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XML Bonus order question

PostPosted: Sat Nov 07, 2009 10:43 am
by WidowMakers
Hey everyone. I am not sure if this has even been laid out but I could not find it anywhere.

I am interested in finding out what order the CC game engine reads and processes XML bonuses, killer neutrals, autodeploys, decay, etc.

For instance if a player has a terts with 3 amries and there is a decay of -10 and an autodeploy of +3, what happens first?

Does the tert go down to 1 (decay first and decay only goes to 1) and then to 4 (autodeploy)?
or
Does the tert go up to 6 (autodeploy) and then to 1 (decay only goes to 1) ?


NEED TO KNOW PROPER ORDER:
Killer Neutral
Decay
Autodeploy
General bonuses (groups, overrides, basic territory bonuses =+1 for 3 terts)
any other I missed

Thanks
WM

Re: XML Bonus order question

PostPosted: Sat Nov 07, 2009 11:10 am
by thenobodies80
begin turn
-----------------
killer neutral
decay/autodeploy (btw you can't have a decay and an autodeploy in the same time for a single region)
zone bonuses
bonus for number of regions
----------------
deploy

Re: XML Bonus order question

PostPosted: Sat Nov 07, 2009 11:15 am
by natty dread
Lol, good point nobodies... isn't decay just an autodeploy with a negative value? Kinda makes the whole question moot! :D

Re: XML Bonus order question

PostPosted: Sat Nov 07, 2009 11:23 am
by the.killing.44
natty_dread wrote:Lol, good point nobodies... isn't decay just an autodeploy with a negative value? Kinda makes the whole question moot! :D

Haha yes, that's a good way to put it :P

Re: XML Bonus order question

PostPosted: Sat Nov 07, 2009 11:34 am
by WidowMakers
you can't have a decay and an autodeploy in the same time for a single region

That stinks. If it were possible, we could set territories to have a refreshed max number of armies each turn.

Decay of -1000 would insure territory was at 1
Auto of +X would then bring the territory up to a total X+1

This could be used for gun batteries, ammo depots, etc.

But it does not matter now because it can't happen.
Thanks
WM

Re: XML Bonus order question

PostPosted: Sat Nov 07, 2009 12:06 pm
by natty dread
Furthermore, it would only really work on chained & adjacent settings. On unlimited, people would just reinforce from the territory so that it's down to 1 anyway at the end of the turn, kinda like how people handle decay territories now.

Re: XML Bonus order question

PostPosted: Sat Nov 07, 2009 10:16 pm
by ender516
natty_dread wrote:Furthermore, it would only really work on chained & adjacent settings. On unlimited, people would just reinforce from the territory so that it's down to 1 anyway at the end of the turn, kinda like how people handle decay territories now.

Of course, if you do that, you leave the territory strength at one while everyone else takes their turn, making it easier for them to take the territory from you. Leaving some troops that you lose to decay when the play comes back around to you may just be the cost of holding that territory until your next turn.