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[Beta] - Krazy Kingdoms

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Re: Krazy Kingdoms waiting games

Postby hopalong on Mon Dec 31, 2018 2:17 am

Sirius Kase wrote:
hopalong wrote:l
also have these backlogged.....



hopalong's games all use the faulty xml file, so get familiar with dolomite's diff file posted above. I'm going to try not to help out in the game chat.


cant we just delete all those waiting games, then, with old code?
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Re: [Beta] - Krazy Kingdoms

Postby HitRed on Mon Dec 31, 2018 8:33 am

If you upload new files and maps the engine should use the new ones.
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Re: [Beta] - Krazy Kingdoms

Postby Fuchsia tude on Tue Jan 01, 2019 2:55 am

dolomite13 wrote:I did a diff of th xml the site currently uses and a file marked 307b that I uploaded in 2016...

=D13=

Awesome, glad to see this is back. I always liked this map.
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Re: [Beta] - Krazy Kingdoms

Postby swimmerdude99 on Tue Jan 01, 2019 12:02 pm

So has this been solved?
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Re: [Beta] - Krazy Kingdoms

Postby Sirius Kase on Tue Jan 01, 2019 1:10 pm

I'm using this . https://www.conquerclub.com/api.php?mode=maplist
to determine which xml is being used. as of 30 seconds ago, using Krazy_Kingdoms6.xml
I'm pretty sure that's the buggy version, but I could be wrong.
But, they might be changing the link soon to the newer version. It's not my call, but it's been discussed.

Here's another way to get same info, it's shorter
https://www.conquerclub.com/api.php?mod ... 20Kingdoms
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Re: [Beta] - Krazy Kingdoms

Postby Sirius Kase on Tue Jan 01, 2019 7:06 pm

I personally can play with either version. There's even a possibility that the problem will go away when the files are linked up the right way. As long as we are aware of the differences, we should be able to deal with it. So, I think we should go ahead and get started. Dealing with the xml is more interesting than waiting.
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Re: [Beta] - Krazy Kingdoms

Postby TheForgivenOne on Thu Jan 03, 2019 11:05 pm

HitRed wrote:If you upload new files and maps the engine should use the new ones.


Are you sure? This might have updated somewhere along the lines, but I remember back in the day there was an issue with a live version of Das Schloss. Essentially they had to close the map, make sure all games finished, THEN they could upload the new XML.

I could be out of date on this though. Maybe Ian would know?
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Re: [Beta] - Krazy Kingdoms

Postby HitRed on Thu Jan 03, 2019 11:59 pm

TheForgivenOne wrote:
HitRed wrote:If you upload new files and maps the engine should use the new ones.


Are you sure? This might have updated somewhere along the lines, but I remember back in the day there was an issue with a live version of Das Schloss. Essentially they had to close the map, make sure all games finished, THEN they could upload the new XML.

I could be out of date on this though. Maybe Ian would know?


I'm playing Pi with Capt B and updates to the map and XML occurr during gameplay. This is in the BETA site. I've never seen so many postings about the foundry. :D

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Re: [Beta] - Krazy Kingdoms

Postby TheForgivenOne on Fri Jan 04, 2019 11:04 am

HitRed wrote:
TheForgivenOne wrote:
HitRed wrote:If you upload new files and maps the engine should use the new ones.


Are you sure? This might have updated somewhere along the lines, but I remember back in the day there was an issue with a live version of Das Schloss. Essentially they had to close the map, make sure all games finished, THEN they could upload the new XML.

I could be out of date on this though. Maybe Ian would know?


I'm playing Pi with Capt B and updates to the map and XML occurr during gameplay. This is in the BETA site. I've never seen so many postings about the foundry. :D

HitRed


Ah, gotcha. That's the Beta site though. I believe the main site may work differently. Also, please note I thought you meant updating the files on the main site. :oops:

But I could be out to lunch, as this is maybe my third ever post in the foundry. 8-[
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Re: [Beta] - Krazy Kingdoms XML version 7b

Postby iancanton on Sun Jan 06, 2019 8:29 am

xml version 7b loaded successfully on date 2019-01-06 at time 07:59 CCT!

games which have already started will continue under the new xml, but with existing troop counts unchanged.

Sirius Kase wrote:Wizard is far and away the best.

is this still true?

ian. :)
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Re: [Beta] - Krazy Kingdoms XML version 7b

Postby Sirius Kase on Sun Jan 13, 2019 2:02 pm

iancanton wrote:xml version 7b loaded successfully on date 2019-01-06 at time 07:59 CCT!

games which have already started will continue under the new xml, but with existing troop counts unchanged.

Sirius Kase wrote:Wizard is far and away the best.

is this still true?

ian. :)


I don't know. I'm hoping some of the waiting games will fill, but I might need to experiment on the beta site some more.
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Re: [Beta] - Krazy Kingdoms XML version 7b

Postby dolomite13 on Tue Jan 22, 2019 1:01 pm

Sirius Kase wrote: Wizard is far and away the best.


Wizard is powerful but I am not sure how it is the best. It has a bonus of +2 for every set of two territories (max +8) you have that border the towers. And when you have control of two towers (4 territories) all of the territories that border the towers are adjacent. Yes their territories are down the center of the map so easier to get to. It is important that the other players take and maintain territories that border the towers to slow the Wizard. M2 should be easy for Dwellers to maintain and S2 for Demonic. Undead and Miners both have incentive to grab two territories for their bonus.

Total Bonuses
  • Aquatic: +1 for every two territories that border a sea. Can also conquer seas. Max bonus +12
  • Barbarians: +1 for every three basic land. Favored territories are adjacent to horde space. Max bonus +10
  • Cosmic: +1 for every radiation territory. +1 for every set of radiation territories. All radiation are adjacent and adjacent to forbidden lands. Max bonus +5
  • Demons: +1 for each skull, +1 for every two skulls. Skulls are adjacent to underworld. Max bonus +6
  • Druids: +1 for every set of jungle, forrest, or jungle/forrest. Max bonus +8
  • Dwellers: +1 for each cave, +2 when you get to 4 caves. Caves are adjacent. Max bonus +6
  • Elementalists: +1 for sets of volcanic, tundra, tundra/volcanic. Max bonus +8
  • Fanatics: +2 for 2 favored, +2 for 3 favored, +4 for 4 favored territories. Max bonus +8
  • Miners: +2 for 2 mines +2 for 3 mines, +4 for 4 mines. Max Bonus +8
  • Undead: +2 for two tombsones, +2 for 3 tombstones, +4 for 4 tombstones. Max bonus +8
  • WIzards: +2 for every set of two territories you have that border the towers. towers territories can become adjacent. Max bonus +8
Originally I had proposed these changes and it would have probably made everything more even. But I lost all of the photoshop files and would have needed to redo the map from scratch as this one did not pass the art approval. https://i.imgur.com/MVVPgsw.png

=D13=
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Re: [Beta] - Krazy Kingdoms

Postby Fuchsia tude on Tue Jan 22, 2019 11:30 pm

Oh yeah, I was looking forward to those changes. Especially the reworked Cosmic.

One key legibility idea: right now, the Aquatic bonus is kind of obscure. Instead of -> [sea], which is hard to parse, could it read [shore] -> [sea] instead? That should be clearer, and easy enough to fix with simple photoshopping without requiring the original .psd.
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