I think it should be a single neutral army. It allows an attacker to cripple a defender by taking away his bonus. A bombardment should leave 1 neutral army!Guiscard wrote:I'm not much of a code-head, so I really can't be debating collection/override/required stuff (it's all greek to me!) but I thought I'd give a little input on what I like and don't like:
Ranged Attacks: I like the idea in general, and it will be great to use as catapult type stuff (would have been good in Siege)... I'm assuming it can only be used from and to certain territories, which is good, but I have a question - Will it allow you to conquer the territory (either with your own troops or as a neutral) or just wear them down to a single soldier (which is sort of how I imagine bombardments to work, as they do in games like Civ and stuff...) I think I would prefer it if you did not conquer the territory, because then there is the chance of being able to deploy there next turn if your opponent doesn't deal with it or has horrid dice. Imagine a bomb being dropped, great, but then 6 soldiers jump out of it a day later... Not too fun really... Conquering the territory also takes away the strategic value of being able to protect another player's last territory in Terminator games to an extent if we go with the 0 neutral thing.
I agree. For assassin the objective is to kill a specific person. I think that all other XML objective should be overridden for all assassin games. No other objectives for assassin except kill your assigned player!Guiscard wrote:Final Objectives: Great, and I'd go with the remaining points in Terminator games. As for Assassin games, do you not think it makes the game a little pointless? Killing a certain player IS the objective, is it not?
WidowMakers wrote:Ranged Attacks:
A bombardment should leave 1 neutral army!
WidowMakers wrote:FINAL OBJECTIVES
No other objectives for assassin except kill your assigned player!
As for the requires/overrules XML. It is going to be much easier that trying to figure out all of the combinations of the territories. For King of the Mountains. I has 26 different "continent" bonuses. 10 for every pair. 10 for every group of 3. 5 for every group of 4. And 1 for all of them.
With this system I would have had 4 requires sections. The XML for the 3-5 grouping would contain the overrule portion.
I love this addition and I know other cartographers will like it even more.
WidowMakers wrote:I might even start doing mu own XML again.
lackattack wrote:Hold on - I programmed bombardments to kill everyting and leave 1 neutral. Are you saying it should kill everything except for the last soldier?
In other words, should you be able to bust a continent with bombardments?
qwert wrote:Can i ask you something?What is porpose for you to open these Political topic in ConquerClub? Why you mix politic with Risk? Why you not open topic like HOT AND SEXY,or something like that.
yeti_c wrote:Yeah I like it like this - it's much more flexible than having one lot, as in previous examples, and it fits the existing Schema...
Evil DIMwit wrote:yeti_c wrote:Yeah I like it like this - it's much more flexible than having one lot, as in previous examples, and it fits the existing Schema...
I hate to seem like a pain, but it still escapes me what this scheme can do that collections can't. Can you give an example?
lackattack wrote:Oh, and yeti_c - please do send me that schema .xsd file when you have time. It's a shame the file you already sent me is just sitting there collecting dust but now I can schedule it's inclusion into the mapmaker page for the week on June 10.
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