Moderator: Community Team

Agreed, current maps would not be affected this would be a new option for new maps (as the old xmls won't have these tags).laddida wrote:chip i understand what your trying to say its a good idea and i think it would be cool to be used on new maps being made that are specifically made to use those tools. But i would not very much like the current maps to have that tool implemented it would be something i would like in new maps but it would change the game too much if all maps were considered.
And if what you say is true, that you can make up the value. Then if you can put a cap of say 7 as the highest value one can attack with it'd be balanced. So if an attacker runs into a defender with the same upgrade of +1 then the defender still has the advantage in a tie. It'd be like using the cards from Castle Risk, the General gave an attacker +1 to their highest roll and the Marshall gave the defender +1 to their highest roll.RedBaron0 wrote:It's a nice addition... only reservation I have is the fact the number can't go over 6. It's a coding issue I know, but what's the point if you can't get a 7 to override a defenders 6 if the attacker is supposed to be more powerful. I think it defeats the purpose.
That aside, I think it'd be a welcome addition.



Code: Select all
<territory>
<name>Catapult</name>
...
<dice>
<type>Attack</type>
<bonus>3</bonus>
<cap>7</cap>
</dice>
</territory>
Code: Select all
<territory>
<name>Easy Target</name>
...
<dice>
<type>Defence</type>
<bonus>-3</bonus>
<cap /> (or no tag)
</dice>
</territory>
I'm not sure if it would make any difference in processing, but I would prefer a more compact style, say:chipv wrote:There doesn't have to be a cap at all. I was looking to the mapmakers to say which would be preferable, looks like no cap.
So you can simply have an additional tag (which is optional) which determines the cap.
If the tag isn't there then there is no cap for that territory.
So from the catapult example above, the xml might look like this
For a very weak defence with no capCode: Select all
<territory> <name>Catapult</name> ... <dice> <type>Attack</type> <bonus>3</bonus> <cap>7</cap> </dice> </territory>
Code: Select all
<territory> <name>Easy Target</name> ... <dice> <type>Defence</type> <bonus>-3</bonus> <cap /> (or no tag) </dice> </territory>
Code: Select all
<territory>
<name>Poorly Defended Catapult</name>
...
<dice>
<attack bonus="3" ceiling="7 />
<defend bonus="-3" floor="-1" /> <!-- Note that I have introduced terminology for a lower bound with regard to negative bonuses. -->
</dice>
</territory>
Code: Select all
<territory>
<name>Overloadable Landing Craft</name>
...
<dice>
<attack bonus1="2" bonus2="1" bonus3="-1" ceiling="7" floor="0" />
</dice>
</territory>
Even 9 doesn't have to be a limit if the attacks continue to show the actual dice rolled, with the adjustments depicted separately. This might be worth doing to preempt further complaints from people about crooked dice. The dice statistics addons could continue to measure and confirm the statistical randomness of the "intensity cubes".sully800 wrote:This is an interesting idea, especially since the switch away from dice to "intensity cubes". Dice have 6 sides for a reason, but the intensity cubes could go all the way up to level 9 without causing any sort of problem. It could definitely make for some unique and more complicated gameplay with fortresses or weak zones.
A defence bonus of +6 would only be immovable if the bordering attackers have no attack bonus.ender516 wrote:If it is a problem of explaining this feature to game players, I vote for no cap. Isn't it simpler to understand "add one to your die" than "add one to your die but limit the total"? "No cap" also leaves the possibility of creating (with a dice bonus of +6) an irresistable force or (with a dice bonus of -6) an immovable object.
Yes, with a map like that you could have an invincible player, but careful review in the forge and in beta could eliminate such problems.chipv wrote:A defence bonus of +6 would only be immovable if the bordering attackers have no attack bonus.ender516 wrote:If it is a problem of explaining this feature to game players, I vote for no cap. Isn't it simpler to understand "add one to your die" than "add one to your die but limit the total"? "No cap" also leaves the possibility of creating (with a dice bonus of +6) an irresistable force or (with a dice bonus of -6) an immovable object.
It would be possible to have a +6 defence surrounded by say +3 attackers.
Some thought would be needed because a player holding a +6 defence territory bordered by attackers with no dice bonus
could not be eliminated.
I think for brevity you are right, probably better to have no cap.
Interestingly, you could have a territory that was invincible on attack but extremely vulnerable on defense. One could even create a loop of rock-paper-scissors territories. It creates some huge new potentials.ender516 wrote:Yes, with a map like that you could have an invincible player, but careful review in the forge and in beta could eliminate such problems.
RPS & Risk - sounds like a winner to me?!MeanestBossEver wrote:Interestingly, you could have a territory that was invincible on attack but extremely vulnerable on defense. One could even create a loop of rock-paper-scissors territories. It creates some huge new potentials.ender516 wrote:Yes, with a map like that you could have an invincible player, but careful review in the forge and in beta could eliminate such problems.

Rock-paper-scissors was a key play element in the Gang Crusades of TORONTO map, at least as far as politicians one-way attacking police divisions which one-way attacked gangs which one-way attacked the politicians. Regrettably the map is now in the Recycling Bin of the Map Foundry.yeti_c wrote:RPS & Risk - sounds like a winner to me?!MeanestBossEver wrote:Interestingly, you could have a territory that was invincible on attack but extremely vulnerable on defense. One could even create a loop of rock-paper-scissors territories. It creates some huge new potentials.ender516 wrote:Yes, with a map like that you could have an invincible player, but careful review in the forge and in beta could eliminate such problems.
C.