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XML/Gameplay updates

PostPosted: Fri Jun 17, 2011 8:54 pm
by DiM
hi, i've been gone for a long time and i've got no idea what updates (if any) have been done to the xml.
last time i was here great things were in discussion and from what i remember lack even promised to add some of the features requested by mapmakers.
where could i see a list of such xml features?
from what i remember bombardments and decay where the last things added.

Re: XML/Gameplay updates

PostPosted: Fri Jun 17, 2011 9:04 pm
by natty dread
I guess you could take a look at the XML guides, all the XML features should be listed there...

viewtopic.php?f=466&t=23382&start=0

Off the top of my head, the most notable things we have now are:

- Killer neutrals (territories that reset to neutral when held for 1 round)
- Losing conditions (territories you need to hold to stay in the game)
- Starting positions (you can set territories as starting positions)
- Reinforcement adjustments (adjust the usual 1 for 3 territories bonus)

Re: XML/Gameplay updates

PostPosted: Fri Jun 17, 2011 9:13 pm
by DiM
natty_dread wrote:I guess you could take a look at the XML guides, all the XML features should be listed there...

viewtopic.php?f=466&t=23382&start=0

Off the top of my head, the most notable things we have now are:

- Killer neutrals (territories that reset to neutral when held for 1 round)
- Losing conditions (territories you need to hold to stay in the game)
- Starting positions (you can set territories as starting positions)
- Reinforcement adjustments (adjust the usual 1 for 3 territories bonus)



damn. that's all?
i already read that thread and i thought/hoped it was incomplete.

except for losing conditions there's nothing new.... wow
killer neutrals - used them on AoR3
starting positions - used them on AoR series and CC Mogul
reinforcement adjustment - used this on CC Mogul and AoR 3 (i think)

i can't believe it's been 2 and a half years since i left this place and only losing conditions have been added :(

that means i still have lots of maps i can;t make because i'm lacking the necessary xml features :(

Re: XML/Gameplay updates

PostPosted: Fri Jun 17, 2011 9:17 pm
by natty dread
Oh, not exactly an XML update, but we can make supersize maps now, the old size limits don't entirely apply anymore...

viewtopic.php?f=127&t=136363&start=0

edit - we can use continent tags in objectives now.

Re: XML/Gameplay updates

PostPosted: Fri Jun 17, 2011 9:29 pm
by DiM
the bigger map size is truly a great thing to hear.
i always had a problem with the size restrictions. :mrgreen:

Re: XML/Gameplay updates

PostPosted: Sat Jun 18, 2011 12:39 am
by natty dread
Yeah, restrictions suck :D

There's currently only one supersize map in play:

http://maps.conquerclub.com/First_Natio ... cas2.L.jpg

Re: XML/Gameplay updates

PostPosted: Sat Jun 18, 2011 1:01 am
by Victor Sullivan
Plus, Christmas and Easter were Supersize. Also, with regards to starting positions, one may now control the maximum number of starting positions one can get (i.e. you could make it so that each player only starts out with 1 castle on Feudal Epic, no matter how many players there are).

-Sully

Re: XML/Gameplay updates

PostPosted: Sun Jun 19, 2011 9:18 am
by DiM
are triggers possible in the xml?

for example terit A can attack terit B but only if you also hold terit C.

if it's not possible now is there a chance it might be in the future? or are the xml updates dead in the gutter?
i mean there's only been a single update in 2.5 years so things don't look that good...

edit// one quick question about the supersize maps. what conditions does a map have to meet in order to qualify for a supersize exception?
does it need lots and lots of terits or can it have few terits but lots of beautiful artwork on the side?

edit2// back to xml. random xml selection and random rules are possible?
for example a map might have several xml files and each time a game is initiated a random xml is chosen.
and the random rules mean that inside the xml a terit might have several rules attached to it (decay/deploy/bonus/connections) and after each turn a different set of rules applies to that terit.

edit3// i keep remembering things. :)
12-16 player games. still a dream or it might actually come true at some point in the future?

Re: XML/Gameplay updates

PostPosted: Sun Jun 19, 2011 12:28 pm
by natty dread
DiM wrote:are triggers possible in the xml?


No.

DiM wrote:if it's not possible now is there a chance it might be in the future? or are the xml updates dead in the gutter?


Updates are slow in general, but XML updates have been promised, and lately we have been getting more of them than before. The next XML update should be one that allows collection bonuses to be coded in the XML, reducing the size of XML and allowing more complex bonus schemes for maps.

Also, lackattack is looking for a web developer for the site, which should allow for faster updates when he does.

DiM wrote:i mean there's only been a single update in 2.5 years so things don't look that good...


We've had more than a single update, but the other XML updates haven't been new features, rather they've been improvements in earlier features (such as allowing continent tags in objectives or allowing setting a maximum amount in the starting positions).

DiM wrote:edit// one quick question about the supersize maps. what conditions does a map have to meet in order to qualify for a supersize exception?
does it need lots and lots of terits or can it have few terits but lots of beautiful artwork on the side?


Generally, the gameplay of the map must require the supersize. I don't think they allow it on artwork alone.

DiM wrote:edit2// back to xml. random xml selection and random rules are possible?
for example a map might have several xml files and each time a game is initiated a random xml is chosen.


Nope, not possible.

DiM wrote:edit3// i keep remembering things. :)
12-16 player games. still a dream or it might actually come true at some point in the future?


Nothing official has been announced yet... they might be implemented in the future, but at what time, no one knows.

