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MapStarter: Pi-School

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Pi-School

Postby HitRed on Wed Mar 14, 2018 9:41 am

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XML Question 1
The division sign / would need to be an obelus ÷. So far "\u00F7" works with the in XML test. :) But is that the correct choice?

XML Question 2
Transforms are explained in-depth in the XML Guide except for their placement. Pi will use them in <territory> only (not globally).

Example for white buttons random decay

<transforms>
<transform>
<type>R</type>
<applyto>N</applyto>
<inc>-</inc>
<lower>0.5</lower>
<upper>1.5</upper>
</transform>
</transforms>

The XML Test didn't like the placement.

Keep getting a <transform> - Did not expect element transforms there

Example:

<territory>
<name>EVEN</name>
<borders>
<border>Pi4</border>
<border>Pi2</border>
<border>Pi6</border>
</borders>
<coordinates>
<smallx>61</smallx>
<smally>375</smally>
<largex>82</largex>
<largey>493</largey>
</coordinates>
<neutral>10</neutral>
<transforms>
<transform>
<type>R</type>
<applyto>N</applyto>
<inc>-</inc>
<lower>0.5</lower>
<upper>1.5</upper>
</transform>
</transforms>

</territory>


HitRed
Last edited by HitRed on Sat Aug 25, 2018 9:39 am, edited 5 times in total.
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Re: Half Time Report

Postby iancanton on Wed Mar 14, 2018 6:08 pm

HitRed wrote:The division sign / would need to be an obelus ÷. So far "\u00F7" works with the in XML test. :) But is that the correct choice?

u might be able to use the ÷ in the xml file without ill-effects. after all, magyarország contains the letter ő which, unless i'm mistaken, cannot be readily typed without using hungarian keyboard input.

HitRed wrote: <territory>
<name>EVEN</name>
<borders>
<border>Pi4</border>
<border>Pi2</border>
<border>Pi6</border>
</borders>
<coordinates>
<smallx>61</smallx>
<smally>375</smally>
<largex>82</largex>
<largey>493</largey>
</coordinates>
<neutral>10</neutral>
<transforms>
<transform>
<type>R</type>
<applyto>N</applyto>
<inc>-</inc>
<lower>0.5</lower>
<upper>1.5</upper>
</transform>
</transforms>

</territory>

except for the region always decaying by exactly 1 troop, the above looks fine to me, so i'm unsure what to suggest, other than perhaps to remove the unexpected <transform> and </transform>, even though doing this seems logically inconsistent.

ian. :)
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Re: Half Time Report

Postby HitRed on Fri Mar 16, 2018 3:40 pm

iancanton wrote:
HitRed wrote:The division sign / would need to be an obelus ÷. So far "\u00F7" works with the in XML test. :) But is that the correct choice?

u might be able to use the ÷ in the xml file without ill-effects. after all, magyarország contains the letter ő which, unless i'm mistaken, cannot be readily typed without using hungarian keyboard input.

HitRed wrote: <territory>
<name>EVEN</name>
<borders>
<border>Pi4</border>
<border>Pi2</border>
<border>Pi6</border>
</borders>
<coordinates>
<smallx>61</smallx>
<smally>375</smally>
<largex>82</largex>
<largey>493</largey>
</coordinates>
<neutral>10</neutral>
<transforms>
<transform>
<type>R</type>
<applyto>N</applyto>
<inc>-</inc>
<lower>0.5</lower>
<upper>1.5</upper>
</transform>
</transforms>

</territory>

except for the region always decaying by exactly 1 troop, the above looks fine to me, so i'm unsure what to suggest, other than perhaps to remove the unexpected <transform> and </transform>, even though doing this seems logically inconsistent.

ian. :)


Removed the transform lines as recommended and got the same error <transform> not expect here
<coordinates>
<smallx>296</smallx>
<smally>316</smally>
<largex>388</largex>
<largey>414</largey>
</coordinates>
<neutral>35</neutral>
<transforms>
<type>R</type>
<applyto>N</applyto>
<inc>-</inc>
<lower>0.5</lower>
<upper>2.5</upper>
</transforms>
</territory>

Also, the XML test still doesn't like the ÷. Likes the /.
I really want to conquer this. Hope I don't have to go with "/" and the straight -2 instead of the transforms.

