XML Modifications and Variations
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Re: Re:
Suggestion Idea: Bombarded Players Become Killer Neutrals
Description: Basically for it, the idea is that the territory could start out as a normal player controlled territory, but if bombarded switches to a killer neutral.
Why It Should Be Considered: Cooler maps.
Lack Label (Mod Use):
Description: Basically for it, the idea is that the territory could start out as a normal player controlled territory, but if bombarded switches to a killer neutral.
Why It Should Be Considered: Cooler maps.
Lack Label (Mod Use):
- DiM
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Re: Re:
DiM wrote:Suggestion Idea: Variable turn limit for objective completition
Description: right now if you hold the objective for 1 turn you win, it would be nice if you could set the exact number of turns you need to hold the objective
Why it should be considered: it will allow a lot of nice gameplay gimmicks
and as a completition to the above suggestion here's another one:
Suggestion Idea: possibility to start by holding an objective
Description: right now getting the objective from the deployment is impossible and it's logical to be so. but if the above suggestion is implemented i don't see why you can't start with the objective.
Why it should be considered: it will allow a lot of nice gameplay gimmicks
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
Re: XML Modifications and Variations
DiM, just to let u know, u need the mod label
- DiM
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Re: XML Modifications and Variations
bryguy wrote:DiM, just to let u know, u need the mod label
no i don't, the suggestions were first made via pm and discussed with lack. he said he'll implement them in the next xml update
PS: i actually forgot about the mod label
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
-
TheSupremeCourt
- Posts: 29
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Re: XML Modifications and Variations
Suggestion Idea: Combined Attacks
Description: You can attack from more than one country at once. It confers no advantage other than the 2 armies will combine on the conquered territory if successful.
E.g. Alberta (6 red armies) and Britain (4 red armies) attack Colombia (2 blue armies). It is calculated as a 6vs2. Red win, taking no casualties. The 4 armies from Britain are also considered when selecting how many armies advance. Colombo is conquered and now contains 9 red armies, who can go on to further attacks.
The armies do not combine to produce additional dice. I.e. 2 red + 2 red vs 2 blue is still a 2 on 2 for dice, not 3 vs 2.
E.g. Alberta (2 red armies) and Britain (2 red armies) attack Colombia (2 blue armies). The dice rolled is a 2 vs 2, not 3 v 2.
Why It Should Be Considered: New tactical considerations; that historically wonderful "pincer attack".
Lack Label (Mod Use):
Description: You can attack from more than one country at once. It confers no advantage other than the 2 armies will combine on the conquered territory if successful.
E.g. Alberta (6 red armies) and Britain (4 red armies) attack Colombia (2 blue armies). It is calculated as a 6vs2. Red win, taking no casualties. The 4 armies from Britain are also considered when selecting how many armies advance. Colombo is conquered and now contains 9 red armies, who can go on to further attacks.
The armies do not combine to produce additional dice. I.e. 2 red + 2 red vs 2 blue is still a 2 on 2 for dice, not 3 vs 2.
E.g. Alberta (2 red armies) and Britain (2 red armies) attack Colombia (2 blue armies). The dice rolled is a 2 vs 2, not 3 v 2.
Why It Should Be Considered: New tactical considerations; that historically wonderful "pincer attack".
Lack Label (Mod Use):
Re: XML Modifications and Variations
TheSupremeCourt wrote:Suggestion Idea: Combined Attacks
Description: You can attack from more than one country at once. It confers no advantage other than the 2 armies will combine on the conquered territory if successful.
E.g. Alberta (6 red armies) and Britain (4 red armies) attack Colombia (2 blue armies). It is calculated as a 6vs2. Red win, taking no casualties. The 4 armies from Britain are also considered when selecting how many armies advance. Colombo is conquered and now contains 9 red armies, who can go on to further attacks.
The armies do not combine to produce additional dice. I.e. 2 red + 2 red vs 2 blue is still a 2 on 2 for dice, not 3 vs 2.
E.g. Alberta (2 red armies) and Britain (2 red armies) attack Colombia (2 blue armies). The dice rolled is a 2 vs 2, not 3 v 2.
