Moderator: Cartographers
there's so many great suggestions here. but don't think most of them will ever get updated into the website, unfortunatly.MrBenn wrote:Abandon all hope ye who enter here...
As I just said in the Research & Conquer thread... I have Hope that some important investor will bring a lot of cash to CC so the site can hire a legion of web programmers. Why not? could happen!zimmah wrote:there's so many great suggestions here. but don't think most of them will ever get updated into the website, unfortunatly.MrBenn wrote:Abandon all hope ye who enter here...
a few years ago at least SOME updates got through.
look there. over there... it's a pig. and it's flying!!!OliverFA wrote:As I just said in the Research & Conquer thread... I have Hope that some important investor will bring a lot of cash to CC so the site can hire a legion of web programmers. Why not? could happen!zimmah wrote:there's so many great suggestions here. but don't think most of them will ever get updated into the website, unfortunatly.MrBenn wrote:Abandon all hope ye who enter here...
a few years ago at least SOME updates got through.


this post was made in 2009 and most of those suggestions may be even older, all of there suggestions (and some more) are very good suggestions that will increase the ability to make great maps. yet none of them have been implemented yet. when will those things be implemented?MrBenn wrote:One of the reasons for starting a new thread, was that I spent a long time reading through the old ones, before forwarding the best of the suggestions to lackattack.
I'll copy those here for reference - none of these features are currently available, and there is no guarantee that any of these will be implemented. The example XML that has been cited is for reference only, and is only there to give an indication for possible implementation of the suggestion. It should not be confused with anything that is currently available.
MrBenn wrote:Conditional Autodeploys
The tag for autodeploy is currently a <bonus> tag within the <territory> collection. It would make more sense (and add more versatility) to add a conditional autodeploy to the <continent> collection.
Code: Select all
<continent> <name>Oceania</name> <bonus>0</bonus> <components> <territory>Indonesia</territory> <territory>New Guinea</territory> <territory>Western Australia</territory> <territory>Eastern Australia</territory> </components> <autodeploy=”2”>Indonesia</autodeploy> <autodeploy=”-1”>Eastern Australia</autodeploy> </continent>
Killer Neutral Tweak
**NOTE: There is a known bug when players are eliminated by a killer neutral – it may be worth resolving this!
There have been requests to update the killer neutral code to allow for the neutral to respawn/reset to a different value.
Description: At the moment you can have
<neutral>2</neutral>
or
<neutral killer="yes">5</neutral>
The Maze Craze map requires this to be tweaked slightly... could we change to?
<neutral killer="5">2</neutral>
So the neutral initialises with 2 but when captured it returns to 5.
Alternatively add a separate <neutral reset> tag, which could be used with the neutral killer, or proposed decay?
Decay to Neutral
Negative autodeploy currently stops when a territory has a single army on it. With killer neutrals, a precedent has been set for territories to revert to neutral, and so it would be logical to extend the behaviour of decaying territories. However, in order to maintain backwards-compatibility, I would suggest the addition of a <decay> tag:
Conditional BordersCode: Select all
<territory> <name>No Mans Land</name> <borders> <border>Dalhart</border> <border>Clayton</border> <border>Boise City</border> </borders> <coordinates> <smallx>90</smallx> <smally>90</smally> <largex>200</largex> <largey>111</largey> </coordinates> <bonus>-1</bonus> </territory> <territory> <name>No Mans Land</name> <borders> <border>Dalhart</border> <border>Clayton</border> <border>Boise City</border> </borders> <coordinates> <smallx>90</smallx> <smally>90</smally> <largex>200</largex> <largey>111</largey> </coordinates> <decay>1</decay> </territory>
Previously (and frequently) referred to as Dynamic Borders, conditional borders have been mentioned a number of times under various guises. Their addition would open up Conquer Club to a whole new level of strategy, and further differentiate from the well-known Hasbro clone![]()
Previous suggestions have incorporated multiple map images, although this could initially be done within a single static image: a 'green key territory' could be used to open attack routes through 'green doors'... hold a ladder/rope to climb/descend... etc. etc.
The below example is an idea of how it could be implemented - continents have been included for versatility.
Permanent VisiblesCode: Select all
<territory> <name>Door</name> <borders> <border>Hallway</border> <conditionalborder> <required territory>Key</required territory> <required continent>Guardhouse</required continent> <border>Drawbridge</border> <bombardment>Moat</bombardment> </conditionalborder> </borders> </territory>
There have been murmurs of approval for some sort of sentry/scout/lookout post territories for use in foggy games – territories that can see through the fog, without the ability to attack.
Note: Visibles could theoretically be included in conditional borders (above)
Perma-fogCode: Select all
<territory> <name>Lookout Post</name> <borders> <border>Inner Wall</border> <border>Outer Wall</border> <visible>Over The Hill</visible> <visible>Far Away</visible> </territory>
The antithesis to the lookout post/permanent visibles, would be permanent fog (for non-adjacent territories)Grouped Starting PositionsCode: Select all
<territory> <name>No Mans Land</name> <borders> <border>Dalhart</border> <border>Clayton</border> <border>Boise City</border> </borders> <coordinates> <smallx>90</smallx> <smally>90</smally> <largex>200</largex> <largey>111</largey> </coordinates> <bonus>-1</bonus> <permafog>True</permafog> </territory>
If there was any way of assigning starting positions to teams, then that would be a very welcome addition. Rather than specifiying positions for particular players, is there any way that the starting positions could be grouped so that groups of positions will be given to the same team… The maximum number of teams in a game is 4 (4x doubles), so perhaps <group> tags could be added each position – and then each player will be assigned positions corresponding with their teammates – but you could keep it randomised so that team 1 would not necessarily be allocated group 1...