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Last edited by HitRed on Sat Mar 17, 2018 10:16 pm, edited 2 times in total.
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Re: MapStarter: Pi-School (Capture Pi)

Postby Swifte on Fri Mar 16, 2018 5:04 pm

just wondering - do we know that the xml checker understands transforms?
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Victory on the ÷ symbol

Postby HitRed on Mon Mar 19, 2018 6:01 pm

GREAT NEWS on the ÷

Success :D

XML is valid.

Thanks all, now on the to Transforms!

Since the XML Guide was written in 2014 there appears to be NO EXAMPLES of Transforms used in maps. I may be chasing a unicorn on this one. If so, I will have the 00,0,7,8,+,-,x,÷ buttons +1 each and the white, red and yellow buttons -2.

Issue is consistent. Keep getting a <transform> - Did not expect element transforms there


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Re: MapStarter: Pi-School (Capture Pi)

Postby IcePack on Wed Mar 21, 2018 9:53 am

I don’t think there ever were any that used it, but we did test a few on beta.
There might be some info there for you in the archives potentially?
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Critical information needed

Postby HitRed on Wed Mar 21, 2018 7:52 pm

Ian,

Need your help here. There is no completed map that has ever used Transformations. If it worked it would be amazingly popular.

1) Is this an XML TEST issue?

2) Can the Engine be checked to make sure it accepts Transformations?


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Re: Critical information needed

Postby iancanton on Fri Mar 23, 2018 8:11 am

bW appeared to believe that transformations worked when he started the the beast thread in the map ideas sub-forum.

i'll try to find out where the transforms tag goes.

ian. :)
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Re: Critical information needed

Postby iancanton on Fri Apr 06, 2018 4:47 pm

bigWham wrote:the transforms tag can either go in the root of the xml, for global transforms, or inside a territory tag to apply to that territory.

since there has been a long time since this has been used the chances of bugs are high.

i suspect that changes in the coding over the intervening period have caused the transforms tag to cease working in the way intended. unlike bugs that affect active maps, which are picked up almost immediately, we don't know the timing of the change that caused the transforms tag to fail, so its hard to pinpoint a reason and, consequently, devise a solution.

there is, however, an outside chance that the issue is with the xml checker and that the xml itself will work properly in actual play.

ian. :)
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Re: Critical information needed

Postby HitRed on Sat Apr 07, 2018 3:49 pm

iancanton wrote:
bigWham wrote:the transforms tag can either go in the root of the xml, for global transforms, or inside a territory tag to apply to that territory.

since there has been a long time since this has been used the chances of bugs are high.

i suspect that changes in the coding over the intervening period have caused the transforms tag to cease working in the way intended. unlike bugs that affect active maps, which are picked up almost immediately, we don't know the timing of the change that caused the transforms tag to fail, so its hard to pinpoint a reason and, consequently, devise a solution.

there is, however, an outside chance that the issue is with the xml checker and that the xml itself will work properly in actual play.

ian. :)


Pi-school will be changed. All of the Yellow, Red and White buttons will become killer neutrals. It will still work! :D

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Re: MapStarter: Pi-School

Postby HitRed on Sat Apr 07, 2018 4:28 pm

Mostly text will change. One button will change color.

The = button will change color to yellow. Same color as On/AC button.

Terms auto-deploy +1
0, 00, 7, 8, +, -, X, ÷ auto-deploy +1

Using Killer Neutrals instead of random decay

White resets to 1
ON/AC and = resets to 2
OFF resets to 20

I could make it more complex but choose not to.

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Re: MapStarter: Pi-School

Postby iancanton on Sun Apr 29, 2018 5:41 pm

bigWham wrote:
iancanton wrote:
bigWham wrote:
thenobodies80 wrote:it looks a great job bigwham! =D>

A couple of questions (reading this at 5:30 am so sorry if I misunderstood something :mrgreen: ) :

Since order has always been important with the xml files, where the </transforms> tag is placed?

really, is order important? to be honest, i could not see where order was important, typically with these things it would not be. as far as i know the <transforms> element can be put anywhere under the <map> element or the <territory> element.

