Moderator: Cartographers

 thenobodies80
				thenobodies80
			






















 
		thenobodies80 wrote:If you want them totally random but evenly splitted by group among the players, is not possible because each region can't be used for more than one single SP.
With the 44 system you will have the two groups splitted equally and i think that adding the underlying neutrals you can use them with all game size.
But they are NOT random.
The player with Accuser A will have always Landowner A, the player with Accuser B will have always Landowner B, etc etc...

 the.killing.44
				the.killing.44
			


















 
			the.killing.44 wrote:thenobodies80 wrote:If you want them totally random but evenly splitted by group among the players, is not possible because each region can't be used for more than one single SP.
With the 44 system you will have the two groups splitted equally and i think that adding the underlying neutrals you can use them with all game size.
But they are NOT random.
The player with Accuser A will have always Landowner A, the player with Accuser B will have always Landowner B, etc etc...
Right. So you probably want to put all your options into random.org and have pairs come out, so Accuser A is with Landowner D, A B with L A, etc., if you choose this.


 yeti_c
				yeti_c
			













 
		
 Evil DIMwit
				Evil DIMwit
			








 
		


 cairnswk
				cairnswk
			








 
		Evil DIMwit wrote:So, is there a problem with my scheme, XML-wise?
Evil DIMwit wrote:Also, slightly related question while we're here -- if you've coded an initial troop number for a starting position, how is that handled in a manual deployment game? Can you redistribute those troops, or are they locked in place? How about if you haven't coded an initial troop number?

 the.killing.44
				the.killing.44
			


















 
			the.killing.44 wrote:Evil DIMwit wrote:So, is there a problem with my scheme, XML-wise?
Yeah, I don't think you can code a starting position with neutral value.
the.killing.44 wrote:Evil DIMwit wrote:Also, slightly related question while we're here -- if you've coded an initial troop number for a starting position, how is that handled in a manual deployment game? Can you redistribute those troops, or are they locked in place? How about if you haven't coded an initial troop number?
Have you ever played City Mogul manual? You can't drop armies on a starting position that has a starting value.

 Evil DIMwit
				Evil DIMwit
			








 
		


 MrBenn
				MrBenn
			


















 
		the.killing.44 wrote:Evil DIMwit wrote:Also, slightly related question while we're here -- if you've coded an initial troop number for a starting position, how is that handled in a manual deployment game? Can you redistribute those troops, or are they locked in place? How about if you haven't coded an initial troop number?
Have you ever played City Mogul manual? You can't drop armies on a starting position that has a starting value.


 yeti_c
				yeti_c
			













 
		yeti_c wrote:the.killing.44 wrote:Evil DIMwit wrote:Also, slightly related question while we're here -- if you've coded an initial troop number for a starting position, how is that handled in a manual deployment game? Can you redistribute those troops, or are they locked in place? How about if you haven't coded an initial troop number?
Have you ever played City Mogul manual? You can't drop armies on a starting position that has a starting value.
Wait a minute... if that were the case then City Mogul would be unplayable in manual - because you only get starting positions...
I agree with Benny here - although I haven't witnessed it.
C.

 thenobodies80
				thenobodies80
			






















 
		yeti_c wrote:the.killing.44 wrote:Evil DIMwit wrote:Also, slightly related question while we're here -- if you've coded an initial troop number for a starting position, how is that handled in a manual deployment game? Can you redistribute those troops, or are they locked in place? How about if you haven't coded an initial troop number?
Have you ever played City Mogul manual? You can't drop armies on a starting position that has a starting value.
Wait a minute... if that were the case then City Mogul would be unplayable in manual - because you only get starting positions...
I agree with Benny here - although I haven't witnessed it.
C.

 the.killing.44
				the.killing.44
			


















 
			the.killing.44 wrote:yeti_c wrote:the.killing.44 wrote:Evil DIMwit wrote:Also, slightly related question while we're here -- if you've coded an initial troop number for a starting position, how is that handled in a manual deployment game? Can you redistribute those troops, or are they locked in place? How about if you haven't coded an initial troop number?
Have you ever played City Mogul manual? You can't drop armies on a starting position that has a starting value.
Wait a minute... if that were the case then City Mogul would be unplayable in manual - because you only get starting positions...
I agree with Benny here - although I haven't witnessed it.
C.
Round 1 (manual dropping round) of a City Mogul game.
You have no troops to deploy. [End Deployment]

 Evil DIMwit
				Evil DIMwit
			








 
		

 MrBenn
				MrBenn
			


















 
		

 cairnswk
				cairnswk
			








 
		
 chipv
				chipv
			




























 
		chipv wrote:4. Starting positions should be equal in number of territories
This is because one player will end up with more territories than others at end of start positions assignment.
Then the remaining territory assignment must compensate for this imbalance.
If the number of territories is not enough to compensate all players with least territories then players will have an uneven
number of territories at game start. You will also get complicated manual deployment for this compensation.
Silly Examples to illustrate
8 starting positions. 7 of them have 1 territory. The 8th has 20 territories. The whole map has 100 non-neutral territories.
8 players. Assign all starting positions. I player has 20 which is more than anyone else can have now.

 ender516
				ender516
			










 
		

 MrBenn
				MrBenn
			


















 
		MrBenn wrote:Further to chipv's comments, it is possible to have as few as two starting positions. In theory, you could divide a map into two halves, with half in each position; in a 1v1 game, each player would then start with half the map (with no territories neutral).

 the.killing.44
				the.killing.44
			


















 
			

 yeti_c
				yeti_c
			













 
		yeti_c wrote:Just to point out - unequal positions will break BOB!
C.

 ender516
				ender516
			










 
		ender516 wrote:yeti_c wrote:Just to point out - unequal positions will break BOB!
C.
Really? How?


 yeti_c
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 ender516
				ender516
			










 
		

 koontz1973
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 thenobodies80
				thenobodies80
			






















 
		

 DearCyrus
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