Re: XML/Gameplay updates

PostPosted: Mon Jun 20, 2011 9:36 am
by zimmah
DiM wrote:hi, i've been gone for a long time and i've got no idea what updates (if any) have been done to the xml.
last time i was here great things were in discussion and from what i remember lack even promised to add some of the features requested by mapmakers.
where could i see a list of such xml features?
from what i remember bombardments and decay where the last things added.


cool i recently rejoined the club as well :)

Re: XML/Gameplay updates

PostPosted: Mon Jun 20, 2011 10:46 am
by DiM
@natty. thanks for the answers. to be honest i'm rather disappointed as i'm unable to finish any of my old projects because of missing xml features :(

@zimmah. hi. i noticed some of the old people had periods of absence as well but they eventually returned. it seems CC nobody can stay away from CC forever :P

Re: XML/Gameplay updates

PostPosted: Mon Jun 20, 2011 2:55 pm
by MrBenn
DiM wrote:@natty. thanks for the answers. to be honest i'm rather disappointed as i'm unable to finish any of my old projects because of missing xml features :(

Which specific features were you hoping for? Hopefully lack will show the foundry some more XML-love in the coming months...

Re: XML/Gameplay updates

PostPosted: Mon Jun 20, 2011 3:02 pm
by DiM
MrBenn wrote:
DiM wrote:@natty. thanks for the answers. to be honest i'm rather disappointed as i'm unable to finish any of my old projects because of missing xml features :(

Which specific features were you hoping for? Hopefully lack will show the foundry some more XML-love in the coming months...


a long long time ago there was a thread with xml suggestions. i posted there pretty much everything i wanted. i don't know if it still exists.

Re: XML/Gameplay updates

PostPosted: Mon Jun 20, 2011 5:56 pm
by natty dread
Conditional autodeploys, please!

Re: XML/Gameplay updates

PostPosted: Wed Jun 22, 2011 12:20 pm
by cairnswk
DiM wrote:
MrBenn wrote:
DiM wrote:@natty. thanks for the answers. to be honest i'm rather disappointed as i'm unable to finish any of my old projects because of missing xml features :(

Which specific features were you hoping for? Hopefully lack will show the foundry some more XML-love in the coming months...


a long long time ago there was a thread with xml suggestions. i posted there pretty much everything i wanted. i don't know if it still exists.


DiM, i think this is the thread you're after.
viewtopic.php?f=127&t=103961&hilit=xml+modifications

Re: XML/Gameplay updates

PostPosted: Wed Jun 22, 2011 12:30 pm
by DiM
cairnswk wrote:
DiM wrote:
MrBenn wrote:
DiM wrote:@natty. thanks for the answers. to be honest i'm rather disappointed as i'm unable to finish any of my old projects because of missing xml features :(

Which specific features were you hoping for? Hopefully lack will show the foundry some more XML-love in the coming months...


a long long time ago there was a thread with xml suggestions. i posted there pretty much everything i wanted. i don't know if it still exists.


DiM, i think this is the thread you're after.
viewtopic.php?f=127&t=103961&hilit=xml+modifications


nope. that thread is too new. :)

i'm actually talking about the original xml suggestion thread: http://www.conquerclub.com/forum/viewtopic.php?f=127&t=17885

Re: XML/Gameplay updates

PostPosted: Wed Jun 22, 2011 12:48 pm
by cairnswk
DiM wrote:...

i'm actually talking about the original xml suggestion thread: http://www.conquerclub.com/forum/viewtopic.php?f=127&t=17885


Good, you've found what you're looking for, :)

Re: XML/Gameplay updates

PostPosted: Thu Jun 23, 2011 6:33 am
by Victor Sullivan
cairnswk wrote:
DiM wrote:...

i'm actually talking about the original xml suggestion thread: http://www.conquerclub.com/forum/viewtopic.php?f=127&t=17885


Good, you've found what you're looking for, :)

:-k It's a shame XML Modifications II doesn't have the nice approval process with the [Yes] [No] [Maybe] tags.

-Sully

Re: XML/Gameplay updates

PostPosted: Thu Jun 23, 2011 7:09 am
by DiM
Victor Sullivan wrote:
cairnswk wrote:
DiM wrote:...

i'm actually talking about the original xml suggestion thread: http://www.conquerclub.com/forum/viewtopic.php?f=127&t=17885


Good, you've found what you're looking for, :)

:-k It's a shame XML Modifications II doesn't have the nice approval process with the [Yes] [No] [Maybe] tags.

-Sully


what's really a shame is that almost none of the hopes and promises found in the initial thread have been fulfilled.

Re: XML/Gameplay updates

PostPosted: Thu Jun 23, 2011 6:24 pm
by WidowMakers
DiM wrote:
Victor Sullivan wrote:
cairnswk wrote:
DiM wrote:...

i'm actually talking about the original xml suggestion thread: http://www.conquerclub.com/forum/viewtopic.php?f=127&t=17885


Good, you've found what you're looking for, :)

:-k It's a shame XML Modifications II doesn't have the nice approval process with the [Yes] [No] [Maybe] tags.

-Sully


what's really a shame is that almost none of the hopes and promises found in the initial thread have been fulfilled.

lol. welcome back DiM

Re: XML/Gameplay updates

PostPosted: Thu Jun 23, 2011 11:14 pm
by DiM
WidowMakers wrote:lol. welcome back DiM


cheers widowmakers :mrgreen: