Holy Roman Empire 1648

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Re: Holy Roman Empire 1648 [Quenched]

Postby oaktown on Sun Feb 08, 2009 11:08 am

I'm cool with all of your comments above in terms of what you want to change, not change.

pamoa wrote:For this I'll make a poll
either
    +1 first set of three
    +3 each following set

    Bavaria (Electors)
    Preussen (Prussians)
    Spanische Niederlande (Spaniards)
    Österreich (Austrians)
    Münster (Bishops)
    starts neutral

I voted for neither... I think that coding the cannons as starts is a more interesting option, as doing so wouldn't interrupt any of the current features of this map (which are quite good).

Option 1: I think you had it right with the +2 bonuses for the cannon sets. +2 seems appropriate for the map and for the size of the bonuses, and it's easy to explain in the legend and easy to understand as a player.

Option 2: Right now I believe you have 42 territories; coding five cannons neutral means you are down to 37, which is an awkward start. 37 means a four or six player game will have 6 neutrals to start, a five or seven player game will have 5, and an eight player game will start with 10 neutrals across the board. And you wouldn't even need to code all three cannons in each set - you could code just two in each set and the third would be assigned randomly, maintaining the possibility of a player getting two cannons in one set.
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Re: Holy Roman Empire 1648 [Quenched]

Postby iancanton on Sun Feb 08, 2009 11:39 am

oaktown wrote:code ALL of the cannons into three starting positions. In a three player game each player will start with one cannon of each color; in a two player game each player with start with one cannon of each color and the remaining third will be split among the two players and the neutral; in games with four or more players the start tags will be ignored which is fine since the odds of dropping a bonus are lower in larger games anyway, and if one player does drop a bonus it is easier for multiple players do do something about it.

i like this solution the best (although it's not in the poll), with 1-4-7-10 second.

the option for 5 starting neutrals will make a map of 37 starting territories, which is a very bad number for 2-player games (the most common type) because the first player can reduce the second player's deployment to 3 armies if he wins only one of his territories.

ian. :)
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Re: Holy Roman Empire 1648 [Quenched]

Postby grayhawke on Sun Feb 08, 2009 11:54 am

iancanton wrote:
oaktown wrote:code ALL of the cannons into three starting positions. In a three player game each player will start with one cannon of each color; in a two player game each player with start with one cannon of each color and the remaining third will be split among the two players and the neutral; in games with four or more players the start tags will be ignored which is fine since the odds of dropping a bonus are lower in larger games anyway, and if one player does drop a bonus it is easier for multiple players do do something about it.

i like this solution the best (although it's not in the poll), with 1-4-7-10 second.

the option for 5 starting neutrals will make a map of 37 starting territories, which is a very bad number for 2-player games (the most common type) because the first player can reduce the second player's deployment to 3 armies if he wins only one of his territories.

ian. :)

I voted for the bonus change but must agree with iancanton, coding the cannons into start positions seems the better course. I dislike the neutrals idea, and leaving the bonus alone means, I think, that there need be no changes to the two maps, just the xml.
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Re: Holy Roman Empire 1648 [Quenched]

Postby pamoa on Sun Feb 08, 2009 12:33 pm

oaktown wrote:code ALL of the cannons into three starting positions. In a three player game each player will start with one cannon of each color; in a two player game each player with start with one cannon of each color and the remaining third will be split among the two players and the neutral; in games with four or more players the start tags will be ignored which is fine since the odds of dropping a bonus are lower in larger games anyway, and if one player does drop a bonus it is easier for multiple players do do something about it.

I'm not against it but can someone show how you code it and i'll add the option to the poll
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Re: Holy Roman Empire 1648 [Quenched] gameplay changes poll

Postby pamoa on Wed Feb 11, 2009 1:34 pm

Poll result:
How should we adapt the gameplay for reducing the guns bonus advantage in the initial drop?

1/5 - changing GUNS BONUS scale in "+1 +4 +7 +10 victory" that would be +1 first set of three +3 each following set
1/5 - making START NEUTRAL one of each set as following Bavaria, Preussen, Spanische Niederlande, Österreich, Münster
3/5 - code ALL 15 guns into three starting positions; 2 or 3 players game each start with one of each color; 4 or more players the start tags will be ignored

As it seems it is the last option can someone tell how it should be

Code: Select all
<positions>
   <position>
      <territory>a</territory> ... all 15 gun territories
   </position>
</positions>


or

Code: Select all
<positions>
   <position>
      <territory>a</territory> ... all 15 gun territories
   </position>
   <position>
      <territory>a</territory> ... all 15 gun territories
   </position>
   <position>
      <territory>a</territory> ... all 15 gun territories
   </position>
</positions>


or

Code: Select all
<positions>
   <position>
      <territory>a</territory> ... one of each colour of gun territories
   </position>
   <position>
      <territory>a</territory> ... one of each colour of gun territories
   </position>
   <position>
      <territory>a</territory> ... one of each colour of gun territories
   </position>
</positions>
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Re: Holy Roman Empire 1648 [Quenched]

Postby oaktown on Mon Feb 16, 2009 12:59 pm

Alright, here's my understanding of the positions tag...