bigWham, are u saying that the mapmaker can choose where to put the </transforms> tag for the exact effect that he wants? an example of this is where the transformation is, on round 10, to decay to 1 all volcano regions, which also have a +1 auto-deploy; the effect will be slightly different depending on whether the </transforms> tag goes before or after the </bonus> tag, but both orders are valid, is that right?

ian. :)

transforms are always processed first, currently, so it doesn't matter where the transform tag is. and yes, your example is something they can do.... the decay would be applied first (at the start of the first turn of round 10), then the +1 auto deploy would happen at the start of each players turn (presuming they still hold the volcano).

from the above, bW himself said that it doesn't matter where the transform tag is.

however, it does make sense to stick to something that we know will work, such as killer neutrals, and have the map working on the beta site before experimenting with transforms at that stage, should u still want to try.

looking forward to seeing the next version, with the version number in the title to aid identification.

ian. :)
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Re: MapStarter: Pi-School

Postby HitRed on Wed May 02, 2018 8:59 am

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Pi.V1.10 art Large Map

This is the latest version. The white buttons are now killer neutrals that revert to 1. The Yellow buttons are killer neutrals that revert to 2. The Red button is now killer neutral that reverts to 20.

The yellow buttons color are slightly different and will be corrected.

We are still working on game play. The art has come a long way! :D

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Re: MapStarter: Pi-School

Postby HitRed on Tue May 08, 2018 2:14 pm

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Pi.V1.11 art Large Map

Yellow buttons are now more similar in color.
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Re: MapStarter: Pi-School

Postby Donelladan on Mon Jun 04, 2018 3:06 am

Just discovered this thread.
Let me first say the map is beautiful. And I like the idea.

On the legend, I don't really like the " One way dead end attack into display". Don't really understand what it means. Actually every button on the calculator attack the display, why don't you call it buttons ?
Also, greens aren't one way dead end, ( since they can attack each other) but they can also attack the display, thus it's not clear why you call it one way dead end. ( unless I am missing something.

Als, why did you choose the symbol ">" to means attack, rather than " -> " ?
The map would be much easier to read if you take an arrow for the attack symbol.


I didn't read the whole thread, but I think it's nice to give you the opinion of someone clueless about previous discussion, so that you can see what the players (who also won't read the thread) will think at first glance.
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Re: MapStarter: Pi-School

Postby Donelladan on Mon Jun 04, 2018 3:26 am

After reading the first post, I understand the "one way dead end attacks "
I thought it means "one way dead end regions attack the display" but "attacks " is a noun not a verb. Not native english here, it wasn't clear for me.

Still think it's a bit not easy to understand.


Another question after reading first post, why didn't you write the victory condition on the map ?


I think = and ON/AC button should be a bit more difficult to take, 2 neutral is low for such powerful regions.

Don't you think white buttons will mainly be ignored, since the numbers can already be attacked by the greens number ?
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Pi.V1.12 art Large Map and XML

