Re: Salem's Switch (V3) (P3) Re-design
Posted: Sat Nov 28, 2009 5:53 pm
Evil DIMwit wrote:cairnswk wrote:I you refresh, you'll see an extra 8 starting positions that have nothing to do with the 'cussers or the 'cussed...to balance the map.
Are these going to each be attached to one of the original starting positions or will they all be put into a common pool? Or will there be two pools, one for the accusers/accused and one for the rest?
I don't think one can differentiate the starting positions in the xml apart from like was done for Das Schloß....
- Code: Select all
<!-- Start positions -->
<positions>
<position> <!-- Start player 1-->
<territory>Philby</territory>
<territory>K1</territory>
<territory>Obl. Hans</territory>
<territory>Soldatenschlafzimmer C</territory>
</position>
<position> <!-- Start player 2-->
<territory>Jones</territory>
<territory>K2</territory>
<territory>Hpt. Karl</territory>
<territory>Soldatenschlafzimmer B</territory>
</position>
<position> <!-- Start player 3-->
<territory>Smith</territory>
<territory>K3</territory>
<territory>Sdt. Gus</territory>
<territory>Soldatenschlafzimmer A</territory>
</position>
...so it will have to be done in a similar manner i guess to Das Schloß, although i'd have to check if it can polled in one group so that the drop is completely random.
Duh! Me. Of crouse the random drop is done by coding everything else neutral. Duh