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Ziggurat [24/Nov/2017] v14.3 (p7)

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Re: Ziggurat [4/May/2016] v14 (p6)

Postby GoranZ on Thu Aug 04, 2016 1:46 pm

Nice looking map :)
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Re: Ziggurat [4/May/2016] v14 (p6)

Postby GoranZ on Fri Oct 07, 2016 3:35 pm

How far is the development of the map?
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Re: Ziggurat [4/May/2016] v14 (p6)

Postby iamkoolerthanu on Sat Oct 08, 2016 7:55 am

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Re: Ziggurat [4/May/2016] v14 (p6)

Postby iancanton on Sat Oct 15, 2016 4:10 pm

although the red arrows can be changed to something more suitable, they are good enough for testing the gameplay on the beta site. if the gameplay is good enough, then u can complete the graphics to the necessary standard. do u have a complete xml file yet?

ian. :)
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Re: Ziggurat [4/May/2016] v14 (p6)

Postby Swifte on Fri Nov 11, 2016 9:17 pm

iancanton wrote:although the red arrows can be changed to something more suitable, they are good enough for testing the gameplay on the beta site. if the gameplay is good enough, then u can complete the graphics to the necessary standard. do u have a complete xml file yet?

ian. :)


I will be spending some time on the xml this weekend. I have all the territories defined, starting neutrals, auto-deploys, and all the 'borders' entered, as well as the bombardments from the camps. I have also plotted the starting positions of the camps on the small map, and started the B ring. I've been able to use the map inspect tool on it - so I'm not way off base :) Some of those upper terrs have a heck of a lot of places they could bombard... just need the patience to get the whole list down for each.
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Re: Ziggurat [4/May/2016] v14 (p6)

Postby Swifte on Sat Nov 12, 2016 3:41 pm

Update - got all the bombardments coded, and a really really rough first try of placing all the armies in the bubbles for the small map... obviously have a ways to go on that but at least you can see they all exist! And the map inspect shows all the connections for D01.

show


Update 2: Getting much closer on the small map

show
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Re: Ziggurat [4/May/2016] v14 (p6)

Postby jonofperu on Sun Nov 13, 2016 8:12 am

Awesome work, Swifte. Looking good!
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Re: Ziggurat [4/May/2016] v14 (p6)

Postby iancanton on Wed Nov 16, 2016 6:01 pm

that's excellent news, swifte! the d01 bombardments look fine to me, even if the coordinates need adjustment.

ian. :)
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Re: Ziggurat [4/May/2016] v14 (p6)

Postby Swifte on Thu Nov 17, 2016 10:57 pm

Update: Large map coordinates plotted, I think they're looking reasonably close. Those nice shadow effects from the walls do give me some headaches trying to figure out exactly where the center of some of the circles are :lol: At this point, as far as I know, all borders / bombardments / starting neutrals / auto deploys and decays are correctly assigned.

Image

I will probably go through and do another pass on the small map coordinates again tomorrow. I think other than that, all I need is to verify that the way I have set up the starting positions is consistent with what jonofperu intends. Right now I have it set up with each of the starting camps being treated as it's own position, and max of 4 positions per player.

That means:
In 1v1, each gets 4 random territories
In 2 v 2, each player gets 4 random territories
In 3 v 3, each player gets 2 random territories
4 v 4, each player gets 2 random territories

Current XML:

<positions max='4'>
<position><territory>A01</territory></position>
<position><territory>A02</territory></position>
<position><territory>A03</territory></position>
<position><territory>A04</territory></position>
<position><territory>A05</territory></position>
<position><territory>A06</territory></position>
<position><territory>A07</territory></position>
<position><territory>A08</territory></position>
<position><territory>A09</territory></position>
<position><territory>A10</territory></position>
<position><territory>A11</territory></position>
<position><territory>A12</territory></position>
<position><territory>A13</territory></position>
<position><territory>A14</territory></position>
<position><territory>A15</territory></position>
<position><territory>A16</territory></position>
</positions>

One other question for jonofperu.. are there any troop bonuses for territory count? 1 per terr, min 3? or something different?
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Re: Ziggurat [2013/03/09] V7 P5 **Starting Positions**

Postby Swifte on Fri Nov 18, 2016 12:46 pm

jonofperu wrote:STARTING POSITIONS

We've discussed this and it's tied into other topics, but here are the options that look most promising to me so far (using the letters from the previous post):

OPTION D
8 starting positions consisting of 2 territs per player with one on a corner and no two positions bordering each other in more than one spot. (thanks Koontz)
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OPTION E
4 starting positions with one territ per side. Even on every side for 1-4 players. 5-8 players are randomly assigned starting positions. The number of different players/starting positions with 5-8 should provide sufficient balance.
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(Also shown in the update above.)


Just found this from earlier in the thread - is Option E still the plan? If so that's an easy change :)
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Re: Ziggurat [4/May/2016] v14 (p6)

Postby jonofperu on Fri Nov 18, 2016 2:26 pm

Standard territ count bonus, therefore not mentioned in the legend. 1 per 3 territs, min 3.

