Moderator: Cartographers
is this possible with current XML options?.. what is there to stop a player being given two meteors at the start and someone else getting none?people don't just start in the meteors, they start with one meteor each, and then a random assortment of the "orange circle" territories
Well if it isn't XML capable then the problem with the meteors and uneven distribution will happen, though if it isn't capable the meteors will probably be removed, or turned to neutral. However, I do believe that it is possible in XML, though I haven't read through the features yet. If you notice in the Monsters map, everyone starts with a wizard and an assortment of monsters. Also, in the World Cup map, everyone started with a territory at the start on the top of each bracket that had 4 armies. So until someone says otherwise, its staying in for the moment.Bob XIII wrote:is this possible with current XML options?.. what is there to stop a player being given two meteors at the start and someone else getting none?
With me writing the coding, I say it is possible, if I recall right you can call each starting positions, otherwise there would be a huge problem with Das Schloß, and really dumb luck that every game I've played in each person got one parachute.Bob XIII wrote:is this possible with current XML options?.. what is there to stop a player being given two meteors at the start and someone else getting none?people don't just start in the meteors, they start with one meteor each, and then a random assortment of the "orange circle" territories

Even for the game play section, We have submitted our brief and were waiting to move on to the game play section before doing to much that was really drastic in changes. I am sure we can get another update up in the next few days.Industrial Helix wrote:Hey guys, we need an updated image before this thing gets moving.

I assume you mean graphical improvements (as opposed to gameplay changes)? We didn't really want to start working on a huge graphical overhaul until after the gameplay had begun to finalize, but if it's needed... the work will begin.Industrial Helix wrote:Hey guys, we need an updated image before this thing gets moving.
Yeah, we were a little worried about that, though we wanted the bonus structure for territory counts to be something different than what is standard. Possibly a different way to determine the bonus amounts? Also the bonus amounts were sort of just thrown in there, so the strength of each bonus and the number of territories needed is very changeable. Since this is replacing the territory count bonus, we are not minding that people start with a little bonus here or there, but we don't want it to be uneven.Evil DIMwit wrote:My biggest fear with this is drops: In a 3p game,you'll see players dropping a bunch of +2 bonuses, with 18 territories each (which means if any player loses even one territory, their troop deployment comes down. There's also a 7-8% chance of a player dropping a +4 bonus from the mantle. This all resolves to decent advantages being dropped based on luck.
If this bonus replaces the territory count bonus, then you should note that on the map. Though I don't think this is a good idea since the layer bonus inherently gives rise to unevenness. I recommend either dramatically reducing it or doing away with it entirely in favor of a standard-style territory bonus. If you want something a bit different from usual, you can try adjusting the territory bonus increment -- not many maps take advantage of that possibility. But even if you don't, no one will ever accuse you of lacking originality.initus wrote:Since this is replacing the territory count bonus, we are not minding that people start with a little bonus here or there, but we don't want it to be uneven.
Yes we do need to add that there is no territory bonus on the map.Evil DIMwit wrote:If this bonus replaces the territory count bonus, then you should note that on the map. Though I don't think this is a good idea since the layer bonus inherently gives rise to unevenness. I recommend either dramatically reducing it or doing away with it entirely in favor of a standard-style territory bonus. If you want something a bit different from usual, you can try adjusting the territory bonus increment -- not many maps take advantage of that possibility. But even if you don't, no one will ever accuse you of lacking originality.initus wrote:Since this is replacing the territory count bonus, we are not minding that people start with a little bonus here or there, but we don't want it to be uneven.
Also, it would be handy to be able to see the connections out from the standard magma areas.

