Three Kingdoms of China - v10.0 [2013-12-31] p22 GFX & XML

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Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

Postby Seamus76 on Wed Jul 03, 2013 4:51 pm

iancanton wrote:in 1v1, the game engine always allocates one-third of the uncoded regions to the neutral "player". this is why 1v1 classic games start with 14 neutrals, even though no-one coded any neutral regions.

ian. :)
Ok. So if the 1v1 games can be limited to 10 total terts per player (9 regular and 1 City), then that's what I would like to do.

So what does the xml look like for that?
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Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

Postby Gilligan on Wed Jul 03, 2013 5:13 pm

iancanton wrote:27 regions is 9 regions per player in 1v1, with 9 random regions starting neutral. 28 regions is also 9 regions per player in 1v1, with 10 random regions starting neutral. in addition, in both cases, each player also receives 1 city position.

ian. :)


Ah crap, I forgot about the neutral player! You are right ian.

You can take out that extra neutral added. My apologizes. Other than that, there would be no XML changes, Seamus.
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Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

Postby Seamus76 on Wed Jul 03, 2013 5:49 pm

Gilligan wrote:
iancanton wrote:27 regions is 9 regions per player in 1v1, with 9 random regions starting neutral. 28 regions is also 9 regions per player in 1v1, with 10 random regions starting neutral. in addition, in both cases, each player also receives 1 city position.

ian. :)


Ah crap, I forgot about the neutral player! You are right ian.

You can take out that extra neutral added. My apologizes. Other than that, there would be no XML changes, Seamus.

Lol, no problem.

Do you mind removing the neutral code on kuaiji, and moving the city we've been talking about? And if so, what do the starting numbers look like for all the game types? Thanks again for the help.
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Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

Postby iancanton on Thu Jul 04, 2013 2:15 am

Seamus76 wrote:what do the starting numbers look like for all the game types?

2p: 1 city position plus 9 other regions (10 total) each, 6 coded neutrals, 6 neutral city positions, 10 random neutrals = 42 total
3p: 1 city position plus 9 other regions (10 total) each, 6 coded neutrals, 5 neutral city positions, 1 random neutral = 42 total
4p: 1 city position plus 7 other regions (8 total) each, 6 coded neutrals, 4 neutral city positions, 0 random neutrals = 42 total
5p: 1 city position plus 5 other regions (6 total) each, 6 coded neutrals, 3 neutral city positions, 3 random neutrals = 42 total
6p: 1 city position plus 4 other regions (5 total) each, 6 coded neutrals, 2 neutral city positions, 4 random neutrals = 42 total
7p: 1 city position plus 4 other regions (5 total) each, 6 coded neutrals, 1 neutral city position, 0 random neutrals = 42 total
8p: 1 city position plus 3 other regions (4 total) each, 6 coded neutrals, 0 neutral city positions, 4 random neutrals = 42 total

Aleena wrote:would be nice if features like this had binary on off switches - so that this map maker could op not to use that feature and have the system evenly distribute between players only. (except for remainders which will be given to neutrals) - maybe this could be in a future update - is their a thread that lists all of these functions and also one that is open for suggestions on what could be added to the engine?

to put forward a suggestion that can affect the whole of cc, click the "new topic" button in the suggestions forum (link below).

viewforum.php?f=4

ian. :)
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Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

Postby Seamus76 on Thu Jul 04, 2013 9:04 am

iancanton wrote:
Seamus76 wrote:what do the starting numbers look like for all the game types?

2p: 1 city position plus 9 other regions (10 total) each, 6 coded neutrals, 6 neutral city positions, 10 random neutrals = 42 total
3p: 1 city position plus 9 other regions (10 total) each, 6 coded neutrals, 5 neutral city positions, 1 random neutral = 42 total
4p: 1 city position plus 7 other regions (8 total) each, 6 coded neutrals, 4 neutral city positions, 0 random neutrals = 42 total
5p: 1 city position plus 5 other regions (6 total) each, 6 coded neutrals, 3 neutral city positions, 3 random neutrals = 42 total
6p: 1 city position plus 4 other regions (5 total) each, 6 coded neutrals, 2 neutral city positions, 4 random neutrals = 42 total
7p: 1 city position plus 4 other regions (5 total) each, 6 coded neutrals, 1 neutral city position, 0 random neutrals = 42 total
8p: 1 city position plus 3 other regions (4 total) each, 6 coded neutrals, 0 neutral city positions, 4 random neutrals = 42 total

ian. :)
Thank ian. I updated the OP with those numbers. And once we can get the xml updated to remove the coded neutral on Kuaiji, and move the city we should finally be done.
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Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

