Tribal War - Florida v14.2 [31 Jan 2012] pg27

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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby HighlanderAttack on Sun Nov 13, 2011 7:21 am

I have only played it a few times-but I really like it. Makes you think a lot and you have to pay attention. Good Job.
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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby thenobodies80 on Mon Nov 14, 2011 5:08 pm

The latest xml is NOT valid. Probably it's because you used UPPERCASE LETTERS instead of lowercase letters for territories.

:!: Be sure to validate the xml using the tool at the top of this page before submitting :!:

If something is wrong you'll see something like this:
Image
then just scroll the page and you'll see a list of things that need to be fixed.
Instead, when you see this image at the top of the page:
Image

it means you're ready to post your xml here again ;)

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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby Seamus76 on Mon Nov 14, 2011 9:00 pm

Sorry TNB80. Thought I had it all done correctly. VJ will fix it up and repost tomorrow. Sorry for the time you took sending that incorrect file.
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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby V.J. on Tue Nov 15, 2011 4:25 pm

Sorry about that.

Here is the valid XML that goes with those most recent graphics: http://www.fileden.com/files/2011/9/30/3202881//finalxml-v8.xml
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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby Seamus76 on Wed Nov 16, 2011 10:51 pm

Hopefully there were no issues with the last XML. Let us know when they have been uploaded so we can get some new games going. Thanks.
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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby thenobodies80 on Sun Nov 20, 2011 7:42 am

Seamus76 wrote:Sorry TNB80. Thought I had it all done correctly. VJ will fix it up and repost tomorrow. Sorry for the time you took sending that incorrect file.


np, sometimes it happens. :)

These files were sent to lackattack:



Now just we're here, I tested both the images with 888 and I would suggest some minor changes to the placement of coordinates:

Large map:
CA-3 could be moved a bit to left
AI-3 could be moved a bit to left and down
TM-2 could be moved a bit to left and down
JE-4 could be moved a bit to left
CH-C could be moved a bit up
TQ-4 could be moved a bit up
CR-3 could be moved a bit to left
AP-1 could be moved a bit to left
CR-2 could be moved a bit to left
MI-3 could be moved a bit to left

Small map:
CH-3 a bit to left
CA-3 moved a bit to left
AI-3 moved a bit to left
JE-4 a bit to left
AP-3 a bit to left, but probably it's better/easier to move also the symbol
CR-3 a bit to left
Sheld Mound ruins it's strange to see (confused)
Je-3 to left
AI-1 a bit to left


Maybe there're some others that can be adjusted but for now i noticed those. In general, after writing your coordinates, it's always a good thing to test them using 888 with this tool http://www.conquerclub.com/mapmaker/index.php
Copy paste your xml and images into the appropriate fields then click on the "Only test coordinates" button
When the image appears, be sure that all your coords with 3 digits don't overlap your symbols or borders. If you don't have space, just let me know and we will find an optimal solution for them. ;)

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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby Seamus76 on Wed Nov 23, 2011 9:50 pm

Thanks for taking the time to point all of those out. We're going to work on all of those.

Any word on the latest upload? :)
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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby thenobodies80 on Sun Nov 27, 2011 8:25 am

Seamus76 wrote:Any word on the latest upload? :)


It was uploaded 2 or 3 days ago, sorry I forgot to post here. :oops:

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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby Seamus76 on Mon Dec 12, 2011 10:08 pm

For some reason V.J. can't get the xml to support the below starting positions. Can anyone help him with this?

2 = 8 territories
3 = 8 territories
4 = 5 territories
5 = 5 territories
6 = 5 territories
7 = 5 territories
8 = 5 territories
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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby ender516 on Tue Dec 13, 2011 1:33 am

I think you are out of luck on that one. If you have 44 starting positions, each with one territory, then when the game engine divides them up, you get

2 players: = 22 territories
3 players: = 14 territories
4 players: = 11 territories
5 players: = 8 territories
6 players: = 7 territories
7 players: = 6 territories
8 players: = 5 territories

The only correction you can make to that currently is to put an upper limit on the number of starting positions given to any player. You could then set this to, say, 8 and get

2 players: = 8 territories
3 players: = 8 territories
4 players: = 8 territories
5 players: = 8 territories
6 players: = 7 territories
7 players: = 6 territories
8 players: = 5 territories