If there are more teams than groups, then the start positions should be ignored. Equally, if there are less teams than groups, then each team could be given two positions (ie if there are 4 coded groups in a quads game, then Team 1 (red, green, blue, yellow) would receive two groups, with team 2 receiving the other.
Default Starting PositionCode: Select all
<positions> <position> <territory>Britain</territory> <group>1</group> </position> <position> <territory>France</territory> <group>1</group> </position> <position> <territory>Holland</territory> <group>1</group> </position> <position> <territory>Spain</territory> <group>1</group> </position> <position> <territory>Portugal</territory> </position> <position> <territory>Inuit Homeland</territory> <group>2</group> </position> <position> <territory>Comanche Homeland</territory> <group>2</group> </position> <position> <territory>Aztec Homeland</territory> <group>2</group> </position> <position> <territory>Mapuche Homeland</territory> <group>2</group> </position> </positions>
It would be nice if you could select a single starting position that would always be allocated – ie. In a Humans v Aliens map, with 7 different species of alien, you could ensure that somebody would represent Humans in every game…Objectives TweakCode: Select all
<positions> <position> <territory>Humans</territory> <default>True</team> </position> <position> <territory>Ewoks</territory> </position> <position> <territory>Vulcans</territory> </position> </positions>
Amend objectives to include <continent> tags as well as <territory> tags. This would allow for more flexibility of objectives (such as “Control 60% of the board.”)
Starting Bonus Override/Delay
One of the things that we have become semi-obsessional over with maps, is to reduce the probability of the first player receiving (large) bonuses. In order to help mitigate the luck of the drop – and to try and add more balance to the game, it would be nice to be able to specify bonuses to be ignored during round 1 (or possibly to be reshuffled in the same way as when an objective is held on the drop)
Game Start MessageCode: Select all
<?xml version="1.0"?> <map> <title>Classic</title> <smallwidth>600</smallwidth> <smallheight>325</smallheight> <largewidth>800</largewidth> <largeheight>433</largeheight> <filetype>jpg</filetype> <delaybonus> <continent>South America</continent> <continent>Oceania</continent> </delaybonus>
Just a simple xml tag to define a message posted to chat or the game log at the start of every game on that map.
Mostly for storytelling or "setting the mood"
Would need standards set - under x number of characters, yes/no to "map created by", "Beware the prison of Alcatraz for you shall never escape it" is a gameplay tip but in character so to speak where "Alcatraz has no outward borders" is just an explanation - which, if either is acceptable, etc etc etc.
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<?xml version="1.0"?> <map> <title>Classic</title> <smallwidth>600</smallwidth> <smallheight>325</smallheight> <largewidth>800</largewidth> <largeheight>433</largeheight> <filetype>jpg</filetype> <startmessage>”"Beware the prison of Alcatraz for you shall never escape it."</startmessage> </map>
it´s fine, just it would be easier a little...natty_dread wrote:All mapmakers have to make 2 sizes of their maps, and no one has had a problem with it so far.
never thought about it from this viewnatty_dread wrote: People have different sized monitors.
That depends if we're lucky or not. If we are, then one may be added by Christmas 2013. If we're not, then perhaps by Christmas 2020 we might have one added.zimmah wrote:this post was made in 2009 and most of those suggestions may be even older, all of there suggestions (and some more) are very good suggestions that will increase the ability to make great maps. yet none of them have been implemented yet. when will those things be implemented?
I don't believe that it's been suggested. It's something that would be nice to see added once the list on the front page is taken care of.Mr_Adams wrote:How about an XML code to change the effects depending on the number of troops on a territory? Probably been suggested, right? oh well, just a thought.
Code: Select all
<territory>
...
<coordinates>
<smallx>a</smallx>
<smally>b</smally>
</coordinates>
<coordinates>
<smallx>c</smallx>
<smally>d</smally>
</coordinates>
...
</territory>i asked for this as a part of a more ellaborate suggestion.-=- Tanarri -=- wrote:I don't believe that it's been suggested. It's something that would be nice to see added once the list on the front page is taken care of.Mr_Adams wrote:How about an XML code to change the effects depending on the number of troops on a territory? Probably been suggested, right? oh well, just a thought.
Mr_Adams wrote:How about having a territory be represented twice on one map? Like when there is a pop out piece in a map, the territory connecting the cut out to the rest of the map could be on the regular map and the cut out? or is this already possible?
It could be written:Code: Select all
<territory> ... <coordinates> <smallx>a</smallx> <smally>b</smally> </coordinates> <coordinates> <smallx>c</smallx> <smally>d</smally> </coordinates> ... </territory>
and the same number would show up at (a,b) and (c,d)
I'm not privy to the inner workings of the game engine, but I don't see why it couldn't be modified to loop through multiple coordinates while displaying the same value. That said, I agree that it could be confusing, at least until an elaborate version of Map Inspect from BOB was built into the site.zimmah wrote:Mr_Adams wrote:How about having a territory be represented twice on one map? Like when there is a pop out piece in a map, the territory connecting the cut out to the rest of the map could be on the regular map and the cut out? or is this already possible?
It could be written:Code: Select all
<territory> ... <coordinates> <smallx>a</smallx> <smally>b</smally> </coordinates> <coordinates> <smallx>c</smallx> <smally>d</smally> </coordinates> ... </territory>
and the same number would show up at (a,b) and (c,d)
no, you can only show the actual troop number on 1 place, and i would not want it any other way. it would be too confusing to have the same troops showing up on 2 or more places.