I'm not sure if you missed the whole every magma current (red ovalish thing that attacks in one direction) has its own region bonus thing or what, but there are definitely region bonuses. There are also chokes, at every territory beneath the crust that starts as a 1 neutral.carlpgoodrich wrote:I've been staring at this map for a few minutes now, and I'm having a hard time figuring out what the gameplay will be. Since there are no bonus regions and no choke points, it seems like there is little strategy to building up and protecting a layer bonus.
I haven't gone through every combination, but in the top of the outer layer, for example, you have to hold 10 and protect 3 just to get a bonus of 2... definitely not wroth it. Another possibility would be to hope you get drops on a territ that is the only territ that attacks another territ, so you can attack and not advance, thus not having to protect two territs. Again, that will only take you so far. Only other thing I can think of is getting a magma and dumping all your armies on it for that tiny +1.
Do you guys have a better feeling for how these games will unfold? If not I'm worried that this will become a novelty map that no one plays.
I meant that I like the stagnant magma in that it can attack the core, but I'm worried that it's ability to also attack all the territories around it makes too hard to hold the magma currents (this is just my take, maybe others disagree). So what about making a few territories that are part of lava currents (probably territories that already connect two currents) border the core, and have a higher starting neutral?initus wrote:Also, what do you mean by: "Maybe just have a few normal territories border the core?"
This is a hard one, but probably. I'm mainly concerned about how the meteors have a +1 auto, and theres only a neutral of 1 separating them from the outer layer. I'm trying to decide if, were I playing this map, it would be worth it to go for a +1 lava current that is not under my starting meteor. Maybe increase the neutrals on the surface that lead down to the outer layer to 3? Maybe not. I'm not sure.Well as this is the gameplay workshop, everything is liable to change or be altered, so the current bonus amounts could change. Do you think they are an appropriate amount for the currents if the stagnant magma was not present?
Well, truth be told the stagnant magma doesn't attack the core, I guess the text on the map is a little ambiguous in its wording though, it is supposed to be a one way attack from the core to the stagnant magma. I do see what you're getting at with the too many borders for regions business though, I was wondering something along those lines myself.carlpgoodrich wrote:I meant that I like the stagnant magma in that it can attack the core, but I'm worried that it's ability to also attack all the territories around it makes too hard to hold the magma currents (this is just my take, maybe others disagree). So what about making a few territories that are part of lava currents (probably territories that already connect two currents) border the core, and have a higher starting neutral?
The crust territories might go up to 2, but I don't think that they would serve their function with 3. What we may end up doing is having the territories on the crust that border a lava ocean be an increased amount, perhaps 3 or 5, and the others being 1s. Well with team games the autodeploy would add a little more dynamic gameplay, as you could start working your way from ally's meteors or something, but I get what you are saying though. I probably wouldn't try to go for those, but I guess it depends, if it is early in the game and the auto deploy isn't all that high, there could be the possibility that you could get and hold those, especially if you drop most of the territories in the current. However, the currents that are attacked by a meteor probably need a bonus amount increase.carlpgoodrich wrote:This is a hard one, but probably. I'm mainly concerned about how the meteors have a +1 auto, and theres only a neutral of 1 separating them from the outer layer. I'm trying to decide if, were I playing this map, it would be worth it to go for a +1 lava current that is not under my starting meteor. Maybe increase the neutrals on the surface that lead down to the outer layer to 3? Maybe not. I'm not sure.
I was actually thinking the other way around a higher number to get off the meteor, and the 1's/2's for the rest. This will slow the chance for crust bonuses early.initus wrote:The crust territories might go up to 2, but I don't think that they would serve their function with 3. What we may end up doing is having the territories on the crust that border a lava ocean be an increased amount, perhaps 3 or 5, and the others being 1s. Well with team games the autodeploy would add a little more dynamic gameplay, as you could start working your way from ally's meteors or something, but I get what you are saying though. I probably wouldn't try to go for those, but I guess it depends, if it is early in the game and the auto deploy isn't all that high, there could be the possibility that you could get and hold those, especially if you drop most of the territories in the current. However, the currents that are attacked by a meteor probably need a bonus amount increase.carlpgoodrich wrote:This is a hard one, but probably. I'm mainly concerned about how the meteors have a +1 auto, and theres only a neutral of 1 separating them from the outer layer. I'm trying to decide if, were I playing this map, it would be worth it to go for a +1 lava current that is not under my starting meteor. Maybe increase the neutrals on the surface that lead down to the outer layer to 3? Maybe not. I'm not sure.


We do, it will be the first letter of the bonus, and a number, so Q1 for Qalba Tide, and for the transitions it will be QA for Qalba tide with Alov Torrent. If you would like to see all the regions I am sure we can get something up soon, it just wasn't on the top of our list to deal with right away, since we had a plan on the names.natty_dread wrote:How will you name the territories? I see you have bonus area names but no individual territory names... May be a bit hard to fit them all unless you have some special plan for them?

Yeah, was thinking along those lines.Evil DIMwit wrote:I don't think a volcano auto-deploy is necessary or appropriate. You've already got the meteor auto-deploys in the area.
This has been brought up before, but now with the stagnant magma gone it clears up a little space in the bottom right area for some text. Perhaps if I leave some instructions down there on how the crust attacks? Don't really want arrows on the crust, as that would clutter it up even more than it already is.Evil DIMwit wrote:Speaking of which, it's not quite clear which territories the regular surface territories can attack, since they don't have arrows.
Your chart starts at twelve, but if it were to start at 14, then we would get the 0.32% chance? Say, something like this:Evil DIMwit wrote:However, the chances of someone in a 3-player game dropping the 12-territory bonus with 26 droppable territories in the largest layer is about 11%, which is quite a bit even for a 2-troop bonus. However, if you increase the requirement to 13 territories, the chances shrink to 2.45%, and with 14 territories it's just 00.32%.
1. Sounds good to us, all that really matters is a relatively even distribution. If it said somewhere before that we only wanted one per player, I think that was assuming that it was eight players.Evil DIMwit wrote: Finally, if you have all the meteors as neutral-coded starting positions (as you should), then:
1. You can't really set it up so that each player always gets exactly one. The eight starting positions are evenly divided, so in 3p and 4p games, each player will get two, and in 2p games each player would get four.
2. With 56 territories, you have 48 regular territories and 8 meteors. Therefore in 3p games each player starts with 16 regular and 2 meteor territories, for a total of 18. That means the first player has a significant advantage, because if the other players only lose 1 territory, their standard troop bonus decreases. Therefore I propose reducing the number of regular droppable territories to 47, which prevents this imbalance for all player numbers.