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Postby hulmey on Tue Jun 19, 2007 10:21 am

jesus christ...When u do somethig mibi u really do something...Can i ask you a question...

Whats happended to troy and d-day?????
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Postby mibi on Tue Jun 19, 2007 10:24 am

hulmey wrote:jesus christ...When u do somethig mibi u really do something...Can i ask you a question...

Whats happended to troy and d-day?????


troy is not possible until xml changes, and i will update d-day this week.

REPOST FOR NEW PAGE

ok, got all the inmates in there including the new Triad Dynasty.

here are the stats,

6 gangs with 15 members each
35 guards
10 weapons
10 black spaces
12-13 free cell space
-----
145 total playable areas at the moment
90 total playable areas on the first turn
guards will have variable neutral starting numbers.
you need the warden to have the guard bonus. (not sure how the xml will work on that)

so there is still some free space left. maybe they can be left as single cells or something.
also the question mark can be an electric chair, but im not sure what the purpose would be.

the gang arraignment cant move around for balance. there are several factors to consider here with the new style of play.

1. number of the same gang member in one cell ( 1 or 2)
2. number of gang members in one cell block
3. proximity of gang members to each other in cell block
4. proximity of gang members to the cell block entrance
5. single cell or double cell.
6. gang member is in a cell with a weapon.

ok enough talk, here it is.




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Postby yeti_c on Tue Jun 19, 2007 10:37 am

mibi wrote:al starting numbers.
you need the warden to have the guard bonus. (not sure how the xml will work on that)


Easy...

See my trivial pursuit thread.

C.

i.e.
Code: Select all
<continent>
  <name>guards</name>
  <bonus>2</bonus>
  <components>
    <component>Warden</component>
    <component>Guard 1</component>
  </components>
<continent>

<continent>
  <name>guards</name>
  <bonus>2</bonus>
  <components>
    <component>Warden</component>
    <component>Guard 2</component>
  </components>
<continent>


Repeat until all guards named once...

C.
Last edited by yeti_c on Wed Jun 20, 2007 4:56 am, edited 1 time in total.
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Re: I agree

Postby Keredrex on Tue Jun 19, 2007 12:37 pm

mibi wrote:
Keredrex wrote:Option one works well... I like the style of the original sketch.....Is it possible to have different types of "Guards".... lets say you have Certain guard spaces that give you the guards bonus ... and other guard spaces that are Neutral ALWAYS.... that way you could minimize the Amount of actual GUARDS

You could say that the RIOT broke out and killed some of the guards


uh.. im not sure you can make a space always neutral... how would that work?

all the guards will start neutral... i could have different strength guards tho.


Like in Chinese Checkers... the center area has no bonus... I didn't mean that the other Guards are always neutral ... I mean that you can have designated GUARD (Bonus Available Spaces) and Regular Guard spaces in the Cell Corridors... that way you minimize the amount of actual Guards..... For instance... You see the cell blocks...in front you have a light grey space... maybe you could make that the "Guard" and one in side the cell block a "Guard" and the rest in the cellblock Weaker guard (Neutral Spaces that don't apply towards the guard bonus

By the way Love the new design...
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Re: I agree

Postby mibi on Tue Jun 19, 2007 1:43 pm

Keredrex wrote:
mibi wrote:
Keredrex wrote:Option one works well... I like the style of the original sketch.....Is it possible to have different types of "Guards".... lets say you have Certain guard spaces that give you the guards bonus ... and other guard spaces that are Neutral ALWAYS.... that way you could minimize the Amount of actual GUARDS

You could say that the RIOT broke out and killed some of the guards


uh.. im not sure you can make a space always neutral... how would that work?

all the guards will start neutral... i could have different strength guards tho.


Like in Chinese Checkers... the center area has no bonus... I didn't mean that the other Guards are always neutral ... I mean that you can have designated GUARD (Bonus Available Spaces) and Regular Guard spaces in the Cell Corridors... that way you minimize the amount of actual Guards..... For instance... You see the cell blocks...in front you have a light grey space... maybe you could make that the "Guard" and one in side the cell block a "Guard" and the rest in the cellblock Weaker guard (Neutral Spaces that don't apply towards the guard bonus

By the way Love the new design...


yeah thats a good idea. i could make the guards in the cell just the grey spaces and just post one guard at the door to the cell block.

but then you have the problem of having too few guards for the +1 every 2 bonus. I would have to raise the guard bonus for that to happen.
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Re: I agree

Postby Keredrex on Tue Jun 19, 2007 3:47 pm

mibi wrote:
yeah thats a good idea. i could make the guards in the cell just the grey spaces and just post one guard at the door to the cell block.

but then you have the problem of having too few guards for the +1 every 2 bonus. I would have to raise the guard bonus for that to happen.