Postby HitRed on Tue Jul 24, 2018 7:42 pm

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Pi.V1.12 art Large Map

">" signs are now "->"
Art updated also for Victory Condition

http://indigo-post.com/cc/misc/pi/Pi-School_v12.xml
Pi.V1.12 XML

Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<map>
<minreinforcement>3</minreinforcement>
<reinforcements>
<reinforcement>
<lower>1</lower>
<upper>42</upper>
<divisor>3</divisor>
</reinforcement>
</reinforcements>
<!-- GAME STARTING POSITIONS -->
<positions>
<position>
<territory>Circumference</territory>
</position>
<position>
<territory>Concentric</territory>
</position>
<position>
<territory>Radius</territory>
</position>
<position>
<territory>Circle</territory>
</position>
<position>
<territory>Diameter</territory>
</position>
<position>
<territory>Tangent</territory>
</position>
<position>
<territory>Curve</territory>
</position>
<position>
<territory>Arc</territory>
</position>
</positions>
<!-- WINNING CONDITION -->
<objective>
<name>CAPTURE PI</name>
<components>
<territory>pi3</territory>
<territory>Pi.</territory>
<territory>Pi1A</territory>
<territory>Pi4</territory>
<territory>Pi1B</territory>
<territory>Pi5A</territory>
<territory>Pi9</territory>
<territory>Pi2</territory>
<territory>Pi6</territory>
<territory>Pi5B</territory>
</components>
</objective>
<!-- TERMS TERRITORY POSITIONS -->
<territory>
<name>Circumference</name>
<borders>
<border>0</border>
<border>00</border>
<border>.</border>
<border>1</border>
<border>2</border>
<border>3</border>
<border>4</border>
<border>5</border>
<border>6</border>
<border>7</border>
<border>8</border>
<border>9</border>
<border>+</border>
<border>-</border>
<border>x</border>
<border>÷</border>
</borders>
<coordinates>
<smallx>19</smallx>
<smally>87</smally>
<largex>30</largex>
<largey>107</largey>
</coordinates>
<bonus>1</bonus>
</territory>
<territory>
<name>Concentric</name>
<borders>
<border>0</border>
<border>00</border>
<border>.</border>
<border>1</border>
<border>2</border>
<border>3</border>
<border>4</border>
<border>5</border>
<border>6</border>
<border>7</border>
<border>8</border>
<border>9</border>
<border>+</border>
<border>-</border>
<border>x</border>
<border>÷</border>
</borders>
<coordinates>
<smallx>181</smallx>
<smally>59</smally>
<largex>246</largex>
<largey>71</largey>
</coordinates>
<bonus>1</bonus>
</territory>
<territory>
<name>Radius</name>
<borders>
<border>0</border>
<border>00</border>
<border>.</border>
<border>1</border>
<border>2</border>
<border>3</border>
<border>4</border>
<border>5</border>
<border>6</border>
<border>7</border>
<border>8</border>
<border>9</border>
<border>+</border>
<border>-</border>
<border>x</border>
<border>÷</border>
</borders>
<coordinates>
<smallx>30</smallx>
<smally>116</smally>
<largex>44</largex>
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<!-- GREEN CALCULATOR TERRITORY BUTTONS -->
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<!-- WHITE CALCULATOR BUTTONS -->
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<!-- CALCULATOR DISPLAY NUMBER TERRITORIES -->
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<smallx>42</smallx>
<smally>272</smally>
<largex>64</largex>
<largey>353</largey>
</coordinates>
<bonus>3</bonus>
</territory>
<territory>
<name>Pi1A</name>
<borders>
</borders>
<coordinates>
<smallx>68</smallx>
<smally>266</smally>
<largex>95</largex>
<largey>345</largey>
</coordinates>
<bonus>3</bonus>
</territory>
<territory>
<name>Pi4</name>
<borders>
</borders>
<coordinates>
<smallx>94</smallx>
<smally>259</smally>
<largex>125</largex>
<largey>337</largey>
</coordinates>
<bonus>3</bonus>
</territory>
<territory>
<name>Pi1B</name>
<borders>
</borders>
<coordinates>
<smallx>121</smallx>
<smally>252</smally>
<largex>158</largex>
<largey>329</largey>
</coordinates>
<bonus>3</bonus>
</territory>
<territory>
<name>Pi5A</name>
<borders>
</borders>
<coordinates>
<smallx>148</smallx>
<smally>245</smally>
<largex>190</largex>
<largey>321</largey>
</coordinates>
<bonus>3</bonus>
</territory>
<territory>
<name>Pi9</name>
<borders>
</borders>
<coordinates>
<smallx>175</smallx>
<smally>238</smally>
<largex>226</largex>
<largey>312</largey>
</coordinates>
<bonus>3</bonus>
</territory>
<territory>
<name>Pi2</name>
<borders>
</borders>
<coordinates>
<smallx>201</smallx>
<smally>232</smally>
<largex>261</largex>
<largey>304</largey>
</coordinates>
<bonus>3</bonus>
</territory>
<territory>
<name>Pi6</name>
<borders>
</borders>
<coordinates>
<smallx>227</smallx>
<smally>225</smally>
<largex>296</largex>
<largey>295</largey>
</coordinates>
<bonus>3</bonus>
</territory>
<territory>
<name>Pi5B</name>
<borders>
</borders>
<coordinates>
<smallx>253</smallx>
<smally>219</smally>
<largex>332</largex>
<largey>286</largey>
</coordinates>
<bonus>3</bonus>
</territory>
<!-- BOMBARDMENT OF DISPLAY NUMBERS BY YELLOW BUTTON-->
<territory>
<name>ON/AC</name>
<borders></borders>
<bombardments>
<bombardment>Pi3</bombardment>
<bombardment>Pi.</bombardment>
<bombardment>Pi1A</bombardment>
<bombardment>Pi4</bombardment>
<bombardment>Pi1B</bombardment>
<bombardment>Pi5A</bombardment>
<bombardment>Pi9</bombardment>
<bombardment>Pi2</bombardment>
<bombardment>Pi6</bombardment>
<bombardment>Pi5</bombardment>
</bombardments>
<coordinates>
<smallx>287</smallx>
<smally>279</smally>
<largex>376</largex>
<largey>371</largey>
</coordinates>
<neutral killer="yes">2</neutral>
</territory>
<!-- BOMBARDMENT OF STARTING POSITIONS BY RED BUTTON -->
<territory>
<name>OFF</name>
<borders></borders>
<bombardments>
<bombardment>Circumference</bombardment>
<bombardment>Concentric</bombardment>
<bombardment>Radius</bombardment>
<bombardment>Circle</bombardment>
<bombardment>Diameter</bombardment>
<bombardment>Tangent</bombardment>
<bombardment>Curve</bombardment>
<bombardment>Arc</bombardment>
</bombardments>
<coordinates>
<smallx>296</smallx>
<smally>316</smally>
<largex>388</largex>
<largey>414</largey>
</coordinates>
<neutral killer="yes">20</neutral>
</territory>
</map>
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Re: Pi.V1.12 art Large Map and XML

