lol, more like one every 4 years.Nola_Lifer wrote:When was the last XML update prior to this one? How many updates do we get a year on average? 1 or 2?
Moderator: Cartographers
lol, more like one every 4 years.Nola_Lifer wrote:When was the last XML update prior to this one? How many updates do we get a year on average? 1 or 2?
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?
So, if you want to set a specific number you need to code an additional/separated bonus with its own name and use it for the conditional border.lackattack wrote:For conditional borders (or anything else like subcontinent references), a continent is considered "held" if you hold the continent-level required irrespective of the bonus levels.
Like losing conditions:ManBungalow wrote:Questions about conditional borders;
Is the conditional border activated immediately after the dependent region/continent is taken, or does one have to wait until their next turn to make an attack along the conditional route ?
My thinking is that the game log doesn't explicitly recognise a bonus as having been captured until it actually grants the bonus next turn.
If it does immediately take effect, then some creative people could have fun adding killer neutrals to the mix.
Similarly - if one is in a freestyle game and holds the trigger region at the start of a turn, and loses it during the turn but before making an attack, can you still attack through the conditional route ?
etc
lackattack wrote:The conditional border is activated/disactivated immediately when you conquer or lose the condition.
They've been coming at a rate of around 1 per year. Though admittedly this year it seems like they've been picking up a bit. It was really nice to see Adjacent Attacks/Trench Warfare implemented. It's nice to see the XML finally start to take some baby steps. I do agree that Lack needs to put some serious effort in the XML over the next few months to get the foundry back. There's a bunch of XML updates which should be really easy to code that would really help make the foundry a better place with much more variety. Decay to Neutral and Conditional Autodeploys being the two major ones that come to mind.Nola_Lifer wrote:When was the last XML update prior to this one? How many updates do we get a year on average? 1 or 2?
Code: Select all
<continent>
<name>A not B</name>
<bonus>0</bonus>
<components>
<component type="mandatory">Sample A 1</component>
<component type="blocker">Sample B 1</component>
<component type="blocker">Sample B 2</component>
<component type="blocker">Sample B 3</component>
<component type="blocker">Sample B 4</component>
<component type="blocker">Sample B 5</component>
<component type="blocker">Sample B 6</component>
<component type="blocker">Sample B 7</component>
<component type="blocker">Sample B 8</component>
</components>
</continent>
<territory>
<name>Sample A 1</name>
<borders>
<border condition="A not B">Sample B 1</border>
<border condition="A not B">Sample B 2</border>
<border condition="A not B">Sample B 3</border>
<border condition="A not B">Sample B 3</border>
<border condition="A not B">Sample B 4</border>
<border condition="A not B">Sample B 5</border>
<border condition="A not B">Sample B 6</border>
<border condition="A not B">Sample B 7</border>
</borders>
<coordinates>
...
</coordinates>
</territory>

From what I understand of the code, not yet. But that would make for an interesting variation for gameplay.ManBungalow wrote:So,
Is it possible to have a condition upon which,
only when A is held, B can NOT attack C
?