it's useless guys. i've posted these requests more then 2 months ago and nobody even looked at them. i don't think they will ever get implemented.
i have several projects that need them and i had to abbandon them because of lack of features
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
Despite the fact that lack's not currently looking for ideas for new XML features, I'd still like to express my support for gimil's proposal, in case lack does want more work to do in the future. The different sides should be randomly allotted, of course, and if there are few enough players (e.g. two or three), players should receive multiple sides.
There are several important questions, though:
After handing out sides, should the randomizer try to make sure that every player still ends up with the same number of countries total, or the same number of extra countries?
What should happen if there are more players than sides? (I suppose this question implies an answer to the previous one.)
If there are sides left over (e.g. with six sides and four players), what happens to the remaining ones? Are they given to a couple of the players en masse? Divided up country by country? Treated as neutral? (I'd veto the last one as an automatic behavior: mapmakers should just use the <neutral> tag on those countries if desired, and the <player> tag can simply override it when there are enough players.)
When Lack first approved the new XML additions, he did mention this was just the first 'batch'. Be patient, not everything that is good can come at once.
AndyDufresne wrote:When Lack first approved the new XML additions, he did mention this was just the first 'batch'. Be patient, not everything that is good can come at once.
--Andy
i know he said that but several months have passed since and he hasn't even looked at the new proposals
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
AndyDufresne wrote:Don't worry, a time will come again. He wants to finish up some major things with the few next updates.
--Andy
cool.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
Not just any bonus, but a bonus of 600 armies -- that'd be practically equivalent to declaring a win. (I'd advise against 6000, though, on the grounds that it'll look terrible against the army shadows.)
Jota wrote:Not just any bonus, but a bonus of 600 armies -- that'd be practically equivalent to declaring a win. (I'd advise against 6000, though, on the grounds that it'll look terrible against the army shadows.)
i cant help but feel this is in the wrong thread lol or am i just stupid?
Jota wrote:Not just any bonus, but a bonus of 600 armies -- that'd be practically equivalent to declaring a win. (I'd advise against 6000, though, on the grounds that it'll look terrible against the army shadows.)
i cant help but feel this is in the wrong thread lol or am i just stupid?
i have the same feeling. or we share the same stupidity
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
Description: A bonus that is given for holding a certain territory, maybe in the middle of a map or connected to many territories, for a set amount of turns.
Why It Should Be Considered: This xml variation could be used for war scenarios (WWII and D-Day would have been great with these), and would make for focal points on the map.
Chariot of Fire wrote:As for GreecePwns.....yeah, what? A massive debt. Get a job you slacker.
Viceroy wrote:[The Biblical creation story] was written in a time when there was no way to confirm this fact and is in fact a statement of the facts.
since the thread has already been bumped i might as well post again my suggestions
DiM wrote:
DiM wrote:Suggestion Idea:One-time Bonus
Description: you receive a one time bonus when you conquer a terit. after that the terit gives no other bonus regardless if somebody else takes the terit.
DiM wrote:Suggestion Idea:Modifiable bonus for number of owned terits
Description: normaly you get 1 for every 3 terits you own (minimum 3 troops if you have less than 12). well, i'd preatty much like to regulate these numbers. for example get +1 for each terit. or +3 for every 2 terits, or why not? get absolutely nothing regardless of the terits you have
DiM wrote:Suggestion Idea:Converting Territories
Description: a territory can be converted to another player if certain conditions are met. let's say we have a green territory surrounded by blue. if blue's troops are ten times stronger the green teritory becomes blue with just one army
DiM wrote:Suggestion Idea:Variable Attack Range
Description: we have ranged attacks but those are predefined ranged attacks and can only be applied to set territories. i want those attacks to be variable. so you have a catapult in territory A and it can attack at a certain range (let's say 3 territories in any direction) but in time that catapult becomes a cannon and thus it should be able to attack at a longer range. or perhaps you get a certain territory that while it is held it provides a boost in catapult range and if you lose it you return to normal range.
DiM wrote:Suggestion Idea:Conditions for xml features
Description: let's say we have a cannon terit that has ranged attack. but i don't want that ranged attack to be available unless the owner also has another terit called ammo depot. so can the cannon terit lose his ranged attack if the owner loses the ammo depot?
DiM wrote:Suggestion Idea:Win condition - number of armies
Description: can a specific number of armies be added as a wining condition? let's say you must have terit x & y but also have 100 armies in those terits.
