[Beta] The Conquer 500

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Re: The Conquer 500 [D GR GP XML Beta]

Postby thehippo8 on Mon Apr 01, 2013 7:29 pm

Swifte wrote:had a similiar thought to gormbroc.... particuarlly around the white area in each box for the cars. impossible to see the bob highlighting.

This is great to know ... I was thinking it was about time someone introduced anti-bob characteristics to maps!
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Re: The Conquer 500 [D GR GP XML Beta]

Postby Gilligan on Tue Apr 02, 2013 9:21 pm

What about making the crew a requirement?

I mean

If you have no crew, you're out of the race.
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Re: The Conquer 500 [D GR GP XML Beta]

Postby dolomite13 on Tue Apr 02, 2013 10:01 pm

Gilligan wrote:What about making the crew a requirement?

I mean

If you have no crew, you're out of the race.


Nuclear games you could end up wining without really doing much. I am playing one now where noone has any pit crew left.

=D=
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Re: The Conquer 500 [D GR GP XML Beta]

Postby dolomite13 on Tue Apr 02, 2013 10:03 pm

I didn't see any complaints to

So lets try neutral 2s on the cars, autodeploy 2 on the crews, and max position of 2 on the crews?

I will need to update the map for that ... i also think I should make a new graphic for the cars that seperates the numbers a bit

Thoughts?

=D=
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Re: The Conquer 500 [D GR GP XML Beta]

Postby Gilligan on Tue Apr 02, 2013 10:07 pm

I'll do that XML up.

About nukes, it's only a 1.35% chance that you'll actually get a card for a crew. Remember that other maps have losing conditions too, and could happen there too (IE labyrinth, in which case the outcome would be even more drastic)

But it's entirely up to you. :mrgreen:
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Re: The Conquer 500 [D GR GP XML Beta]

Postby dolomite13 on Wed Apr 03, 2013 1:21 am

Only way to lose your crew is by nuke or by someone getting the winners circle ... it happens so late in a game it doesnt matter much ... would be more important to have no track = elimination
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Re: The Conquer 500 [D GR GP XML Beta]

Postby dolomite13 on Wed Apr 03, 2013 6:01 pm

OK here is an image with Autodeploy 2 for the crews.

I also changed the car backgrounds to be a little more translucent and the display for the fuel, tires, and engine for each car by making them little gauges. This will require that the numbers for the cars be rearranged a bit.

Thoughts?

Large

Click image to enlarge.
image


Small

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Large with Numbers (88's)

http://imageshack.us/a/img195/8475/c500 ... 078288.png
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Re: The Conquer 500 [D GR GP XML Beta]

Postby isaiah40 on Wed Apr 03, 2013 10:12 pm

Can we see them with the 888's on it please? The image does look better, I believe you touched up the engine and such too right?
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Re: The Conquer 500 [D GR GP XML Beta]

Postby Gilligan on Wed Apr 03, 2013 10:19 pm

isaiah40 wrote:Can we see them with the 888's on it please? The image does look better, I believe you touched up the engine and such too right?


Stop rushing I'm workin on it!!
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Re: The Conquer 500 [D GR GP XML Beta]

Postby Gilligan on Wed Apr 03, 2013 10:24 pm

Adjustments to XML http://www.fileden.com/files/2008/11/14 ... uer500.xml
--Changed autodeploys to 2
--Changed car gauges to neutral 2
--Max position of 2

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Re: The Conquer 500 [D GR GP XML Beta]

Postby isaiah40 on Wed Apr 03, 2013 10:31 pm

Cars 2-4, 6-8 the 888's need to be moved down a few pixels, 4 and 8 need a few more than a few pixels ;)

On the small I suggest using ovals for the 888's, as the blue numbers are very hard to see when they are on to of the black track. Something like I did on USA 2.1.
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Re: The Conquer 500 [D GR GP XML Beta]

Postby Gilligan on Wed Apr 03, 2013 10:33 pm

isaiah40 wrote:Cars 2-4, 6-8 the 888's need to be moved down a few pixels, 4 and 8 need a few more than a few pixels ;)

On the small I suggest using ovals for the 888's, as the blue numbers are very hard to see when they are on to of the black track. Something like I did on USA 2.1.


