Conquer Club

[XML] Countdown Killer Neutrals

Suggestions that have been archived.

Moderator: Community Team

[XML] Countdown Killer Neutrals

Postby Kabanellas on Thu Nov 21, 2013 6:39 am

The idea would be to add an option on which Killer Neutrals could be set (by the map maker) to trigger on a determined number of turns.

Example:
-Player A, on round 2, takes Killer Neutral X (which is set to trigger in 4 rounds).
-On Round 6, Killer Neutral X would kill all armies in it (if still belonging to Player A). Reverting back to its neutral state.

This would create a series of vast possibilities in terms of creating maps, contexts and defining game-play.
Also, and this is very important, maybe they could even actually be a part of bonus while the clock-count goes down, before triggering.
User avatar
Major Kabanellas
 
Posts: 1482
Joined: Fri Feb 27, 2009 12:21 pm
Location: Porto, Portugal

Re: [XML] Countdown Killer Neutrals

Postby koontz1973 on Thu Nov 21, 2013 8:06 am

Already suggested. Been looking to see if this would get support but now we have two map makers wanting this. How about a merge and sticky from the suggestions guys. ;)
Image
User avatar
Lieutenant koontz1973
 
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

Re: [XML] Countdown Killer Neutrals

Postby spiesr on Thu Nov 21, 2013 9:32 am

This suggestion seems to be different than the one you linked koontz. In that one you want the number of neutral troops on the territory to change over time. This one is asking for players to be able to hold a killer neutral for some number of rounds before it resets.
User avatar
Captain spiesr
 
Posts: 2809
Joined: Mon May 08, 2006 10:52 am
Location: South Dakota

Re: [XML] Countdown Killer Neutrals

Postby Kabanellas on Thu Nov 21, 2013 1:52 pm

spiesr wrote:This suggestion seems to be different than the one you linked koontz. In that one you want the number of neutral troops on the territory to change over time. This one is asking for players to be able to hold a killer neutral for some number of rounds before it resets.


Exactly!!
User avatar
Major Kabanellas
 
Posts: 1482
Joined: Fri Feb 27, 2009 12:21 pm
Location: Porto, Portugal

Re: [XML] Countdown Killer Neutrals

Postby koontz1973 on Fri Nov 22, 2013 12:15 am

My bad, both where so similar I missed the differences. But again this is one of those ideas that can light a map up with only a little change to current codes. This along with the other four neutral ideas should be done in a job lot of updates IMO as they all deal with the same item (neutrals).
Image
User avatar
Lieutenant koontz1973
 
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

Re: [XML] Countdown Killer Neutrals

Postby Kabanellas on Fri Nov 22, 2013 2:50 am

koontz1973 wrote:My bad, both where so similar I missed the differences. But again this is one of those ideas that can light a map up with only a little change to current codes. This along with the other four neutral ideas should be done in a job lot of updates IMO as they all deal with the same item (neutrals).


=D> =D> =D> =D> Second that koontz
User avatar
Major Kabanellas
 
Posts: 1482
Joined: Fri Feb 27, 2009 12:21 pm
Location: Porto, Portugal

Re: [XML] Countdown Killer Neutrals

Postby JamesKer1 on Tue Nov 26, 2013 12:30 am

SUBMITTED
Join CrossMapAHolics!

Stephan Wayne wrote:Every day is Fool's Day on CC.




A new era of monthly challenges has begun...
User avatar
Private JamesKer1
 
Posts: 1338
Joined: Fri Jun 24, 2011 9:47 am
Location: Good ol' Kentucky

Re: [XML] Countdown Killer Neutrals

Postby bigWham on Sun Feb 23, 2014 11:22 pm

These features can be implemented using Tranformations
User avatar
Brigadier bigWham
Webmaster
Webmaster
 
Posts: 2829
Joined: Mon Aug 26, 2013 12:08 pm

Re: [XML] Countdown Killer Neutrals

Postby Kabanellas on Thu Feb 27, 2014 7:43 pm

Sweet!!
User avatar
Major Kabanellas
 
Posts: 1482
Joined: Fri Feb 27, 2009 12:21 pm
Location: Porto, Portugal


Return to Archived Suggestions

Who is online

Users browsing this forum: No registered users

cron