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Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Mon Jul 07, 2014 2:30 pm
by Fuchsia tude
Feature arrangements look pretty good. There are still uneven borders between the top- and bottom-most territories (damaged when you closed up the chasms, I believe); it would be nice to go over them again with a uniform-width black line with white drop shadow.

I think I'd say "Territories may bombard seas adjacent to them" in the key; now that [coastline] provides no bonus, the terms "Coastline" (instead of "adjacent to sea") won't appear in the XML anyway. (If they ever do come back, it might be good to print that in the key, though. Hmm.)

Also plains, mountains, tundra, and swamps have two favored territories on either side of one lake and one bordering another lake; desert and volcano have one between two lakes and two others bordering the other two; but forest and jungle only border two each. That could make for very different worth of the Aquatic feature, depending on what Kingdom you roll. Maybe J4 & D2, and F4 & V2, should be swapped?

Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Fri Jul 25, 2014 7:03 pm
by DearCyrus
on Game 14665737, I am holding 2 cosmic , but it is not letting me assault the other cosmic territories. Bug, or has there been a change not reflected in the key? I have been gone for a while and haven't kept up with the times... I see some cool things in the work for this map, but that shouldn't effect my current game. just thought you would want to know.

Congrats on Your Blue BTW, D13. I think You wear it well. ;)

Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Wed Aug 06, 2014 1:00 pm
by Fuchsia tude
DearCyrus wrote:on Game 14665737, I am holding 2 cosmic , but it is not letting me assault the other cosmic territories. Bug, or has there been a change not reflected in the key? I have been gone for a while and haven't kept up with the times... I see some cool things in the work for this map, but that shouldn't effect my current game. just thought you would want to know.

Congrats on Your Blue BTW, D13. I think You wear it well. ;)

It's a bug. A new XML is in the works.

Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Fri Aug 15, 2014 5:44 pm
by dolomite13
I submitted a fix about 6 months ago for many of the problems still plaguing the map and it somehow slipped through the cracks.

I should have the new map image and new XML to send to testing in a few days.

Sorry for the delay. I have been away from CC for the past few months due to personal issues.

=D13=

Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Mon Sep 22, 2014 7:16 pm
by dolomite13
My full time job and several "for profit" evening/weekend project have kept me too busy to be able to devote any time to the new xml for the new map or to do any work on any other map.

I will have time again starting in a few weeks (I hope) However if any of the foundry regulars (who know xml realy well) want to do the new XML please contact me. I can certainly compensate someone for their time.

Sorry for my absence... I will return ... I promise.

=d13=

Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Mon Sep 22, 2014 9:10 pm
by DoomYoshi
That makes me a sad panda.

Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Fri Oct 10, 2014 12:39 pm
by SiriusCowKing
Treefolks with Dwellers power capture F1 - player gets 4 next turn instead of 5.

The issue goes away when the player captures a 2nd cavern, he gets the +2 bonus for having 2 caverns.

Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Fri Oct 24, 2014 8:10 pm
by Vdreams
13950268 anyone want to test it?

Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Sun Oct 26, 2014 8:50 pm
by Vdreams
in 13950268 the nukes are on! does that mean special abilities can be permanently lost?

Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Mon Oct 27, 2014 7:07 am
by Donelladan
yes if you are lucky with the nuke

Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Wed Dec 10, 2014 8:31 pm
by dolomite13
Hello folks it looks as if things in my real life are slowly approaching normal once again. And I find myself starting to think about conquer club again. About six months ago I ran out of free time and my desire to continue with CC simply went away. An attempt to find someone to do the XML for this map (for cash) failed. And I simply checked out.

I will try an fix the map and get the update done by the end of the year and will contact foundry folks to let them know of my intentions.

Sorry for my absence and for the map remaining broken for so long.

D13

Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Sat Dec 20, 2014 2:01 pm
by Swimmerdude99
I believe I have found a bug.
Game 15142967
In this game, I hold my favored territory F1, that has a cavern on it, which is also one of my extra bonus opportunities. However, I am only getting +1 in total, shouldn't I get +1 for my favored territory and +1 for holding a cavern?

Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Fri Jan 09, 2015 10:11 am
by agentcom
I think T2 is currently coded as a radiation and not a mine.

Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Fri Feb 13, 2015 12:19 am
by Lavoye
Having all 4 Caverns for the Dweller power only gives +3

Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Mon Mar 23, 2015 1:15 pm
by Donelladan
So dolomite disappeared.
I know we are not supposed to make modifictions on a map if we do not have the agreement from the mapmaker.
But what if it we were only fixing bug?

There is many bugs on the xml currently, bonus that do not work accordingly to the legends.
Correcting this bug would simply be doing what dolomite wanted.

Currently we can play the map with many bugs, that's really annoying. If dolomite never come back, we should either remove the map from being played, or at least let us fix the xml bug.

I may be volunteer to fix the bug.

Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Tue Mar 31, 2015 1:34 pm
by Fuchsia tude
Donelladan wrote:So dolomite disappeared.
I know we are not supposed to make modifictions on a map if we do not have the agreement from the mapmaker.
But what if it we were only fixing bug?

There is many bugs on the xml currently, bonus that do not work accordingly to the legends.
Correcting this bug would simply be doing what dolomite wanted.

Currently we can play the map with many bugs, that's really annoying. If dolomite never come back, we should either remove the map from being played, or at least let us fix the xml bug.

I may be volunteer to fix the bug.


However we are now playing on a version of the map image several iterations old, and the new gameplay is not yet reflected in the XML...

Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Tue Mar 31, 2015 3:15 pm
by owenshooter
eradicate it... just hit the "delete" button in the back office... the black jesus has spoken...-Jésus noir

Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Mon May 25, 2015 12:45 pm
by blakebowling
As the mapmaker is no longer active, this map is considered abandoned. Since there are still issues with the map, I cannot quench this map for live play.

If the issues on this map can be fixed by changing XML ONLY, I will allow for those issues to be fixed. I will leave this thread here for the time being, and also leave the map in beta status. If the XML issues are not fixed within a few weeks, I will be forced to close this map and mark it as abandoned.

Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Thu May 28, 2015 5:15 am
by Donelladan
Who can fix the XML ? Can we volunteer?

Re: [Beta] - Krazy Kingdoms - Proposed Changes (6/6/14)

PostPosted: Fri May 29, 2015 6:59 pm
by Fuchsia tude
blakebowling wrote:As the mapmaker is no longer active, this map is considered abandoned. Since there are still issues with the map, I cannot quench this map for live play.

If the issues on this map can be fixed by changing XML ONLY, I will allow for those issues to be fixed. I will leave this thread here for the time being, and also leave the map in beta status. If the XML issues are not fixed within a few weeks, I will be forced to close this map and mark it as abandoned.


That depends. Does "XML ONLY" include updating to the most recent version of the map image?

dolomite13 wrote:Ideally I want no fewer than 2 spaces between every connected territory(radiation, minions, and caverns). I also wanted the mines and crypts to have several territories that were only 1 apart. And of course I wanted icons to not appear on the same terrain type twice. So to balance things a bit I spent a few hours moving almost every icon.

Cosmic
- Made Reactor KILLER 1
- Added Reactor assults Forbidden Lands (this is still limited by the forbidden lands/blood tower limitation)

Demonic
- Underworld will start at either 2n or 3n and your kingdom can assault the underworld. This isn't all that useful but adds something different to demonic to help differentiate it from other specials.

Miners
- Mine icons are now placed in such a way that they are near the center of the map vertically. The top 2 and bottom 2 are separated by badlands but the two groups are separated by the center of the map and 3 territories. This is more difficult and costly than the undead so holding all 4 grants +5 instead of +4 as a way to balance this.

Undead
- Crypts are now organized horizontally across the center. The left 2 and right 2 are separated by a single territory with no icons but the two groups are separated by the center of the map and 2 territories.

Thoughts?

=D13=

Image

Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Wed Jun 03, 2015 1:38 pm
by blakebowling
Donelladan wrote:Who can fix the XML ? Can we volunteer?

Anyone can fix the XML.

Fuchsia tude wrote:That depends. Does "XML ONLY" include updating to the most recent version of the map image?

I wasn't aware the map image was outdated. I'll look into this.

Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Tue Jun 09, 2015 2:23 pm
by Gilligan
Donelladan wrote:Who can fix the XML ? Can we volunteer?


i can try to offer any assistance with fixing the XML.

Re: [Beta] - Krazy Kingdoms - Proposed Changes (7/3/14)

PostPosted: Thu Aug 27, 2015 2:17 pm
by dolomite13
Sorry I dropped out folks... life went sideways for me for a long period of time.

I don't know if I want to make any sort of full time return but if there is interest in either the working xml for the existing map or the xml being completed for the proposed updated map then I will be willing to put in a few hours a week to try and get this finished.

I wanted to make some serious changes to the game after we saw how it played. The latest map that was posted had several balance changes made to it. I submitted an xml that fixed the one that is in play but it got lost in the shuffle.

I'm not sure if I ever submitted xml for the proposed version that was posted last but I am willing to put that together.

Any admin want to weigh in on this please?

=D=

Re: [Beta] - Krazy Kingdoms - The Creator Returns (8/27/15)

PostPosted: Tue Sep 08, 2015 12:08 pm
by dolomite13
I am going to look at the existing xml this week and then start looking at the proposed changes xml.

=D=

Re: [Beta] - Krazy Kingdoms - The Creator Returns (8/27/15)

PostPosted: Tue Sep 08, 2015 12:11 pm
by Donelladan
Yeeeeeeeeeeeeeeeeeeeeeeeeees.
Strong interest here !!!! If you've time will be very happy to play the new version :)