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Bonus killer neutrals (input from programmer needed)

PostPosted: Thu Apr 07, 2011 5:59 pm
by Super Nova
I'm not sure if my idea would work with the xmls, so before I put in the suggestions forum, I'd like to know if it's even possible. Currently, CC has killer neutrals, which after you take the territory they posses, kill you at the beginning of your next turn. Is it possible to have the killer neutrals be programmed to take their territory back every 2 turns? This would allow for some interesting new maps where you have territs with large killer neutrals on them, but when you take that territory, you get a massive auto deploy before you get kicked off the territ.

Re: Bonus killer neutrals (input from programmer needed)

PostPosted: Fri Apr 08, 2011 12:56 am
by SirSebstar
so it needs to keep track of how many turns you keep something?? that... might be an interresting suggestion..

Re: Bonus killer neutrals (input from programmer needed)

PostPosted: Fri Apr 08, 2011 6:07 am
by drunkmunky
It's questions like this that are teasing me to utilise my programming degree to look into map creation...damn you!

Re: Bonus killer neutrals (input from programmer needed)

PostPosted: Fri Apr 08, 2011 6:09 am
by natty dread
Not possible currently.

Re: Bonus killer neutrals (input from programmer needed)

PostPosted: Fri Apr 08, 2011 6:41 am
by SirSebstar
natty_dread wrote:Not possible currently.

If he said so, then I accept it as definitive. not currently possible. thanks natty.

Re: Bonus killer neutrals (input from programmer needed)

PostPosted: Fri Apr 08, 2011 7:45 am
by Dako
Correction. It is not possible wight now, but it is possible to do such thing later. We just need a small XML update, and I am sure that site part for the games will not be that hard as well.

So I stamp this as possible thing in the future :).

Re: Bonus killer neutrals (input from programmer needed)

PostPosted: Sat Apr 09, 2011 8:14 am
by drunkmunky
I could swear Dako is drunk...he just repeated what he 'corrected'...haha

Re: Bonus killer neutrals (input from programmer needed)

PostPosted: Sat Apr 09, 2011 11:35 am
by rdsrds2120
Super Nova wrote:I'm not sure if my idea would work with the xmls, so before I put in the suggestions forum, I'd like to know if it's even possible. Currently, CC has killer neutrals, which after you take the territory they posses, kill you at the beginning of your next turn. Is it possible to have the killer neutrals be programmed to take their territory back every 2 turns? This would allow for some interesting new maps where you have territs with large killer neutrals on them, but when you take that territory, you get a massive auto deploy before you get kicked off the territ.


While it may not be possible now, there is a list of XML Suggestions and Modifications. I suggest you contact MrBenn, or post in that thread, to see what he thinks about it's potential use in the world of Maps :)

-rd

Re: Bonus killer neutrals (input from programmer needed)

PostPosted: Sun Apr 10, 2011 7:49 am
by natty dread
I suggest you just post in that thread... MrBenn is busy enough with all the map-related things, and he can't really affect how the XML updates are made, they're up to lackattack.