First, the positions tags will go before the regions in the XML.

Next, I believe the plan was to code ALL of the cannons as start positions, yes? That way in a three player game each player will drop one of each color, and in a two player game you could drop 2. I believe it works like this (and I don't the names of the guns, so bear with me) with three "positions" and five guns in each position, as follows:

Code: Select all
<positions>

   <position>
      <territory>Electors Gun X</territory>
      <territory>Prussians Gun X</territory>
      <territory>Spaniards Gun X</territory>
      <territory>Austrians Gun X</territory>
      <territory>Bishops Gun X</territory>
   </position>

   <position>
      <territory>Electors Gun Y</territory>
      <territory>Prussians Gun Y</territory>
      <territory>Spaniards Gun Y</territory>
      <territory>Austrians Gun Y</territory>
      <territory>Bishops Gun Y</territory>
   </position>

   <position>
      <territory>Electors Gun Z</territory>
      <territory>Prussians Gun Z</territory>
      <territory>Spaniards Gun Z</territory>
      <territory>Austrians Gun Z</territory>
      <territory>Bishops Gun Z</territory>
   </position>
</positions>

If I'm incorrect, I hope that yeti_c or somebody with a better handle on this can jump in.
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Re: Holy Roman Empire 1648 [Quenched]

Postby yeti_c on Tue Feb 17, 2009 8:42 am

If the idea is to only affect 2 or 3 player games - then this will work perfectly.

Note that in a 2 player game the third position will be randomly assigned as per normal drop conditions. (i.e. will be added back into the pot of normally assigned territories.)

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Re: Holy Roman Empire 1648 [Quenched]

Postby pamoa on Sat Feb 21, 2009 6:09 am

I coded it like this, also changed Hinterpommern coordinates and send it to lack
Code: Select all
<positions>
   <position>
      <territory>Sachsen</territory>
      <territory>Preußen</territory>
      <territory>Mailand</territory>
      <territory>Österreich</territory>
      <territory>Trier</territory>
   </position>

   <position>
      <territory>Bavaria</territory>
      <territory>Hinterpommern</territory>
      <territory>Spanische Niederlande</territory>
      <territory>Tirol</territory>
      <territory>Münster</territory>
   </position>

   <position>
      <territory>Böhmen</territory>
      <territory>Brandenburg</territory>
      <territory>Franche Comté</territory>
      <territory>Ungarn</territory>
      <territory>Salzburg</territory>
   </position>
</positions>

entire code
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Re: Holy Roman Empire 1648 [Beta]

Postby oaktown on Thu Mar 05, 2009 8:13 pm

No comments since the code change? Does this mean folks are happy with the starts? :-s
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Re: Holy Roman Empire 1648 [Beta]

Postby pamoa on Fri Mar 06, 2009 4:00 am

oaktown wrote:No comments since the code change? Does this mean folks are happy with the starts? :-s


It seems so, or they are all gone to play other maps.... :lol:
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Re: Holy Roman Empire 1648 [Beta]

Postby grayhawke on Tue Mar 10, 2009 7:45 am

oaktown wrote:No comments since the code change? Does this mean folks are happy with the starts? :-s

it's not the starts i'm having trouble with - it's the finishes! still haven't managed a win! ;)
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Re: Holy Roman Empire 1648 [Beta]

Postby oaktown on Sat Apr 04, 2009 12:36 am

As there haven't been any concerns since the starts were reworked, I'm asking the monkey to lift the BETA from this one. =D>
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Re: Holy Roman Empire 1648 [Beta]

Postby pamoa on Sat Apr 04, 2009 7:56 am

8-)
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Re: Holy Roman Empire 1648 [Beta]

Postby yeti_c on Tue Apr 14, 2009 2:32 pm

Great work Pamoa.

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Re: Holy Roman Empire 1648

Postby Gilligan on Mon Jun 15, 2009 6:00 am

Maybe I'm wrong, but I thought you couldn't drop all of the same color cannons on the first turn?
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