natty dread wrote:QoH wrote:I can't wait to see what Natty does with the conditional borders update. Should be spectacular.
I'm not going to do anything with it.
Well that's unfortunate.
Moderator: Cartographers
natty dread wrote:QoH wrote:I can't wait to see what Natty does with the conditional borders update. Should be spectacular.
I'm not going to do anything with it.

pamoa wrote:and now what about a map competition using a draft with all those great new features so we can quick see what we gained
oh btw thank you great divine lack

MrBenn wrote:The code for conditional borders looks a bit off - predominantly because I don't think that it's explicity set that the name of territories and continents have to be different?
MrBenn wrote:Secondly, there needs to be some clarification about how conditional borders and conditional bonuses work...
Imagine a French Revolution map, where there was a condition required to be able to attack the Bastille. Holding French Revoutionaries would be required to build up a bonus (imagine there's 7 key leaders, which are coded to give a bonus for holding 3 or more). The condition is coded that you need to hold the Revolutionary Leaders to attack the Bastille. Do you need to hold all 7 of them to open the attack option, or any three of them?
DiM wrote:lack successfully drove away a lot of mapmakers and it's time he did something to keep the ones he has and even bring some new ones. otherwise in a couple of years the only person in the foundry will be cairnswk.
[/spoiler]MrBenn wrote:One of the reasons for starting a new thread, was that I spent a long time reading through the old ones, before forwarding the best of the suggestions to lackattack.
I'll copy those here for reference - none of these features are currently available, and there is no guarantee that any of these will be implemented. The example XML that has been cited is for reference only, and is only there to give an indication for possible implementation of the suggestion. It should not be confused with anything that is currently available.MrBenn wrote:Conditional Autodeploys
The tag for autodeploy is currently a <bonus> tag within the <territory> collection. It would make more sense (and add more versatility) to add a conditional autodeploy to the <continent> collection.Code: Select all
<continent>
<name>Oceania</name>
<bonus>0</bonus>
<components>
<territory>Indonesia</territory>
<territory>New Guinea</territory>
<territory>Western Australia</territory>
<territory>Eastern Australia</territory>
</components>
<autodeploy=”2”>Indonesia</autodeploy>
<autodeploy=”-1”>Eastern Australia</autodeploy>
</continent>
Killer Neutral Tweak
**NOTE: There is a known bug when players are eliminated by a killer neutral – it may be worth resolving this!
There have been requests to update the killer neutral code to allow for the neutral to respawn/reset to a different value.
Description: At the moment you can have
<neutral>2</neutral>
or
<neutral killer="yes">5</neutral>
The Maze Craze map requires this to be tweaked slightly... could we change to?
<neutral killer="5">2</neutral>
So the neutral initialises with 2 but when captured it returns to 5.
Alternatively add a separate <neutral reset> tag, which could be used with the neutral killer, or proposed decay?
Decay to Neutral
Negative autodeploy currently stops when a territory has a single army on it. With killer neutrals, a precedent has been set for territories to revert to neutral, and so it would be logical to extend the behaviour of decaying territories. However, in order to maintain backwards-compatibility, I would suggest the addition of a <decay> tag:Code: Select all
<territory>
<name>No Mans Land</name>
<borders>
<border>Dalhart</border>
<border>Clayton</border>
<border>Boise City</border>
</borders>
<coordinates>
<smallx>90</smallx>
<smally>90</smally>
<largex>200</largex>
<largey>111</largey>
</coordinates>
<bonus>-1</bonus>
</territory>
<territory>
<name>No Mans Land</name>
<borders>
<border>Dalhart</border>
<border>Clayton</border>
<border>Boise City</border>
</borders>
<coordinates>
<smallx>90</smallx>
<smally>90</smally>
<largex>200</largex>
<largey>111</largey>
</coordinates>
<decay>1</decay>
</territory>
Conditional Borders
Previously (and frequently) referred to as Dynamic Borders, conditional borders have been mentioned a number of times under various guises. Their addition would open up Conquer Club to a whole new level of strategy, and further differentiate from the well-known Hasbro clone![]()
Previous suggestions have incorporated multiple map images, although this could initially be done within a single static image: a 'green key territory' could be used to open attack routes through 'green doors'... hold a ladder/rope to climb/descend... etc. etc.
The below example is an idea of how it could be implemented - continents have been included for versatility.Code: Select all
<territory>
<name>Door</name>
<borders>
<border>Hallway</border>
<conditionalborder>
<required territory>Key</required territory>
<required continent>Guardhouse</required continent>
<border>Drawbridge</border>
<bombardment>Moat</bombardment>
</conditionalborder>
</borders>
</territory>
Permanent Visibles
There have been murmurs of approval for some sort of sentry/scout/lookout post territories for use in foggy games – territories that can see through the fog, without the ability to attack.
Note: Visibles could theoretically be included in conditional borders (above)Code: Select all
<territory>
<name>Lookout Post</name>
<borders>
<border>Inner Wall</border>
<border>Outer Wall</border>
<visible>Over The Hill</visible>
<visible>Far Away</visible>
</territory>
Perma-fog
The antithesis to the lookout post/permanent visibles, would be permanent fog (for non-adjacent territories)Code: Select all
<territory>
<name>No Mans Land</name>
<borders>
<border>Dalhart</border>
<border>Clayton</border>
<border>Boise City</border>
</borders>
<coordinates>
<smallx>90</smallx>
<smally>90</smally>
<largex>200</largex>
<largey>111</largey>
</coordinates>
<bonus>-1</bonus>
<permafog>True</permafog>
</territory>
Grouped Starting Positions
If there was any way of assigning starting positions to teams, then that would be a very welcome addition. Rather than specifiying positions for particular players, is there any way that the starting positions could be grouped so that groups of positions will be given to the same team… The maximum number of teams in a game is 4 (4x doubles), so perhaps <group> tags could be added each position – and then each player will be assigned positions corresponding with their teammates – but you could keep it randomised so that team 1 would not necessarily be allocated group 1...
If there are more teams than groups, then the start positions should be ignored. Equally, if there are less teams than groups, then each team could be given two positions (ie if there are 4 coded groups in a quads game, then Team 1 (red, green, blue, yellow) would receive two groups, with team 2 receiving the other.Code: Select all
<positions>
<position>
<territory>Britain</territory>
<group>1</group>
</position>
<position>
<territory>France</territory>
<group>1</group>
</position>
<position>
<territory>Holland</territory>
<group>1</group>
</position>
<position>
<territory>Spain</territory>
<group>1</group>
</position>
<position>
<territory>Portugal</territory>
</position>
<position>
<territory>Inuit Homeland</territory>
<group>2</group>
</position>
<position>
<territory>Comanche Homeland</territory>
<group>2</group>
</position>
<position>
<territory>Aztec Homeland</territory>
<group>2</group>
</position>
<position>
<territory>Mapuche Homeland</territory>
<group>2</group>
</position>
</positions>
Default Starting Position
It would be nice if you could select a single starting position that would always be allocated – ie. In a Humans v Aliens map, with 7 different species of alien, you could ensure that somebody would represent Humans in every game…Code: Select all
<positions>
<position>
<territory>Humans</territory>
<default>True</team>
</position>
<position>
<territory>Ewoks</territory>
</position>
<position>
<territory>Vulcans</territory>
</position>
</positions>
Objectives Tweak
Amend objectives to include <continent> tags as well as <territory> tags. This would allow for more flexibility of objectives (such as “Control 60% of the board.”)
Starting Bonus Override/Delay
One of the things that we have become semi-obsessional over with maps, is to reduce the probability of the first player receiving (large) bonuses. In order to help mitigate the luck of the drop – and to try and add more balance to the game, it would be nice to be able to specify bonuses to be ignored during round 1 (or possibly to be reshuffled in the same way as when an objective is held on the drop)Code: Select all
<?xml version="1.0"?>
<map>
<title>Classic</title>
<smallwidth>600</smallwidth>
<smallheight>325</smallheight>
<largewidth>800</largewidth>
<largeheight>433</largeheight>
<filetype>jpg</filetype>
<delaybonus>
<continent>South America</continent>
<continent>Oceania</continent>
</delaybonus>
Game Start Message
Just a simple xml tag to define a message posted to chat or the game log at the start of every game on that map.
Mostly for storytelling or "setting the mood"
Would need standards set - under x number of characters, yes/no to "map created by", "Beware the prison of Alcatraz for you shall never escape it" is a gameplay tip but in character so to speak where "Alcatraz has no outward borders" is just an explanation - which, if either is acceptable, etc etc etc.Code: Select all
<?xml version="1.0"?>
<map>
<title>Classic</title>
<smallwidth>600</smallwidth>
<smallheight>325</smallheight>
<largewidth>800</largewidth>
<largeheight>433</largeheight>
<filetype>jpg</filetype>
<startmessage>”"Beware the prison of Alcatraz for you shall never escape it."</startmessage>
</map>
zimmah wrote:oneeyed. almost everyone you mentioned does not even WANT to be a cartographer.
greenoaks wrote:DiM wrote:lack successfully drove away a lot of mapmakers and it's time he did something to keep the ones he has and even bring some new ones. otherwise in a couple of years the only person in the foundry will be cairnswk.
i don't have a problem with more australian maps


