Evil DIMwit wrote:Nooo... My immaculate perl skills are useless now
Well as cool as this tool is (very cool) , I would never want to do the XML for the Hive that way. Some maps (i.e. poker club, Hive) could be easier another way
Moderator: Cartographers
Evil DIMwit wrote:Nooo... My immaculate perl skills are useless now
ender516 wrote:Getting back to the tool itself, I am pleased to see that chipv has attempted to auto-scale coordinates between map sizes. Am I correct that this happens only when the territory is initially created, and adjustments to each are made separately?
WidowMakers wrote:Evil DIMwit wrote:Nooo... My immaculate perl skills are useless now
Well as cool as this tool is (very cool) , I would never want to do the XML for the Hive that way. Some maps (i.e. poker club, Hive) could be easier another way
natty_dread wrote:It would be very helpful if you could also scroll the map image sideways. Currently when you work on the large image, you can only scroll up and down, and so the editing window covers part of the image... so you'll have to zoom out which makes the positioning of coordinates hard.
chipv wrote:Error: Continents X overrides continent Y which it does not have as a component. (Not the same as that continent not existsing)
yeti_c wrote:chipv wrote:Error: Continents X overrides continent Y which it does not have as a component. (Not the same as that continent not existsing)
Shouldn't be an error (Warning is fine)... can be desired. (Pretty sure I use that in Poker Club for instance)
Others...
Error : Territory X has the same co-ordinates as Territory Y.
Warning : Territory X is too close to territory Y
(might need to work out what "too close" is)
Error : Territory X has Killer Neutral and Territory Bonus
Error : Territoy X borders & bombards territory Y
(does this one already get checked for?)
C.
chipv wrote:Dunno about territories too close to each other - do we have a specification on this?
Evil DIMwit wrote:chipv wrote:Dunno about territories too close to each other - do we have a specification on this?
Presumably, if one territory's army count coincides with another territory's army count. That would be if they're within 12 pixels vertically or -- using four digits as the maximum length (which it will be for the vast, vast majority of cases) -- 33 horizontally. That would be the strictest specification.
chipv wrote:Error:Territory X has same co-ordinates as Territory Y (does this happen that often?)
yeti_c wrote:Something like that - although I think we force to 3 digits rather than 4 (except for CC City Mogul (where we forced to 4 because of the numbers involved))
Evil DIMwit wrote:yeti_c wrote:Something like that - although I think we force to 3 digits rather than 4 (except for CC City Mogul (where we forced to 4 because of the numbers involved))
In a build-up game it's not hard to get over 100 on any map. Combine that with the color code and you get an easy 4 (admittedly, once you're in 3-digit territory, the last digit isn't very significant but it's important to know that the last digit is there).
natty_dread wrote:Here's a suggestion: implement an automatic bonus calculator, that uses the formula in one of the spreadsheet ones to calculate bonuses for the continents...
Not something that needs to be done ASAP, but it would be a nice detail...
Evil DIMwit wrote:natty_dread wrote:Here's a suggestion: implement an automatic bonus calculator, that uses the formula in one of the spreadsheet ones to calculate bonuses for the continents...
Not something that needs to be done ASAP, but it would be a nice detail...
On the other hand, bonus assignment is fairly context-sensitive and the spreadsheets are always more like recommendations. Ideally this tool would get used after all the squabbling over gameplay specifics is done with.
chipv wrote:
- Error: Territory X has mutiple entries
Action: Duplicate instances of Territory X are removed.
Suggested action: Duplicates are renamed X(x++) (i.e. "X(1)", "X(2)")- Error: Position X has component Y which does not exist as a territory
Action: Position X is removed from positions list.
Suggested action: Component Y is removed from position X.- Error: Mutiple positions contain component X
Action: Duplicate instances of positions with Component X are removed from positions list.
Suggested action: None
yeti_c wrote:Here's what I think...chipv wrote:
- Error: Territory X has mutiple entries
Action: Duplicate instances of Territory X are removed.