DiM wrote:Suggestion Idea:Multiple ownership of a terit
Description: some terits are not attackable but more players can move into the same terit. let's say we have terit A -> B <- C with the arrows being one way moving. not attacking just moving. green is in terit A and he moves his troops to B. he selects attack but no dice are rolled he just moves. then red has terit C and also moves into terit B. now both red and green have their armies in the same terit. it's multiple ownership. since the teit is move only there's not the problem of someone attacking it to see who defends and such
DiM wrote:Suggestion Idea:Random assigned xml features
Description: let's say i have a map where some terits give bonuses. i want those terits to be random every time a new game starts
DiM wrote:Suggestion Idea:Motion detectors
Description: i want triggers in the xml for certain actions done by the players. let's say a players moves from terita A to B. if he moves 10 troops it's ok but if he moves 100 troops a motion detector is triggered and a xml feature is applied (like an impassable border or decay or something)
DiM wrote:Suggestion Idea: Starting positions by colour
Description: i don't know how i forgot this one but i did. luckily i remembered so i want to be able to write in the xml where will each player start depending on the number of players. something like:
if 2 players -> red terit A green terit H (the rest neutral) if 3 players -> red terit A green terit H and blue in terit D (the rest neutral) ......
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
AndyDufresne wrote:Most likely Lack will look over the next batch of suggestions after his next site update.
--Andy
and when is the next update?
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
Sometime from the current next minute...to some other minute...in some other day of some week. But probably on a shorter time span than the last previous site update.
AndyDufresne wrote:Sometime from the current next minute...to some other minute...in some other day of some week. But probably on a shorter time span than the last previous site update.
--Andy
Why can't we get a straight answer?
And when will you mod a mafia game?
Chariot of Fire wrote:As for GreecePwns.....yeah, what? A massive debt. Get a job you slacker.
Viceroy wrote:[The Biblical creation story] was written in a time when there was no way to confirm this fact and is in fact a statement of the facts.
AndyDufresne wrote:Sometime from the current next minute...to some other minute...in some other day of some week. But probably on a shorter time span than the last previous site update.
--Andy
as long as it is before x-mas it's ok
'You don't need a weatherman to know which way the wind blows' Robert Zimmerman
does anybody know if the XML tester at /mapmaker reflects the latest XML changes? I'm working with territory bonuses in the Berlin map, and I get the following error for each one:
line 690: <bonus>1</bonus> - Did not expect element bonus there
I assume that either the tester is out of date, or I can't use a <bonus> tag within a territory as suggested in the XML tutorial.
oaktown wrote:does anybody know if the XML tester at /mapmaker reflects the latest XML changes? I'm working with territory bonuses in the Berlin map, and I get the following error for each one:
line 690: <bonus>1</bonus> - Did not expect element bonus there
I assume that either the tester is out of date, or I can't use a <bonus> tag within a territory as suggested in the XML tutorial.
Hi Oaktown,
The new XML tester has been updated recently...
The <bonus> tag is in the latest Schema that I sent Lack... (although I notice I've got minOccurs=1 on it - which is incorrect as it's optional)
So I assume around Line 690 you've got something a bit wrong... can you put up the section surrounding 690 here and I'll take a look?
Forgive me if either one of the following two suggestions has already been posted, but there's FAR too many pages to read to make sure I'm not duplicating.
Preset Player Territories
Description: The ability for a mapmaker to specify which players, including neutral, own specific territories in the game.
Why It Should Be Considered: This would allow mapmakers to create maps where players all start off on equal footing. An example would be each player in Chinese Checkers starting off with a triangle and the rest being set to neutral. I have also been considering a space conquest map of sorts involving homeworlds, in which I would need to be able to assign a homeworld, and likely surrounding planets, to each player.
Description: The ability for a mapmaker to specify how many armies any given territory starts off with.
Why It Should Be Considered: This would be useful for making special territories (the Throne in Siege, a flag in 'Capture the Flag', etc) that would give bonuses for owning just the one territory. The territory could be set to have 20 armies on it (neutral, of course, which would require the above update as well).
Description: The ability for mapmakers to limit or eliminate the bonus for the number of territories that you own.
Why It Should Be Considered: This would allow mapmakers to come up with alternative troop economies and control them better. For example, the map I have in mind I would like to make it so that if you don't own your homeworld, you don't get any reinforcements at all. It would be the equivalent of a capitols Risk idea, only instead of being eliminated, you would have a chance to take back your homeworld. The reinforcements would be given for owning your homeworld and any given planet, plus perhaps 'continent' bonuses as well.