Postby Seamus76 on Fri Jul 05, 2013 1:42 pm

With Koontz's help I tried to update the XML myself. It's attached to the OP, and I have posted it in the Offcial XML thread. Please let me know if there are any problems with it.
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Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

Postby iancanton on Sat Jul 06, 2013 4:11 pm

in the xml, u have the former city of guiyang, instead of the new city of changsha, starting as n2.

to bring the three capitals into play during 1v1 games, consider letting each capital start as n1 rather than n2. the gameplay stamp remains valid even if u do not do this.

ian. :)
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Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

Postby Seamus76 on Sat Jul 06, 2013 8:27 pm

iancanton wrote:in the xml, u have the former city of guiyang, instead of the new city of changsha, starting as n2.

to bring the three capitals into play during 1v1 games, consider letting each capital start as n1 rather than n2. the gameplay stamp remains valid even if u do not do this.

ian. :)
I'm not sold on 1n. I think that might make taking that bonus too easy, especially in other player types, i.e. quads, or even 1v1 if there's a lucky drop. At 1n a player would only need to kill 3 neutrals to get +4, and again with a lucky drop that could be pretty easy. Personally I'd like to take it to BETA and see how the 1v1 games play out before making such a large bonus so easy to take, in my opinion.

I did try to update the xml, just moving the "neutral" line from one tert to the other, but when I load it in the xml wizard I get this...
Loading File china7(seamus).xml ...
Error: Line 3 - Invalid attribute max for element positions
Warning: Tian Shui attacks Yong but not vice versa.
XML Load Complete 1 warnings and 1 errors found. Click Close to close this window.

I know the Warning is just the one-way attack, so I'm not worried about that, but I wasn't sure about the Error: Line 3, which was also on the last version I posted, and may not be anything to worry about as well. Either way, I updated the OP with the new XML, and the Official XML post I made yesterday. v7(seamus) is the most recent.
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Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

Postby Seamus76 on Tue Jul 09, 2013 8:17 am

Has anyone been able to verify this xml? Sticky? Potential beta launch?
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Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

Postby Gilligan on Tue Jul 09, 2013 10:25 am

Seamus76 wrote:Has anyone been able to verify this xml? Sticky? Potential beta launch?


Still waiting for tnb. :(
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Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

Postby Seamus76 on Tue Jul 09, 2013 10:46 am

Gilligan wrote:
Seamus76 wrote:Has anyone been able to verify this xml? Sticky? Potential beta launch?


Still waiting for tnb. :(

Ok...i thought I saw him for a second, but that was just your avatar. ;) Just kidding, hope all is well with him.
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Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

Postby nolefan5311 on Wed Jul 10, 2013 6:40 am

Seamus76 wrote:
Gilligan wrote:
Seamus76 wrote:Has anyone been able to verify this xml? Sticky? Potential beta launch?


Still waiting for tnb. :(

Ok...i thought I saw him for a second, but that was just your avatar. ;) Just kidding, hope all is well with him.


Me too...he hasn't visited the site since last Friday, and hasn't posted at all since June 22.
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Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

Postby Seamus76 on Fri Jul 19, 2013 1:15 pm

Is there a plan for this? As far as I know it has been checked and is ready to go, but no sticky. Sorry, just impatient.
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Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

Postby squeaks_is_mine on Fri Jul 19, 2013 3:14 pm

Seamus76 wrote:Is there a plan for this? As far as I know it has been checked and is ready to go, but no sticky. Sorry, just impatient.
Ditto! Please bring on the beta ASAP!
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Re: Three Kingdoms of China - v9.0 [2013-07-01] p16

Postby Bruceswar on Mon Jul 29, 2013 12:52 am

yawn... lets go! Beta!
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