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
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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.

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