Moderator: Cartographers
that is my worry. i don't want to have to redo it many times just for the beta site and never see it live. whodunnit was in beta site for so long never to see light of day. i also have to check if i still have the program for finding coordinates......i may not any more.iancanton wrote:while the gp stamp is needed before the xml stamp, this does not prevent u from testing the xml on the beta site.t-o-m wrote:Hey Gilligan! Yes I still need assistance with XML! I believe you are correct, the GP stamp is necessary before XML for the reason you stated.Gilligan wrote:do you still need assistance? but doesn't GP need to be stamped to avoid major overhauls of XML to avoid more work?
it seems that the map inspect tool works more reliably with smaller xml files. my specific suggestion here is to cut the map in half temporarily and use only the left side, eliminating all xml references to any region on the right side. obviously, keep a copy of the full xml before u do this. if the xml doesn't work, then remove the transform and try again.
ian.

To be fair, the creator of whodunnit has said recently he's not sure what changes he wants to make to it. It's not an administrative holdup there, I don't believe.Gilligan wrote:that is my worry. i don't want to have to redo it many times just for the beta site and never see it live. whodunnit was in beta site for so long never to see light of day. i also have to check if i still have the program for finding coordinates......i may not any more.iancanton wrote:while the gp stamp is needed before the xml stamp, this does not prevent u from testing the xml on the beta site.t-o-m wrote:Hey Gilligan! Yes I still need assistance with XML! I believe you are correct, the GP stamp is necessary before XML for the reason you stated.Gilligan wrote:do you still need assistance? but doesn't GP need to be stamped to avoid major overhauls of XML to avoid more work?
it seems that the map inspect tool works more reliably with smaller xml files. my specific suggestion here is to cut the map in half temporarily and use only the left side, eliminating all xml references to any region on the right side. obviously, keep a copy of the full xml before u do this. if the xml doesn't work, then remove the transform and try again.
ian.
Hi, thank you for your comment. You give me hopeFuchsia tude wrote:To be fair, the creator of whodunnit has said recently he's not sure what changes he wants to make to it. It's not an administrative holdup there, I don't believe.

1. I don’t know if it’s possible for randomly-selected naturals to start +/- 3… if it was possible, what do you suggest? Perhaps every region, including player starts, could start with 4 troops?iAmCaffeine wrote:...

1. although u can code starting neutrals with a number of troops that isn't 3, this is not possible with random neutrals; letting all non-neutral regions start with 4 troops makes things worse by increasing the first player's advantage in 1v1 games to unacceptable levels, since he can simply use his troops to attack with 3 dice wherever he borders his opponent.iAmCaffeine wrote:1. I believe it's entirely possible to allocate starting troop numbers for neutral regions. I don't really see the point in making all of them 4 if player controlled regions also start at 4. I think having them start at 3 should work well enough.t-o-m wrote:1. I don’t know if it’s possible for randomly-selected naturals to start +/- 3… if it was possible, what do you suggest? Perhaps every region, including player starts, could start with 4 troops?iAmCaffeine wrote:1. Are basic regions not owned by a player going to begin as a neutral three? Deploying 4 with the possibility of making that 8 after one turn, nearly every game, seems a little first turn sided.

Thanks for the heads up, Ian. I'll get it sorted.iancanton wrote:t-o-m, since photobucket has started to block free forum access to images hosted on its servers, u'll either have to pay to let us see the map images or, preferably, find another site to host them.
ian.
iancanton wrote:ships are currently the same as land in all respects, even though they are visually completely different.
my specific suggestion here is that ships can conditionally assault land, but only if they are supported by a chain of friendly troops to any land region, to simulate invasion, for example battleship martinez can assault ship savoy and ship nimrod and can conditionally assault land magnet if the same player holds martinez plus, for example, ship savoy and land salem.
is something like this feasible, either additional to or instead of the paratroop bonus, or too difficult to explain pictorially in the legend?

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Complete square bonus-----Capital bonus-----Total bonus-----Plus +3 default deploy
-----------1---------------------1---------------2---------------------5
-----------2---------------------2---------------4---------------------7
-----------3---------------------3---------------6---------------------9
-----------4---------------------4---------------8---------------------11
-----------5---------------------5---------------10--------------------13
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Complete square bonus-----Capital bonus-----Total bonus-----Plus +3 default deploy
-----------1---------------------2---------------3---------------------6
-----------2---------------------4---------------6---------------------9
-----------3---------------------6---------------9---------------------12
-----------4---------------------8---------------12--------------------15
-----------5---------------------10--------------15--------------------18
do u mean n2 for the battleships, with n1 for the normal ships?t-o-m wrote:the ships should start with as 2 neutral, so as to make them less costly at the start.
whatever applies to rozel equally applies to market.t-o-m wrote:Consequently, I think Rozel should also start 2 neutral so as to not give an unfair advantage to the player who lands there.
n3 is much better than n10.t-o-m wrote:I suggest lowering the starting neutrals of Paris & London to 3, making it an achievable early-game objective, even while it's hard to hold (-2 decay). It shoudn't be the main objective and shouldn't allow you a major advantage just by holding it.
for v4, i made the above comment about the size of the small map. if u cannot manage it with the current design, then u might be able to do it by using a grid similar to the one in hive.iancanton wrote:630 x 600 is the maximum for the small map. i suggest cropping the top and bottom row of squares and moving london and paris slightly, which i believe doesn't harm playability, otherwise u will struggle to fit in every region.