Yes, Option E for 2-4 player games.
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Then randomly assigned for 5+ players.
Last edited by jonofperu on Fri Nov 24, 2017 1:29 pm, edited 1 time in total.
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Re: Ziggurat [4/May/2016] v14 (p6)

Postby Swifte on Fri Nov 18, 2016 5:38 pm

Update: Feeling better about small map. Starting Positions for 2-4 players are coded as described by jonofperu.... I really think this might be play-test ready.
Here is a link to download the latest version of the XML: https://1fichier.com/?l7t2uxu5hf

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Re: Ziggurat [18/Nov/2016] v14.2 (p7)

Postby jonofperu on Fri Nov 18, 2016 11:14 pm

Here are slightly updated versions of the map including credits for XML: Swifte. I still need to tweak some minor things (the red arrows?), but that won't affect gameplay if moves to beta.

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Last edited by jonofperu on Fri Nov 24, 2017 1:31 pm, edited 2 times in total.
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Re: Ziggurat [18/Nov/2016] v14.2 (p7)

Postby Swifte on Sat Nov 19, 2016 1:29 pm

Sweeeeet thanks jono
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Re: Ziggurat [18/Nov/2016] v14.2 (p7)

Postby josko.ri on Mon Nov 28, 2016 12:31 pm

I have passively followed this map development, and I am happy to see the most recent progress done. I may help in development phase if you need a volunteer. I will look more careful throughout the thread posts in next days.
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Re: Ziggurat [18/Nov/2016] v14.2 (p7)

Postby jonofperu on Wed Nov 30, 2016 5:40 pm

Thanks, Josko.
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Re: Ziggurat [18/Nov/2016] v14.2 (p7)

Postby Swifte on Thu Dec 01, 2016 8:39 am

When you next update, can you update the large map to say "Swifte" instead of "Swifty"? ;)
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Re: Ziggurat [1/Dec/2016] v14.3 (p7)

Postby jonofperu on Thu Dec 01, 2016 10:44 am

:lol:
Done. Oops.
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Last edited by jonofperu on Fri Nov 24, 2017 1:33 pm, edited 1 time in total.
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Re: Ziggurat [1/Dec/2016] v14.3 (p7)

Postby jonofperu on Sun Dec 18, 2016 2:13 pm

Created several games on Beta site.
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Re: Ziggurat [1/Dec/2016] v14.3 (p7)

Postby Fuchsia tude on Sat Dec 24, 2016 7:44 pm

jonofperu wrote:Created several games on Beta site.

I joined a couple. Looking forward to try this out!
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Re: Ziggurat [1/Dec/2016] v14.3 (p7)

Postby Swifte on Sun Jan 01, 2017 11:12 am

updated the XML to remove underlying neutral values from the starting positions (all "A" territories) - believe this will fix games for 5 or more players.

Updated XML: https://1fichier.com/?x1waqtzkyx
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Re: Ziggurat [1/Dec/2016] v14.3 (p7)

Postby Swifte on Tue Jan 03, 2017 2:08 pm

XML seems to be working as intended at this point! Get over to the beta site and try it out if you're interested :) My early reaction is that it's fun but holy cow there are a lot of bombards. Getting up the initial levels is pretty precarious since the camps can bomb up the first two levels.
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Re: Ziggurat [1/Dec/2016] v14.3 (p7)

Postby Fuchsia tude on Mon Jan 09, 2017 3:34 pm

In 5-8 player games, I see that a player's starting locations are all randomly distributed. However, it seems unbalanced to me for a player to be able to spawn with all three (in 5 player games) or all two (in 6-8 player games) of their camps on a single face of the ziggurat. (NB: 15866011) There's even a slight chance that such a player in a 5, 6, or 7 player game could spawn with only neutral camps on the same face, leaving them uniquely uncontested in their ability to conquer two levels of one face of the ziggurat, almost (or entirely!) unbombardable by enemy camps.

Is it possible to add starting location groupings to 5-8 player games as well, the same way that you did for 2-4 players, mandating that each player should have two starting locations on opposite faces (either one north & one south, or one east and one west)? Each player's third camp, if a 5-player game, could be distributed randomly.

This change would greatly reduce the effect of random drops.
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Re: Ziggurat [1/Dec/2016] v14.3 (p7)

Postby Swifte on Tue Jan 10, 2017 10:26 pm

Agreed. Haven't been shown a way to make this happen in the XML.. if I can see an example, think that's what we'd want to do.
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Re: Ziggurat [1/Dec/2016] v14.3 (p7)

Postby Fuchsia tude on Wed Jan 11, 2017 3:22 pm

Hmm, I'm no XML expert.

Code: Select all
<positions max='2'>
   <position>
      <territory>A01</territory><territory>A12</territory>
   </position>
   <position>
      <territory>A07</territory><territory>A14</territory>
   </position>
   <position>
      <territory>A02</territory><territory>A11</territory>
   </position>
   <position>
      <territory>A05</territory><territory>A16</territory>
   </position>
   <position>
      <territory>A03</territory><territory>A10</territory>
   </position>
   <position>
      <territory>A08</territory><territory>A13</territory>
   </position>
   <position>
      <territory>A04</territory><territory>A09</territory>
   </position>
   <position>
      <territory>A06</territory><territory>A15</territory>
   </position>
</positions>
This does have the downside of no longer mandating all players to have a spawn on all four faces of the ziggurat in 2-4 player games... I'm not sure if that's an acceptable tradeoff.

For example, there are three possible outcomes in a 1v1: for simplicity, assume the first player drops both positions on the same face-pairs (IE both N&S, or both E&W). Now, the second player can either (1/15 chance) spawn both in the same face-pairs as their opponent, which is balanced; or (6/15 chance) both on the other face-pairs from their opponent, which is balanced; or (8/15 chance) spawn 1 on and 1 off their opponent's face-pair, which is less balanced.
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