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Experimental Gameplay xml problems and stuff

PostPosted: Wed Mar 14, 2007 7:40 am
by DiM
i want to do a map with a new gameplay that takes strategy to a new level.

i'll use the classic map just for an example.

in the first round everybody starts like normal and plays normal.

at some point people have a choice to advance to a new age of tehnology. there will be several ages.

how is this done? the main resource will be troops and/or cards.

just trade a certain amount of troops and/or cards and poof you're one technology level ahead of the others.

what do ages bring for one player?

1. larger bonuses (you're more developed hence you produce more)
2. impassable/one way borders. you just invented terraforming so why not have fun and build some mountains between you and the opponent. or you're so advance you built a force field that only let's you pass through it.

what do ages bring for all players??
when all players reached a certain age (even if some are more advanced the all need to be or have passed a minimum age) certain predefinite changes appear

1. impassable borders (like the great wall of china)
2. new routes appear like a brige accros a river that was previously impassable
3. random routes. wormholes at the begining they are unpredictable so you never know where you go through them (but when you advance another age the wormholes become controlable)
4. new territories lake levels drop and new land masses are discovered. or deserts are treated and become occupiable plains, or underwater volcanoes that erupt and form new islands.
5. territories are gone. nuclears global contamination and vearious factors can lead to a territory becoming uninhabitable or even gone.

that sort of sums up the idea but there are plenty more things to implement, the only problem is the coding. and maybe some changes lack may be able to do.

PostPosted: Wed Mar 14, 2007 8:07 am
by boberz
these are brilliant ideas andu dim u seem to have loads of map making ideas but its just a case of keeping conquer clubs technology at a similar level

PostPosted: Wed Mar 14, 2007 8:19 am
by DiM
boberz wrote:these are brilliant ideas andu dim u seem to have loads of map making ideas but its just a case of keeping conquer clubs technology at a similar level


thanks. as i said i don't exactly know how the game works, but i'm thinking maybe these changes aren't that hard to implement??

obviously for a map like this different graphics should be made and also different xml.
and there should be a logical solition like:

for the age advances:
if all players age is >3 then use map 3 + xml 3.

for impassable border
if player A does X action (where the actions are predifined somehow) use map 62+xml62

for single player age advance
if player A trades 5 cards + 50 troops then use map 2+xml3

PostPosted: Wed Mar 14, 2007 8:36 am
by Guiscard
Does sound interesting, but I'm afraid at the moment we have to work within the current game mechanics. You can always pm lack or andy but I doubt you'll get anywhere. There are enough to-dos anyhow, without changing the game mechanics.

PostPosted: Wed Mar 14, 2007 8:54 am
by DiM
Guiscard wrote:Does sound interesting, but I'm afraid at the moment we have to work within the current game mechanics. You can always pm lack or andy but I doubt you'll get anywhere. There are enough to-dos anyhow, without changing the game mechanics.


i understand, but i want to know if this could be possible, at least in theory.

if lack says he'll make it possible in 1 year i should start working now because this idea needs at least 20-30 maps and xmls :D

PostPosted: Wed Mar 14, 2007 11:34 am
by hecter
Well, I think at that point, you going farther away from risk, and into something like Age of Empires, or another strategy computer game like it.

PostPosted: Wed Mar 14, 2007 11:47 am
by DiM
hecter wrote:Well, I think at that point, you going farther away from risk, and into something like Age of Empires, or another strategy computer game like it.


i'm not forcing anybody to play it. it would be just an option :wink:

PostPosted: Wed Mar 14, 2007 7:47 pm
by DiM
bump bumpety bump bump bump

i'm still waiting for an official answer :roll:

x

PostPosted: Wed Mar 14, 2007 8:09 pm
by antjo
it could be fun but its way to far from the risk of now
it demands too much

Re: x

PostPosted: Thu Mar 15, 2007 1:20 pm
by DiM
antjo wrote:it could be fun but its way to far from the risk of now
it demands too much


yes it's a very modified version of risk. but don't forget it will be just an option. in the original risk there were just standard games here we have doubles triple terminator etc. simply more options.