Oops I must have done math wrong. Once dolomite posts about ovals or something I'll get a fix.
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Re: The Conquer 500 [D GR GP XML Beta]

Postby dolomite13 on Wed Apr 03, 2013 11:59 pm

isaiah40 wrote:Can we see them with the 888's on it please? The image does look better, I believe you touched up the engine and such too right?


I touched up the cars a bit and added the gauges.
I played with spacing in the key a bit and changed the pit crew to autodeploy 2
I made the pit row and winner circle a bit less white and a bit more see through.

isaiah40 wrote:On the small I suggest using ovals for the 888's, as the blue numbers are very hard to see when they are on to of the black track. Something like I did on USA 2.1.


The track circles are difficult at best to modify especially because the small track is just a re-sized version of the big map. Is this even a problem? Are we seeing games with numbers over 99? I can investigate it if people think it's an issue or if we think its an issue if someone mistakes 402 troops from 404 troops because they cant read the map number that well.

=D=
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Re: The Conquer 500 [D GR GP XML Beta]

Postby Gilligan on Thu Apr 04, 2013 7:04 am

The 888 is more for the colorblind (r88) and stuff.
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Re: The Conquer 500 [D GR GP XML Beta]

Postby nolefan5311 on Thu Apr 04, 2013 7:48 am

The required tags still need to be removed from these bits of code:

Code: Select all
<continent>
<name>A Pit Tools and A Pit Jack</name>
<bonus>2</bonus>
<components>
<continent>A Pit Tools</continent>
<continent>A Pit Jack</continent>
</components>
<required>1</required>
<overrides>
<override>A Pit Tools</override>
<override>A Pit Jack</override>
</overrides>
</continent>
<continent>
<name>2 Pit Tools and 2 Pit Jacks</name>
<bonus>4</bonus>
<components>
<continent>2 Pit Tools</continent>
<continent>2 Pit Jacks</continent>
</components>
<required>1</required>
<overrides>
<override>2 Pit Tools</override>
<override>2 Pit Jacks</override>
<override>A Pit Tools and A Pit Jack</override>
</overrides>
</continent>
<continent>
<name>3 Pit Tools and 3 Pit Jacks</name>
<bonus>6</bonus>
<components>
<continent>3 Pit Tools</continent>
<continent>3 Pit Jacks</continent>
</components>
<required>1</required>
<overrides>
<override>3 Pit Tools</override>
<override>3 Pit Jacks</override>
<override>2 Pit Tools and 2 Pit Jacks</override>
</overrides>
</continent>
<continent>


Code: Select all
<continent>
<name>A Pit Tool and A Pit Jack and A Pit Engine</name>
<bonus>3</bonus>
<components>
<continent>A Pit Fuel</continent>
<continent>A Pit Tires</continent>
<continent>A Pit Engine</continent>
</components>
<required>1</required>
<overrides>
<override>A Pit Fuel</override>
<override>A Pit Tires</override>
<override>A Pit Engine</override>
</overrides>
</continent>
<continent>
<name>2 Pit Tools and 2 Pit Jacks and 2 Pit Engines</name>
<bonus>6</bonus>
<components>
<continent>2 Pit Fuels</continent>
<continent>2 Pit Tires</continent>
<continent>2 Pit Engines</continent>
</components>
<required>1</required>
<overrides>
<override>2 Pit Fuels</override>
<override>2 Pit Tires</override>
<override>2 Pit Engines</override>
<override>A Pit Tool and A Pit Jack and A Pit Engine</override>
</overrides>
</continent>
<continent>
<name>3 Pit Tools and 3 Pit Jacks and 3 Pit Engines</name>
<bonus>9</bonus>
<components>
<continent>3 Pit Fuels</continent>
<continent>3 Pit Tires</continent>
<continent>3 Pit Engines</continent>
</components>
<required>1</required>
<overrides>
<override>3 Pit Fuels</override>
<override>3 Pit Tires</override>
<override>3 Pit Engines</override>
<override>2 Pit Tools and 2 Pit Jacks and 2 Pit Engines</override>
</overrides>
</continent>
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