said the wise man who could have wrote the hitchhiker's guide to the CC foundry galaxycairnswk wrote:It is the small steps in life that create the journey
cairnswk wrote:Dim, i have to say that one should be grateful for all things small when they are given, instead of exepecting gigantic expressions of your idealism.
It is the small steps in life that create the journey, you should know that by now.
DiM wrote:cairnswk wrote:Dim, i have to say that one should be grateful for all things small when they are given, instead of exepecting gigantic expressions of your idealism.
It is the small steps in life that create the journey, you should know that by now.
i've never been one to take small safe steps. i'm more a man of risky leaps. sometimes i fail, sometimes i win, but it's always exciting.
plus, i never said i'm not grateful for this update. it's a good update and i appreciate it but it's nowhere near what was promised all these years. and it would take several such updates for lack to catch up to everything that the foundry needs.
x-raider wrote:So now we can look forward to an influx of 'recycle bin' maps coming out through XML and into BETA...
One concrete change to be thankful for in the direct aftermath...
DiM wrote:x-raider wrote:So now we can look forward to an influx of 'recycle bin' maps coming out through XML and into BETA...
One concrete change to be thankful for in the direct aftermath...
nope, not really.
first of all there aren't that many maps that would have required these updates.
second, all of those maps should have to earn again their graphics badge if they've been in the bin for a long time.
so straight to beta.... certainly not. but we might have a few (1-2) resurrected maps.
zimmah wrote:well, i agree that it is nice, but i also agree with dim hat it should have been much sooner and it should not need a strike for it to finally happen.
