Moderator: Cartographers
drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
jefjef wrote:From what I see some drop points will have an unfair advantage over others in some game types due to the # of exit points.
To be number 1 they also have to hold the most overall territories.
Clan Seeding does not come into action until after the first round and the position in the ranking gains additional troops. Who knows maybe:
-Number 1 gains 3 extra reinforcements
-Number 2 gains 1 extra reinforcements
It would be nice if the ranking table could be on display at all times on the board but I suppose it could just be listed and awarded at the beginning of the go, as with a normal bonus.
Now in addition to being able to win the game by killing all the opposition, the player can also be victorious by holding - Pinnacle + all 10 Clan territories + all the Clan portals (named after the 'Lesser Clans'
natty_dread wrote:OK here's the thing, Jiminski... almost everything you suggested in that post is impossible to code with the current XML.To be number 1 they also have to hold the most overall territories.
The XML cannot access the amount of players' territories, or for that matter any other game variables, in this way. Cannot be done.Clan Seeding does not come into action until after the first round and the position in the ranking gains additional troops. Who knows maybe:
-Number 1 gains 3 extra reinforcements
-Number 2 gains 1 extra reinforcements
There's no way to make the XML dynamic, so that it would change after round x, etc. Also the XML can not assign extra variables, such as these rankings, to players, so this cannot be done either.It would be nice if the ranking table could be on display at all times on the board but I suppose it could just be listed and awarded at the beginning of the go, as with a normal bonus.
Since there is no way to code this ranking table, this can't be done either. Also nothing can be displayed on the map except territory numbers.Now in addition to being able to win the game by killing all the opposition, the player can also be victorious by holding - Pinnacle + all 10 Clan territories + all the Clan portals (named after the 'Lesser Clans'
This could be done.
Now i am no coder, however i do need to be sure that you understand what i mean before we call the whole thing off.
the Clan Ranking is only for the bonus. and hopefully to add a 'Ranking scoreboard'.
How is the ranking made?
1. Through the number of territories - reinforcement is already determined by this.
2. by holding more Clan territories than anyone else which correspond to the held Clan Capital - again this is not too dissimilar to the group bonus's in 'Greater China' or the 'Age Of' maps .. is it?
I always hear it's not possible with current coding! well let's find a way with the existing coding! all it takes is imagination rather than pessimism and intransigence. That's how DIM and Yeti did it isn't it? (Please do correct me if i am completely wrong)
Many things are possible, we just need to try to work around what we have. please try to work with me rather than negatively dissuading me. Of course you do not have to be engaged at all but it would be great if you could be.
We have a Clan Castle which has 9 corresponding clan territories in all other areas of the board.
How about these 9 be allotted a fixed bonus value - if you have:
Clan castle + 2 Clan territories + the code allots 1 troop
Clan castle + 3 Clan territories + the code allots 2 troop
Clan castle + 4 Clan territories + the code allots 3 troop
Clan castle + 5 Clan territories + the code allots 4 troop
Clan castle + 6 Clan territories + the code allots 5 troop
Clan castle + 7 Clan territories + the code allots 6 troop
Clan castle + 8 Clan territories + the code allots 7 troop
Clan castle + 9 Clan territories + the code allots 8 troop
Then, and excuse me if this is not possible, but then can we not just query these against the other players?
there must surely be a creative way to get there using the existing tools?
jiminski wrote:ok buddy carry on, I am not willing to try to work on the idea any more. Cutesy Club just reminded me how pissed off i am with the site.
chipv wrote:jiminski wrote:ok buddy carry on, I am not willing to try to work on the idea any more. Cutesy Club just reminded me how pissed off i am with the site.
I can't find your post, jimi, wanted to post on it but now it has disappeared...
There are creative ways to use the XML, doesn't mean everyone can see them,btw.
chipv wrote:I can't find your post, jimi, wanted to post on it but now it has disappeared...
There are creative ways to use the XML, doesn't mean everyone can see them,btw.
natty_dread wrote:chipv wrote:I can't find your post, jimi, wanted to post on it but now it has disappeared...
There are creative ways to use the XML, doesn't mean everyone can see them,btw.
OK chipv. You tell me, how do you use the XML to create a ranking system, so that whoever holds most territories gets x troops, whoever hold the second most territories gets y troops and so on...