Or you could always make 1 or 2 inside the block Guards... then you would have about 22 Guards... but i think 24-28 would be better... that way the guards are plus 12 or 14
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Postby gimil on Wed Jun 20, 2007 3:36 am

ive jsut realised. how is this going to work with the XML?

you will need to write every combination 4,7,10,13 and 15 for each gang. Wont that be horrible long and difficult? or is there soem update im not aware of?
What do you know about map making, bitch?

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Postby yeti_c on Wed Jun 20, 2007 4:55 am

The new <required> and <overrules> tags will deal with that...

You will need continents for 4,7,10,13 & All with <required>X</required>
And then they will need to <overrule> all previous continents...

I.e.
Code: Select all
<continent>
  <name>4 New Fish</name>
  <bonus>1</bonus>
  <components>
    <component>member 1</component>
    <component>member 2</component>
    <component>member 3</component>
    ...
  </components>
  <required>4</required>
</continent>

<continent>
  <name>7 New Fish</name>
  <bonus>3</bonus>
  <components>
    <component>member 1</component>
    <component>member 2</component>
    <component>member 3</component>
    ...
  </components>
  <required>7</required>
  <overrules>
    <overrule>4 New Fish</overrule>
  </overrules>
</continent>

C.
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Postby gimil on Wed Jun 20, 2007 5:07 am

oh right i see. thanks C.
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Postby yeti_c on Wed Jun 20, 2007 5:11 am

No worries...

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Postby mibi on Sun Jul 08, 2007 9:34 am

ok a few changes.

I removed the showers to make room for the names in cell block d and gen pop. i know, its not a prison without showers, but i just couldnt find any room. oh well. i forgot to remove the shower label tho, ignore that.

now there is

Image

6 gangs with 15 members each
34 guards
7 weapons
10 black spaces

i've also started the naming system. basically i will give each inmate a name except for the guards which i will figure out later. each inmate will get a name and a line connecting the name to the inmate. i will clean it all up later.

but the problem is that i suck with names. so i am asking some help filling in the names. i need 15 of each and they should be specific to the gang. so no Larry's in the Triad Dynasty. Also I will need some short names too, like 3 letters, because there are some tight spots, but i can fit longer names in other places.

thanks

just copy and paste.

Aryan Brotherhood
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.

Black Guerrilla Family

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.

New Fish (new inmates)

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.

Latin Kings

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.

La Cosa Nostra

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.

Triad Dynasty

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.

I'll take the best ones and put the gangs together on the next update.
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Postby BeakerWMA on Sun Jul 08, 2007 9:40 am

I would recommend names from prison movies and TV shows (for both inmates and guards):

This is a link to HBO's prison show OZ which would be best for inmates and a few guards:
http://www.hbo.com/oz/

Prison Break, maybe The Fugitive could be other TV ideas.

Movies:
Shawshank Redemption (guards and inmates)
Green Mile (guards and inmates)
Papillon
Escape From Alcatraz
etc
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Postby fireedud on Sun Jul 08, 2007 10:00 am

The best I could do:

Black Guerrilla Family

1. Zulu


New Fish (new inmates)

1. Larry
2. Curly
3. Moe
4. John
5. Hector
6. Richard
7. Micheal
8. Sean
9. Drew

Latin Kings

1. Pedro
2. Jose(with th accent mark on the e)




Triad Dynasty

1. Lee
2. Chan
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Postby Kaplowitz on Sun Jul 08, 2007 10:16 am

Maybe some nicknames like "Crazy Joe" or something
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Postby mibi on Sun Jul 08, 2007 2:43 pm

ok I took a crack at it.

Im also thinking of the possibility of having a leader of each gang and the bonuses wouldnt be in effect until you had the leader, similar to the way the guards bonus wont be in effect until you have the warden. how does this sound?

Aryan Brotherhood

1. Vern
2. Edward
3. Stevens
4. Tyler
5. David
6. James
7. Hughes
8. Arnie
9. Gregor
10. Karl
11. Wilhelm
12. Robert
13. Randolf
14. Max
15. Adolf

Black Guerrilla Family

1. Kareem
2. T-Bone
3. Clive
4. Tre
5. Boz
6. Jones
7. Jermaine
8. Raheem
9. Q
10. Bishop
11. Harlin
12. Big D
13. Double OG
14. Trix
15. Tyrone

New Fish (new inmates)

1. Herbert
2. Archie
3. Corey
4. Herman
5. Billy
6. Benny
7. Bradley
8. Jonathan
9. Dwayne
10. Milton
11. Dextor
12. Roy
13. Gary
14. Harry
15. Alan

