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re: [30-May-2007] XML Extensions

PostPosted: Wed May 30, 2007 3:52 pm
by cicero
I'm playing with some map ideas at the moment, but there are a couple that I can't try because the current (pre 30 May update) 'game engine' doesn't allow for the game logic that I'd like.

However one of the most exciting goodies from Lack's 30 May update appears to be the XML Extensions.

Can someone define specifically what these 6 items do?
lackattack wrote:XML Extensions
This isn't really part of the update but I thought I should mention that the XML which cartographers use to make maps on CC has become more flexible and allows for these new possibilities:

1. Neutral Territories
2. Territorial Bonus
3. Bombardments
4. Final Objectives
5. Partially Held Continents
6. Continent Overrides

We still have to properly document the XML for newcomers to the Map Foundry. Nonetheless, we all can look forward to a new generation of maps with exciting twists to the gameplay


Enjoy!


I note that Lack says he/they still need to document it properly, but I'm guessing there will have been requests for these features somewhere in the forums?

If the definitions are already out there somewhere in the forum ether already please do redirect me.

Thanks


Cicero

Re: re: [30-May-2007] XML Extensions

PostPosted: Wed May 30, 2007 8:17 pm
by Sparqs
This thread seems to have all of the info:
Club Forum/Map Foundry/XML Modifications and Variations

Key info:
lackattack wrote:So I would like to go ahead with these proposals:

Starting Neutral Territories (e.g. Ethiopia starts with 6 neutral armies)
Code: Select all
<country>
<name>Ethiopia</name>
<borders>
  <border>Somalia</border>
  <border>Kenya</border>
</borders>
<coordinates>
  <smallx>424</smallx>
  <smally>213</smally>
  <largex>569</largex>
  <largey>277</largey>
</coordinates>
<neutral>6</neutral>
</country>


Final Objective (e.g. win the game by conquering the west coast)
Code: Select all
<continent>
...
</continent>
<objective>
  <name>West Coast</name>
  <components>
     <component>Burkina Faso</component>
     <component>Benin</component>
     <component>Ghana</component>
     <component>Liberia</component>
     <component>Guinea</component>
     <component>Senegal</component>
     <component>Mauritania</component>
     <component>Western Sahara</component>
     <component>Morocco</component>
  </components>
</objective>
<country>
...
</country>


Territorial Bonus (e.g. Ethiopia gets a +2 bonus each round, negative numbers also allowed)
Code: Select all
<country>
<name>Ethiopia</name>
<borders>
  <border>Somalia</border>
  <border>Kenya</border>
</borders>
<coordinates>
  <smallx>424</smallx>
  <smally>213</smally>
  <largex>569</largex>
  <largey>277</largey>
</coordinates>
<bonus>2</bonus>
</country>


and
lackattack wrote:Here's the latest on XML extension:

Ranged attacks
They are going to be called "bombardments". The dice will function as normal but there is no advancing or fortifying.

Code: Select all
<country>
   <name>Yellow King</name>
   <borders>
      <border>Y2</border>
   </borders>
   <bombardments>
      <bombardment>Red King</bombardment>
   </bombardments>
   <coordinates>
      <smallx>184</smallx>
      <smally>283</smally>
      <largex>219</largex>
      <largey>332</largey>
   </coordinates>
</country>


2007-05-22 09:04:01 - lackattack bombarded Red King from Yellow King and annihilated BeerMeNow's armies


Final Objectives
The game will re-initialize if someone is dealt an objective (up to 50x which should never happen :!: ) In team games an individual player must hold the entire objective, just like a continent. Holding an objective in Assassin gives full points. I propose this for Terminator: Holding the objective ends the game and gives you points for all non-terminated and non-deadbeat opponents. Comments?

Collections / X of Y Bonus
Instead of introcuing a new <collections> tag how about adding a "required" (or "quantity"?) tag to <continent>, like this:

Code: Select all
<continent>
   <name>Any 4 Kings</name>
   <bonus>5</bonus>
   <components>
      <component>Red King</component>
      <component>Green King</component>
      <component>Blue King</component>
      <component>Purple King</component>
      <component>Yellow King</component>
   </components>
   <required>4</required>
</continent>


This will require a bit more XML but is more flexible and similar to what we already have. Comments?

Overruling continent bonus
Instead of a <bestof> tag how about a set of <overrule>s, like this:
Code: Select all
<continent>
   <name>Any 4 Kings</name>
   <bonus>5</bonus>
   <components>
      <component>Red King</component>
      <component>Green King</component>
      <component>Blue King</component>
      <component>Purple King</component>
      <component>Yellow King</component>
   </components>
   <required>4</required>
   <overrules>
      <overrule>Any 2 Kings</overrule>
      <overrule>Any 3 Kings</overrule>
   </overrules>
</continent>



My summary:
1. Neutral Territories
Ability to designate territories as neutral at the start.

2. Territorial Bonus
Deployment bonus (or penalty) that affects a specific territory, like a matching card.

3. Bombardments
A "border" that allows attacking but not occupying, leaving 1 neutral army in the case of victory.

4. Final Objectives
Map-based win conditions - hold the continent for victory.

5. Partially Held Continents
Easier way to define complex continents.

6. Continent Overrides
Again, easier way to define complex continents.

Edited to clarify Territorial Bonus.

PostPosted: Thu May 31, 2007 3:30 am
by gimil
can this get stickied please

PostPosted: Wed Jun 06, 2007 12:27 pm
by gimil
BUMP

PostPosted: Wed Jun 06, 2007 12:53 pm
by Wisse
gimil wrote:BUMP

the other one was sticked and unsticked this won't get sticked so don't bump...

PostPosted: Fri Jun 08, 2007 7:57 am
by lackattack
hey guys, we're going to start documenting the xml extensions in a few days and have it in a sticky soon enough...

PostPosted: Fri Jun 08, 2007 9:20 am
by gimil
Thanxs =)

PostPosted: Sat Aug 04, 2007 12:53 pm
by cairnswk
lackattack wrote:hey guys, we're going to start documenting the xml extensions in a few days and have it in a sticky soon enough...


Lackattack....i was wondering if this is still in the fire or has it been finished.

PostPosted: Sat Aug 04, 2007 4:17 pm
by KEYOGI
He may be referring to the XML Tutorial, which can be found via the Map Making Tools thread.

Click here for a direct link to the XML Tutorial.

PostPosted: Sat Aug 04, 2007 5:00 pm
by cairnswk
KEYOGI wrote:He may be referring to the XML Tutorial, which can be found via the Map Making Tools thread.

Click here for a direct link to the XML Tutorial.


Keyogi, is there any way that all this xml stuff - tutorials - and latest developments can be put together in one sticky at the top of the main foundry thread, or even in the map making tools.

PostPosted: Sun Aug 05, 2007 6:38 pm
by KEYOGI
I'm not quite sure I see the point to be honest Cairns. It's all in the 'How to Make A Map' and 'Map Making Tools' threads. 8)

PostPosted: Mon Aug 06, 2007 2:54 am
by cairnswk
KEYOGI wrote:I'm not quite sure I see the point to be honest Cairns. It's all in the 'How to Make A Map' and 'Map Making Tools' threads. 8)

Keyogi...apologies (i think) I was looking for the format that the original notice was done in, and I didn't read Lackattack's tutorial well enough. :oops: