Moderator: Cartographers
It will depend on how fast gilligan checks it out. Right now I believe he's in the process of getting ready for college so it may be a while.-=- Tanarri -=- wrote:Just out of curiousity, how long does it typically take for the XML to get approved after it's submitted? I think the way it is now is good to go to Beta with, since it's just a minor positioning tweak that's being proposed. I've got an open game slot left that I'm saving for this map for when it gets to Beta, hopefully soon, since I'm really looking forward to giving it a shot
That's too bad to hear, I hope it isn't too longisaiah40 wrote:It will depend on how fast gilligan checks it out. Right now I believe he's in the process of getting ready for college so it may be a while.-=- Tanarri -=- wrote:Just out of curiousity, how long does it typically take for the XML to get approved after it's submitted? I think the way it is now is good to go to Beta with, since it's just a minor positioning tweak that's being proposed. I've got an open game slot left that I'm saving for this map for when it gets to Beta, hopefully soon, since I'm really looking forward to giving it a shot
Not right now. I still have a lot going on in Rl myself. So we all need a little patience.-=- Tanarri -=- wrote:That's too bad to hear, I hope it isn't too longisaiah40 wrote:It will depend on how fast gilligan checks it out. Right now I believe he's in the process of getting ready for college so it may be a while.-=- Tanarri -=- wrote:Just out of curiousity, how long does it typically take for the XML to get approved after it's submitted? I think the way it is now is good to go to Beta with, since it's just a minor positioning tweak that's being proposed. I've got an open game slot left that I'm saving for this map for when it gets to Beta, hopefully soon, since I'm really looking forward to giving it a shotThere's nobody else taking over for Gilligan while he's on semi-vacation taking care of RL?
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<continent>
<name>No Territory Bonus</name>
<bonuses>
<bonus required="1">-1</bonus>
</bonuses>
<components>
<territory>Treefolk</territory>
<territory>Murklords</territory>
<territory>Human</territory>
<territory>Dragonkin</territory>
<territory>Sphinx</territory>
<territory>Yeti</territory>
<territory>Gnomes</territory>
<territory>Lizardmen</territory>
<territory>F1</territory>
<territory>F2 - Mines</territory>
<territory>F3 - Mines</territory>
<territory>F4</territory>
<territory>S1</territory>
<territory>S2 - Demons</territory>
<territory>S3</territory>
<territory>S4 - Mines</territory>
<territory>P1</territory>
<territory>P2 - Caverns</territory>
<territory>P3</territory>
<territory>P4 - Radiation</territory>
<territory>M1</territory>
<territory>M2 - Crypts</territory>
<territory>M3</territory>
<territory>M4 - Demons</territory>
<territory>D1</territory>
<territory>D2 - Radiation</territory>
<territory>D3</territory>
<territory>D4 - Caverns</territory>
<territory>J1</territory>
<territory>J2 - Crypts</territory>
<territory>J3 - Demons</territory>
<territory>J4</territory>
<territory>V1</territory>
<territory>V2</territory>
<territory>V3</territory>
<territory>V4 - Crypts</territory>
<territory>T1</territory>
<territory>T2 - Radiation</territory>
<territory>T3</territory>
<territory>T4 - Caverns</territory>
<territory>Aquatic</territory>
<territory>Barbarians</territory>
<territory>Cultists</territory>
<territory>Demons</territory>
<territory>Druids</territory>
<territory>Dwellers</territory>
<territory>Elementalists</territory>
<territory>Fanatics</territory>
<territory>Miners</territory>
<territory>Undead</territory>
<territory>Wizards</territory>
<territory>Horde</territory>
<territory>Underworld</territory>
</components>
<required>1</required>
</continent>
Agreed.Gilligan wrote:Druids - Jungle. The 5 territ bonus should be 2, not 4
Well... each bonus that is part of a special feature is listed starting with the feature name so "Demons" in this case. And for every Demon on the map they get a bonus. I suppose I will change the Special Feature to "Demonic" and the map demons to "Minions" and then it will be Demonic - Minions.Gilligan wrote:Does the bonus really need to be "Demons - Demons"? Why not just "Demons"?![]()
When you hold no kingdom the favored, Adjacent, and Not-Favored/Adjacent are not active anymore but technically everything is now technically Not-Favored/Adjacent so I added that to take care of a kingdom that gets their kingdom space nuked or killed by the forbidden lands. I'm not sure how to even note that in the key or if it even needs to really be called out.Gilligan wrote:What is the purpose of the No Kingdom - Basic Land continent?I don't see what bonus this could be referring to on the map.
Yep only M4, T4, P4, S4 should be 5. I will fix that.Gilligan wrote:F2 - neutral should be 3, not 5
D2 - neutral should be 3, not 5
V2 - neutral should be 3, not 5
J2 - neutral should be 3, not 5
ThanksGilligan wrote:Dolomite, I am thoroughly impressed. Almost a perfect XML!
Oops I had the divisor wrong won't this fix it and set the minimum to 3?Gilligan wrote:If you really want to have no standard territory bonus (right now it's 1), keep the divisor and add this:
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<minreinforcement>3</minreinforcement>
<reinforcements>
<reinforcement>
<lower>1</lower>
<upper>59</upper>
<divisor>60</divisor>
</reinforcement>
</reinforcements>

We don't have it in Conquer 500 and it seems to be giving a proper bonus.Gilligan wrote:I will have to have rds test that territory bonus. I feel like it should work, but then why would City Mogul have you deploy just 1 when it says the same thing in the legend?
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<minreinforcement>3</minreinforcement>
<reinforcements>
<reinforcement>
<lower>1</lower>
<upper>80</upper>
<divisor>81</divisor>
</reinforcement>
</reinforcements>You have a "min reinforcement" of 3 there. On this map the min reinforcement is 0, and I don't think that the engine takes it. I believe it gives automatically gives a minimum of 1.dolomite13 wrote:We don't have it in Conquer 500 and it seems to be giving a proper bonus.Gilligan wrote:I will have to have rds test that territory bonus. I feel like it should work, but then why would City Mogul have you deploy just 1 when it says the same thing in the legend?
=D13=Code: Select all
<minreinforcement>3</minreinforcement> <reinforcements> <reinforcement> <lower>1</lower> <upper>80</upper> <divisor>81</divisor> </reinforcement> </reinforcements>

I got confused about the minimum... you are right it needs to be 0 to slow down the start slightly.Gilligan wrote:You have a "min reinforcement" of 3 there. On this map the min reinforcement is 0, and I don't think that the engine takes it. I believe it gives automatically gives a minimum of 1.dolomite13 wrote:We don't have it in Conquer 500 and it seems to be giving a proper bonus.Gilligan wrote:I will have to have rds test that territory bonus. I feel like it should work, but then why would City Mogul have you deploy just 1 when it says the same thing in the legend?
=D13=Code: Select all
<minreinforcement>3</minreinforcement> <reinforcements> <reinforcement> <lower>1</lower> <upper>80</upper> <divisor>81</divisor> </reinforcement> </reinforcements>




Yea we can always increase that territory between to 7 if necessary.Gilligan wrote:let's just do a run then... quads foggy:
Red - drop to yellow (now has 4)
Pink - drop to silver (now has 4)
Blue - drop to yellow (now has 5)
Cyan - drop to silver (now has 5)
Green - drop to yellow (now has 6)
Orange - drop to silver (now has 6)
Yellow - drop to himself, now has 7, attacking 7v5,4 to eliminate, assuming the fort.
Silver - drop to himself, now has 7, attacking 7v5,4 to eliminate, assuming the fort.
So yeah, it seems okay, only testing will let us know.
Yep, I think that 5 or 7 would be fine. Maybe it should be 7 now, just to force expanding before trying to kill. People could try that attack just as a hail mary and kind of ruin the game. 7v7,4 is nearly impossible and should pretty much never be tried unless going for a win.dolomite13 wrote:Yea we can always increase that territory between to 7 if necessary.Gilligan wrote:let's just do a run then... quads foggy:
Red - drop to yellow (now has 4)
Pink - drop to silver (now has 4)
Blue - drop to yellow (now has 5)
Cyan - drop to silver (now has 5)
Green - drop to yellow (now has 6)
Orange - drop to silver (now has 6)
Yellow - drop to himself, now has 7, attacking 7v5,4 to eliminate, assuming the fort.
Silver - drop to himself, now has 7, attacking 7v5,4 to eliminate, assuming the fort.
So yeah, it seems okay, only testing will let us know.
=D13=


ExcellentGilligan wrote:Great! Once we figure out how the territory bonus works, this will get stamped.


Yep =)Gilligan wrote:That's fine. We can always change it in beta if necessary.
I agree that if you're going to have the territories being 5 neutral, then you should have one of each. It also divides the map nicely so that there's a pair of territories in each section without breaking a 5.dolomite13 wrote:I am looking at the map and the starting forces and I think that 5 neutral on those 4 territories will be fine but I remembered that I wanted to change 4 others to 5 neutral also.
This keeps starting advancement towards other players slow at the start but also makes sure all 8 kingdoms have 1 territory that's 5 neutral they have to take for get all 4 favored.
XML That Matches Map Below =D13=