.0 [2013-04-21] p14

Postby Gilligan on Sun May 19, 2013 5:42 pm

VJ,

The city bonus needs to be reworked using collections tags. If you need assistance let me know.

Borders/bonuses look okay.

Positions also need to be reworked. Can you give me a little bit more info on how it's supposed to work? The "start=1", what is the max positions on that? And the other territories?
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Re: Three Kingdoms of China - v3.0 [2013-01-11] p4

Postby iancanton on Sun May 26, 2013 2:40 am

nolefan5311 wrote:
Seamus76 wrote:Currently I have the 8 Cities as starting positions with each player receiving one, and the others being neutral. So in 1v1 games players will start with 1 each, and the other 6 will be neutral, and in 8 player games each player will have 1. Koontz and I worked this out a while back, and I think it works really well for making the cities a playable option in all game types. Does that work for you?

Yeah, I really like this.

maximum of one position per player, with n2 underlying neutrals.

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

Postby Gilligan on Wed May 29, 2013 2:58 pm

Gilligan wrote:VJ,

The city bonus needs to be reworked using collections tags. If you need assistance let me know.

Borders/bonuses look okay.

Positions also need to be reworked. Can you give me a little bit more info on how it's supposed to work? The "start=1", what is the max positions on that? And the other territories?


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

Postby Seamus76 on Thu May 30, 2013 12:00 pm

Gilligan wrote:
Gilligan wrote:VJ,

The city bonus needs to be reworked using collections tags. If you need assistance let me know.

Borders/bonuses look okay.

Positions also need to be reworked. Can you give me a little bit more info on how it's supposed to work? The "start=1", what is the max positions on that? And the other territories?


Knock knock. :)
Sorry, V.J. should be reaching out ASAP if he hasn't already.
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Re: Three Kingdoms of China - v8.0 [2013-04-21] p14

Postby Gilligan on Thu May 30, 2013 10:16 pm

Seamus and VJ, I think this is the only one I downloaded, attached below.

For next time, use attachments here instead of fileden. :mrgreen: :geek:

Hope this helps.
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Re: Three Kingdoms of China - v3.0 [2013-01-11] p4

Postby Seamus76 on Thu May 30, 2013 10:45 pm

Seamus76 wrote:Currently I have the 8 Cities as starting positions with each player receiving one, and the others being neutral. So in 1v1 games players will start with 1 each, and the other 6 will be neutral, and in 8 player games each player will have 1. Koontz and I worked this out a while back, and I think it works really well for making the cities a playable option in all game types. Does that work for you?


Ian then said:
"maximum of one position per player, with n2 underlying neutrals."

Basically each player starts with 1 city, any that are neutral are 2n. So the max on cities is 1, and the rest of the starting numbers are based on the game size.
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Re: Three Kingdoms of China - v8.0 [2013-04-21] p14

Postby V.J. on Sun Jun 09, 2013 1:06 pm

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

Postby Seamus76 on Sun Jun 09, 2013 1:20 pm

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

Postby Gilligan on Sun Jun 09, 2013 8:09 pm

Was Kuaiji added as a starting neutral in this whole charade? It is in the XML but not in the first post map.
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Re: Three Kingdoms of China - v8.0 [2013-04-21] p14

Postby Seamus76 on Sun Jun 09, 2013 8:38 pm

Gilligan wrote:Was Kuaiji added as a starting neutral in this whole charade? It is in the XML but not in the first post map.
It was added earlier today to the xml and to the op.

From the OP, prob. just missed it.
STARTING POINTS

Currently 35 territories can be starting positions. This excludes 3 Capitals, Bei Ping West, Liang North, Kuaiji, and Nanman(2n) which will all be coded neutral (7 terts in total).

2p = 14 each = 28 total
3p = 10 each = 30 total
4p = 7 each = 28 total
5p = 6 each = 30 total
6p = 6 each = 32 total
7p = 4 each = 28 total
8p = 4 each = 32 total
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Re: Three Kingdoms of China - v8.0 [2013-04-21] p14

Postby Gilligan on Sun Jun 09, 2013 8:40 pm

I was looking at the map. :mrgreen:

Click image to enlarge.
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Aaaaaaaaaaaanywho, here we go:

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

Postby Seamus76 on Sun Jun 09, 2013 8:59 pm

\:D/ Thank you sir!! And you're right, the 888 & Starting Neutral version hasn't been updated yet, but I'll do that now.
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