Latin Kings

1. Juan
2. Ricardo
3. Jose
4. Eduardo
5. Manuel
6. Che
7. Alfonso
8. Luis
9. Tomas
10. Ramon
11. Rico
12. Chico
13. El Burro
14. Diablo
15. Loco

La Cosa Nostra

1. Paulie
2. Dominik
3. Frankie
4. Anthony
5. Tony
6. Frenchy
7. Vinnie
8. Carlo
9. Teddy
10. Bonesy
11. Ricky
12. Tommy
13. Joey
14. Vincent
15. Don Vichi

Triad Dynasty

1. Hong
2. Kwang
3. Chan
4. Yakuza
5. Wu
6. Yu
7. Wong Chai
8. Koji
9. Sakamoto
10. Big Kiko
11. Asako
12. Satsu
13. Kobayashi
14. Nobu
15. Reiki
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Postby Pain Killer on Sun Jul 08, 2007 4:48 pm

the names look good to me! but accept many numberless and useless debates on them :lol:
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Postby yeti_c on Mon Jul 09, 2007 3:48 am

All the Guards should be something like...

Officer O'Rourke
Officer Daley
Officer Hayes

And then

Warden Moores

Or similar...

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Love it

Postby Keredrex on Mon Jul 09, 2007 12:24 pm

Looks good ... But... Are you gonna change the Guards Circles to Shields...or Star shaped shields?.... everything is great about the map but it seems a little overwhelming with circles....Maybe even Lighten them a bit
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Postby Coleman on Mon Jul 09, 2007 12:51 pm

I'm still xml for this right? Let me know when you'd be comfortable having an xml file for it.

Oh, and...

Warden Samuel Norton
or
Warden Hazen

Some Guard Names...

Engleheart
Lambert
Garner
Malloy
Dunham
Hadley
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Postby mibi on Mon Jul 09, 2007 1:56 pm

Coleman wrote:I'm still xml for this right? Let me know when you'd be comfortable having an xml file for it.

Oh, and...

Warden Samuel Norton
or
Warden Hazen

Some Guard Names...

Engleheart
Lambert
Garner
Malloy
Dunham
Hadley


yep your still on for the xml which wont be for a while.

and the guards wont have names.. there is just no room.
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Postby Coleman on Mon Jul 09, 2007 2:03 pm

mibi wrote:and the guards wont have names.. there is just no room.

Then how will you know which guards you are working with? They have to be named something. :(
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Postby mibi on Mon Jul 09, 2007 2:50 pm

Coleman wrote:
mibi wrote:and the guards wont have names.. there is just no room.

Then how will you know which guards you are working with? They have to be named something. :(


I will probably put small numbers (yes numbers again) in the cell blocks, like Guard 5 Cell block D. and various other non nominal type names.

or maybe something else, i dunno.
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Postby Coleman on Mon Jul 09, 2007 2:58 pm

mibi wrote:
Coleman wrote:
mibi wrote:and the guards wont have names.. there is just no room.

Then how will you know which guards you are working with? They have to be named something. :(

I will probably put small numbers (yes numbers again) in the cell blocks, like Guard 5 Cell block D. and various other non nominal type names.

or maybe something else, i dunno.

Oh well. Cross that bridge when you come to it I guess. Probably ought to focus on the prisoners for now and seeing if you can get all those names in.
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Postby mibi on Mon Jul 09, 2007 2:58 pm

ok here is the current final gameplay layout.

i redid all the gangs to try to make them balanced.

each gang has a leader which you need to get the gang bonus, i think this will work best so at least you need to have one gange member to build up on. the gang leader will be in a the cell with two of the same gang. its the cell in the back of the cell blocks so its not easy to get to. the brothers have their leader in gen pop and the fish have their leader in the yard because well, they are very exposed. the fish dont have a man in the hole but they have a bad layout so their probably wont be the gang of choice.

3 gangs have a cell with a weapon, the triads and the crackers share can fight over one in gen pop. the fish dont have anything.

so if you have any thoughts on balance and such, now is the time. anything can be rearranged at this point but once i start adding names, then changing stuff will be more difficult.

not done:

graphics
bonuses need to be tweaked
names

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Postby Coleman on Mon Jul 09, 2007 3:00 pm

I get the layout part of it, but what all is going to be neutral?

IMO anything that is the hole should be neutral 2 or even 1. All the guards or at least the warden should be neutral. The weapons should be neutral 3.
Last edited by Coleman on Mon Jul 09, 2007 4:14 pm, edited 1 time in total.
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