There are creative ways, but there are also limitations. Or everyone wouldn't be whining for an XML update all the time...
natty_dread wrote:You were saying that there are creative ways to use the XML. So tell me how can jiminski's suggestion be done?
He wants to create a "ranking" bonus system, so that, for example:
Player a holds 10 territories, player a rank = 1
Player b holds 9 territories, player b rank = 2
Player c holds 8 territories, player c rank = 3
etc.
Then, whoever is rank 1 gets 15 troops, whoever is rank 2 gets 10 troops, whoever is rank 3 gets 8 troops etc.
My understanding is that this can't be done with the current XML. It would require that you would be able to assign a variable to each player (the rank), and give the bonuses based on this variable. Or that you could assign bonuses to one player based not only on his own territories, but also on what other players hold. And this cannot be done, since the XML does not allow external variables, and it evaluates each player individually, with no regard to what other players are holding.
But if I'm wrong here, feel free to correct me.
natty_dread wrote:Aggressive? I can't see how I'm being aggressive. I was trying to explain to jim that what he was suggesting was impossible.
Tone of speech is so hard to relay through text though... perhaps this pink colour is affecting us all and making us more irritable?
chipv wrote:Can you just PM me then, please. I read it briefly, and it was exactly the kind of thinking I was suggesting earlier (and ignored).
Just to make the point again, MrBenn has also made the same point about gameplay ideas being brushed aside.
If you just keep denying this your map will never get quenched, we are not saying this for no reason, I will say yet again,
go back and respond to all threads properly , not just acknowledge them. The reason why we keep saying this is that we
are afraid your map will not proceed because you are doing this. We would like to see a clan map, I repeat.
My advice is not to post a response asking me to go through and find these posts, that is your job if you wish the map to proceed.
jimi, PM please, your ideas more than one appraisal.
Industrial Helix wrote:So yeah, biggest gameplay thing that stands out to me is how some drop points have three exits and other two... this is a big deal in card games. My usual strat is to stay on my auto-deploy and take a space at each time to get the card. If I've only got two spaces to grab and other have three, I'm at a disadvantage. Slight disadvantage but a disadvantage no less.
I'd still like to see the names spelled out... I know Thota but groups like Tofu ect that I have no idea who they are. Perhaps you could spell it out in the log if you're not already planning to do so.
Perhaps we could have some color coordination between Pinnicle portals and main map portals... or do the main map portals attack any pinnicle portal?
That's what stands out to me at this point. Keep up the good work!
chipv wrote:Just to make the point again, MrBenn has also made the same point about gameplay ideas being brushed aside.
If you just keep denying this your map will never get quenched, we are not saying this for no reason, I will say yet again,
go back and respond to all threads properly , not just acknowledge them. The reason why we keep saying this is that we
are afraid your map will not proceed because you are doing this. We would like to see a clan map, I repeat.
jefjef wrote:From what I see some drop points will have an unfair advantage over others in some game types due to the # of exit points.
Industrial Helix wrote:Whoa... i love the way this is shaping up, the graphics overhaul really sells it to me, imo.
I'll post more on the gameplay when I get a chance.
jpcloet wrote:Ok, so the closest you could do would be some sort of killer neutral, that kills your scoreboard location by person, and places a variable auto-deploy on a location that is isolated. It's the variable part I can't figure out. Could be possible if you can use the <reinforcements> within the killer neutral reset. Seems unlikely, but that's the closest I can get.
Industrial Helix wrote:So yeah, biggest gameplay thing that stands out to me is how some drop points have three exits and other two... this is a big deal in card games. My usual strat is to stay on my auto-deploy and take a space at each time to get the card. If I've only got two spaces to grab and other have three, I'm at a disadvantage. Slight disadvantage but a disadvantage no less.
Industrial Helix wrote:I'd still like to see the names spelled out... I know Thota but groups like Tofu ect that I have no idea who they are. Perhaps you could spell it out in the log if you're not already planning to do so.
Industrial Helix wrote:Perhaps we could have some color coordination between Pinnicle portals and main map portals... or do the main map portals attack any pinnicle portal?
Industrial Helix wrote:That's what stands out to me at this point. Keep up the good work!
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