Postby iancanton on Mon Aug 20, 2018 6:40 pm

do u need to label the display 1s and 5s with a little A and B, so that players know which is which?

in the xml file, pi3 starts with a lower case p, while the other display region names start with an upper case P.

once u have a small image, u'll be ready to test.

when u eventually load the map to the beta site, remember to tick the exclusions boxes for 9, 10, 11 and 12 players, as the map is for 2 to 8 players, which is something to note in the opening post.

ian. :)
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Pi-School Pi.V1.13 TESTER + XML + Larger Map + Small Map

Postby HitRed on Thu Aug 23, 2018 4:51 pm

This is it!

Code: Select all
https://www.conquerclub.com/mapmaker/index.php

XML TESTER

Code: Select all
http://indigo-post.com/cc/misc/pi/Pi-School_v13.xml

Pi.V1.13 XML

Image
Pi.V1.13 art Large Map

Image
Pi.V1.13 art Small Map

Numbers 1 and 5 in the display are now labeled 1A, 1B, 5A and 5B to help with recognition.
Text area now show 1A, 1B, 5A and 5B.
Lines have been added to the text to separate sections.
Some art changes.
Moved placement of some Terms for space reasons.
Rewrote Winning Condition to make is shorter
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Re: Pi-School Pi.V1.13 TESTER + XML + Larger Map + Small Map

Postby iancanton on Mon Aug 27, 2018 5:43 pm

having checked both version 1.13 images in conjunction with the xml, using the mapmaker tool, the only obvious optical fault is that, for some of the terms, the third digit of blue troop counts such as "b68" is very hard to see. u can fix this later by elongating the troop box to the right and moving the names to the right to accommodate this.

the images themselves look every bit as good as many of the live maps, so i'm happy for u to upload version 1.13 to the beta site to start some test games.

ian. :)
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Re: MapStarter: Pi-School

Postby Symmetry on Tue Aug 28, 2018 1:45 pm

I'm actually sort of curious to see if this map works for people at this point. I have no idea what most of it means.
the world is in greater peril from those who tolerate or encourage evil than from those who actually commit it- Albert Einstein
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Re: MapStarter: Pi-School

Postby riskllama on Wed Aug 29, 2018 6:59 pm

congrats. HR... =D>
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Re: MapStarter: Pi-School

Postby HitRed on Sat Sep 01, 2018 4:41 pm

We need some help up-loading on to the Beta Site. If you could please upload Pi-School to get us running and then then show us how for future edits that would be great!

Thanks,

HitRed
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Re: MapStarter: Pi-School

Postby HitRed on Mon Sep 17, 2018 7:29 pm

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Last edited by HitRed on Tue Sep 18, 2018 4:28 pm, edited 1 time in total.
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Re: MapStarter: Pi-School

Postby HitRed on Tue Sep 18, 2018 10:48 am

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