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

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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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china3.xml
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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:

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

Postby Seamus76 on Sun Jun 09, 2013 10:17 pm

CURRENT UPDATE INFO - 2013-06-09:
- Updated only the 888's & Starting Position versions for both maps.
- 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.

CURRENT MAP VERSION
v8.0 - Large (840x800)
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v8.0 - Small (630x600)
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Re: Three Kingdoms of China - v8.0 [2013-06-09] p15

Postby koontz1973 on Sun Jun 09, 2013 11:48 pm

Seamus, the xml is wrong. I will let gilligan know as well but here are the two big problems for you to fix.

The positions are all wrong. The xml should not be put into play. :?

You only have one position, not eight. Each of the following need to go into position tags like this.
- <position>
<territory>Han Zhong</territory>
- </position>
Yuesui, Hepu, Guiyang, Lin Hai, He Fei, Bei Ping Port, Liang.

The way you have it now, one layer will start with all cities and grab a nice starting bonus.

Second problem I see is the city bonus. You only have it for having 2 cities. What if I have 4 or 6 cities? Should my bonus go up or will it always be set at 2? This is an easy fix. Copy the continent as it is. Change the name to 3 city bonus. Change the bonus to 2 and the requirement to 3. You need to add an override into this new continent to override the previous continent. Carry on doing this till you have all 8 cities in the requirements.

Above needs to be sorted guys ASAP.
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Re: Three Kingdoms of China - v8.0 [2013-06-09] p15

Postby Gilligan on Mon Jun 10, 2013 7:24 am

koontz1973 wrote:Seamus, the xml is wrong. I will let gilligan know as well but here are the two big problems for you to fix.

The positions are all wrong. The xml should not be put into play. :?

You only have one position, not eight. Each of the following need to go into position tags like this.
- <position>
<territory>Han Zhong</territory>
- </position>
Yuesui, Hepu, Guiyang, Lin Hai, He Fei, Bei Ping Port, Liang.

The way you have it now, one layer will start with all cities and grab a nice starting bonus.

Second problem I see is the city bonus. You only have it for having 2 cities. What if I have 4 or 6 cities? Should my bonus go up or will it always be set at 2? This is an easy fix. Copy the continent as it is. Change the name to 3 city bonus. Change the bonus to 2 and the requirement to 3. You need to add an override into this new continent to override the previous continent. Carry on doing this till you have all 8 cities in the requirements.

Above needs to be sorted guys ASAP.


#-o I forgot to re-check the city bonus.

As far as the position bonus...oops. That's what I get for checking an XML the day I get back from vacation. ](*,)

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

Postby V.J. on Mon Jun 10, 2013 7:51 am

Here you go Koontz, I hope you will sleep better now :lol:
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Re: Three Kingdoms of China - v8.0 [2013-06-09] p15

Postby Gilligan on Mon Jun 10, 2013 7:54 am

That way works for city bonuses, but this way is easier that I pointed out last page:

Code: Select all
<continent>
<name>ConName</name>
<bonuses>
<bonus required="2">1</bonus>
<bonus required="3">2</bonus>
<bonus required="4">3</bonus>
</bonuses>
<components>
<territory>TerrName1</territory>
<territory>TerrName2</territory>
<territory>TerrName3</territory>
<territory>TerrName4</territory>
</components>
<required>2</required>
</continent>


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)
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