As you certainly know, a couple of days ago I've confirmed that Admins were actively working on some elements for the Map Foundry.
Today I'm happy and honoured to be able to give you more details of their work and finally announce this, let me say, huge and important Update.
So, without any further ado, let me introduce:
The bonus collections is an update that give to us more flexibility with bonuses. It doesn't allow many new gameplay elements but it makes possible to shorten the code, and those of you who are more experienced with the developement of big maps know well how much can be a pain to code everything without having a long and big file. In addition, this update will solve an issue we had to face twice in past (Research&Conquer and War of Wizards), infact the game engine can't handle too big xml files.
But let me show you the update more in detail.
The first thing that we can do now is to write a single list for a bonus in which the bonus value changes with the number of regions of that bonus (or continent) that we hold.
Till today, we had to use overrides, in that way we were able to cancel a bonus in favour of another, but now we can use this system:
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<component type="mandatory">essential country 1</component>
<component type="mandatory">essential country 2</component>
<component type="blocker">bad country!</component>
<component>variable country 1</component>
<component>variable country 2</component>
<component>variable country 3</component>
As you can see, now all partial bonuses can be listed at once, you need just to use the <bonus> tag and write the number of required regions within the tag.
Mandatory components are self explanatory, you need to hold that region (or regions) in order to receive the bonus, instead, the blocker component works the opposite, if you hold it, you don't receive the bonus. It's important to know that the mandatory and the blocker components are always valid and applies on all bonuses listed into the continent.
But there's more! Look at this code:
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<component type="multiplier" factor="1.5">multiplier country</component>
You can see the "Multiplier" and "factor" options within the component tag.
If you use this tag, when a player hold that country, the bonus is multiplied for the factor number. If the number is not a perfect one, it is rounded to the nearest. So, for example a bonus of 7 with a multiplier of 1.5 will give you 11 troops.
The above codes are just examples, but I'm sure you are able to use them in more constructive ways.
There are some details to explain but we're working on a guide in which you'll find all the info you need to know, but in the meanwhile if you have question feel free to ask!
The end? That's all?
No, there's something else for us!
So, with tears of joy.....I'm really happy to announce that now we have:
This update allows more dynamic control of borders and it opens up Conquer Club to a whole new level of strategy!
Now you are able to use dynamic boders on your map, so a region A borders with a Region B only if the player holds "something"
But how looks the code?
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<border condition="New York">Buenos Aires</border>
As you can see in the example Sao Paulo borders with Buenos Aires only if you hold New York. Or it can border with Dakar if you hold the whole Oceania.
Yeah, you got it right! Also continents can be used as conditions.
Again the above is just an example and there're plenty ways to use them. This update is certainly one of those who will give us many and many new type of maps to draw.
For example it can used on a map in a way you can unlock a door only if you have a key, or you can "pass a bridge" only if you hold a specific region.
The only limit is the sky!
I really hope you are happy for these updates, enjoy them and now start to draw!
But, before to leave, let me say that lackattack is working on something else, something that will be useful for the foundry but that will have also a larger impact on the whole CC Community. He is working on a Map Database, right now he has finished the Phase 1, which is the back end. Currently we're all working on it to populate the non-automatic data and soon Lack will start to work on the Phase 2, that is a public Map Gallery.
Right now we're not able to set a precise deadline since there's some stuff to do, but for now don't think about it since you can spend your time playing with the new toys.