Another approach would be to group the starting territories into eleven starting position groups of four territories each. Then you could have

2 players: = 5 groups, 20 territories
3 players: = 3 groups, 12 territories
4 players: = 2 groups, 8 territories
5 players: = 2 groups, 8 territories
6 players: = 1 group, 4 territories
7 players: = 1 group, 4 territories
8 players: = 1 group, 4 territories

Then you could set the limit to two groups and get

2 players: = 2 groups, 8 territories
3 players: = 2 groups, 8 territories
4 players: = 2 groups, 8 territories
5 players: = 2 groups, 8 territories
6 players: = 1 group, 4 territories
7 players: = 1 group, 4 territories
8 players: = 1 group, 4 territories

If you can change that basic number, 44, to something else, like 42, then you could use fourteen groups of three and get

2 players: = 7 groups, 21 territories
3 players: = 4 groups, 12 territories
4 players: = 3 groups, 9 territories
5 players: = 2 groups, 6 territories
6 players: = 2 groups, 6 territories
7 players: = 2 groups, 6 territories
8 players: = 1 group, 3 territories

which perhaps could be limited to a maximum of 3 groups.

A base number of 40 territories could be divided into eight groups of five, giving

2 players: = 4 groups, 20 territories
3 players: = 2 groups, 10 territories
4 players: = 2 groups, 10 territories
5 players: = 1 group, 5 territories
6 players: = 1 group, 5 territories
7 players: = 1 group, 5 territories
8 players: = 1 group, 5 territories

which perhaps could be limited to a maximum of 2 groups.

You would have to arrange the groups with some care to keep them equally valuable on the drop.

I'm sorry I'm a little out of touch with the discussion here, so I don't know how critical your proposed numbers are to the desired gameplay. I hope my suggestions help.
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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby Seamus76 on Tue Dec 13, 2011 8:55 am

Thanks for taking the time to work that all out for us.

I really like your first suggestion, and I thought this was how he had it set up, but it doesn't seem to be limiting the number:
The only correction you can make to that currently is to put an upper limit on the number of starting positions given to any player. You could then set this to, say, 8 and get:
2 players: = 8 territories
3 players: = 8 territories
4 players: = 8 territories
5 players: = 8 territories
6 players: = 7 territories
7 players: = 6 territories
8 players: = 5 territories


This seams more simple, and accomplishes what we're going for, which is to keep the possible bonuses on the drop down when too many starting terits are given, and also by giving enough terits in 8 player games so that someone has a fighting chance to play a turn if they are going last or something.

Is it possible for you to take a look at the last posted XML to see where we went wrong? Also, am I under the correct impression that adding a dash to each terit name shouldn't effect the XML? I tried to do that early on to clean it up a bit and got an invalid file, so I must have messed something else up.

Thanks again.
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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby ender516 on Tue Dec 13, 2011 1:12 pm

My comments unfortunately did not take into account any other territories that you have on the map which are not starting positions and which may or may not start neutral. I realised this when I search for some running games and saw that players were starting with seventeen territories.

A quick answer to why that is so is that each player starts with a share of the starting positions, plus a share of those territories which are not marked as neutral and which were not distributed through the starting positions. So any non-neutral territory in a starting position that is not used, either because the number of starting positions does not divide evenly by the number of players or because of the limit on the number of starting positions per player, ends up in the pot of the other non-neutral territories to be divided among the players (with that extra "neutral player" getting a 1/3 share in 1v1 games).

I will try to take a close look at the whole thing some time this week.
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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby Seamus76 on Fri Dec 23, 2011 9:44 pm

So how do we make this happen? We really need to limit the 1v1 to 8 territories each. A bonus on the drop is happening way too much.
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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby thenobodies80 on Sat Dec 24, 2011 8:21 am

I will have some free time next week. I'll look at the numbers to see what we can do ;)

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Re: Tribal War - Florida v14.0 [11 Nov 2011] pg24

Postby lostatlimbo on Sun Jan 01, 2012 7:32 pm

I find it unclear that Canoe 2 is connected only via the Shell Mound Ruins.

It looks like it connects to the entire War Zone. Please consider making this clearer. The line should run directly to the territory it connects. Currently, the line ends at the blue War Zone, which is frustratingly confusing.
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