Suggested action: Duplicates are renamed X(x++) (i.e. "X(1)", "X(2)")- Error: Position X has component Y which does not exist as a territory
Action: Position X is removed from positions list.
Suggested action: Component Y is removed from position X.- Error: Mutiple positions contain component X
Action: Duplicate instances of positions with Component X are removed from positions list.
Suggested action: None
C.
chipv wrote:yeti_c wrote:Here's what I think...chipv wrote:
- Error: Territory X has mutiple entries
Action: Duplicate instances of Territory X are removed.
Suggested action: Duplicates are renamed X(x++) (i.e. "X(1)", "X(2)")- Error: Position X has component Y which does not exist as a territory
Action: Position X is removed from positions list.
Suggested action: Component Y is removed from position X.- Error: Mutiple positions contain component X
Action: Duplicate instances of positions with Component X are removed from positions list.
Suggested action: None
C.
I'm not sure about the suggested action for 'Territory X has multiple entries' because that would then create territories that
are not contained within the same continent , for which there are no warnings or errors. If X is contained within a objective
or any territory list containing X then you would have a similar dilemma because X(x) won't be.
Something like this could be a genuine mistake or maybe a result of the XML being generated.
That XML would now subsequently be valid (probably with one-way warnings for new territories X(x)) whereas perhaps it should flag some warning.
A corrected XML shouldn't produce any additional warnings.
Agreed with suggested actions on positions. (Can positions contain continents btw - the tutorial implies territories?)
yeti_c wrote:Pretty sure positions are territories only.
C.
natty_dread wrote:Evil DIMwit wrote:natty_dread wrote:Here's a suggestion: implement an automatic bonus calculator, that uses the formula in one of the spreadsheet ones to calculate bonuses for the continents...
Not something that needs to be done ASAP, but it would be a nice detail...
On the other hand, bonus assignment is fairly context-sensitive and the spreadsheets are always more like recommendations. Ideally this tool would get used after all the squabbling over gameplay specifics is done with.
Yeah, but it would be a nice addition to the tool. They can always be adjusted by hand later on. And it would make deciding bonuses easier, as you wouldn't have to count territories and borders and whatnot for the spreadsheets, but the program would do it for you.
yeti_c wrote:Hang on - what does the multiple entries error mean?
Your comment seems to imply that it is inside of continents?
I am assuming that it is just in the territory list...
The problem with removing multiples here - is that the multiples could be correct with other work having gone into them - but badly named (copied?) - and you lose data...
Perhaps doing nothing would be better?
Pretty sure positions are territories only.
C.
<continent>
<name>Solar System</name>
<bonus>5</bonus>
<components>
<territory>Earth</territory>
<territory>Mars</territory>
</components>
</continent>
<territory>
<name>Earth</name>
...
</territory>
<territory>
<name>Earth</name>
...
</territory>
chipv wrote:yeti_c wrote:Hang on - what does the multiple entries error mean?
Your comment seems to imply that it is inside of continents?
I am assuming that it is just in the territory list...
The problem with removing multiples here - is that the multiples could be correct with other work having gone into them - but badly named (copied?) - and you lose data...
Perhaps doing nothing would be better?
Pretty sure positions are territories only.
C.
Yes your assumption same as mine, in the territory list.
To exemplify what I was saying:
- Code: Select all
<continent>
<name>Solar System</name>
<bonus>5</bonus>
<components>
<territory>Earth</territory>
<territory>Mars</territory>
</components>
</continent>
<territory>
<name>Earth</name>
...
</territory>
<territory>
<name>Earth</name>
...
</territory>
If I rename the duplicate territory, then the duplicate won't be automatically included in territory lists containing the original.
So here if I rename the multiple to Earth2 then Solar system will only include Earth. This could easily be missed by the user
as there won't be a validation problem if the multiple is renamed.
I think maybe do nothing on this one, but still flag.
ender516 wrote:Is there some way to catch and prevent the creation of a duplicate territory? This wouldn't help with the problem of duplicates in XML that the user loads in, but it gets us part way home.
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