Why It Should Be Considered: New tactical considerations; that historically wonderful "pincer attack".
Lack Label (Mod Use):
Good suggestion, but this isn't an XML thing bound to maps. It's a game engine change. Put it in Suggestions.
-
TheSupremeCourt
- Posts: 29
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Re: XML Modifications and Variations
Neutral Bombard
Description: Kinda like the infected neutrals, except that at the end of everybodys turn it keeps bombarding randomly the areas that its able to until its down to 1 on the territory or all that it can bombard is 1 neutral
Why It Should Be Considered: It would add a cool twist, and if a map had a neutral volcano that could bombard it would seem like the volcano was erupting
Lack Label (Mod Use):
Description: Kinda like the infected neutrals, except that at the end of everybodys turn it keeps bombarding randomly the areas that its able to until its down to 1 on the territory or all that it can bombard is 1 neutral
Why It Should Be Considered: It would add a cool twist, and if a map had a neutral volcano that could bombard it would seem like the volcano was erupting
Lack Label (Mod Use):
Re: Re:
Suggestion Idea: team objective
Description: As far as I know, the objective can only be held by one person, but it should be possible for a team to hold it.
it could be written like this:
Why It Should Be Considered: It would make War/battles maps more realistic.
Lack Label (Mod Use):
Description: As far as I know, the objective can only be held by one person, but it should be possible for a team to hold it.
it could be written like this:
Code: Select all
<objective>
<name>...</name>
<components>...</components>
<team hold>yes</team>
</objective>
Why It Should Be Considered: It would make War/battles maps more realistic.
Lack Label (Mod Use):
me have no sig
Re: XML Modifications and Variations
hey dud, that gives me an idea
Suggestion Idea: Team Held Bonus
Description: Basically, this would make it so that a team could hold a bonus, and not just one person on that team.
and for the bonus tags (i really have to brush up on my xml) it could have an extra thing added to it that could say
and the person with the most territories in that continent gets the bonus
Why It Should Be Considered: Cooler gameplay
Lack Label (Mod Use):
Suggestion Idea: Team Held Bonus
Description: Basically, this would make it so that a team could hold a bonus, and not just one person on that team.
and for the bonus tags (i really have to brush up on my xml) it could have an extra thing added to it that could say
Code: Select all
<team hold>yes</team>
and the person with the most territories in that continent gets the bonus
Why It Should Be Considered: Cooler gameplay
Lack Label (Mod Use):
Re: XML Modifications and Variations
Personally I can't see either of these happening...
Exactly how would you classify a "Held" objective or continent?
The beauty of Continents & Objectives is that every player has a chance to break them before you get the bonus or win...
C.
Exactly how would you classify a "Held" objective or continent?
The beauty of Continents & Objectives is that every player has a chance to break them before you get the bonus or win...
C.

Highest score : 2297
Re: XML Modifications and Variations
yeti_c wrote:Personally I can't see either of these happening...
Exactly how would you classify a "Held" objective or continent?
The beauty of Continents & Objectives is that every player has a chance to break them before you get the bonus or win...
C.
well, I mean that when your turn happens, instead of checking just what you get, it's also checks what your teammates hold, and If you all are holding the objective together, you winn. The other team does have a chance to break it.
me have no sig
Re: XML Modifications and Variations
fireedud wrote:yeti_c wrote:Personally I can't see either of these happening...
Exactly how would you classify a "Held" objective or continent?
The beauty of Continents & Objectives is that every player has a chance to break them before you get the bonus or win...
C.
well, I mean that when your turn happens, instead of checking just what you get, it's also checks what your teammates hold, and If you all are holding the objective together, you winn. The other team does have a chance to break it.
yea but then if it were freestyle, wouldnt that make it that say your teammate took it before you started playing, then they stopped playing, and say an hour later you log in, hit begin turn and your teammate has (say there is 2 needed) 1 needed and u have the other, wouldnt that make you guys win?
Re: XML Modifications and Variations
Suggestion Idea: Fixed Territories
Description: Similar to neutral killer, but its not neutral. example: Player A conquers T1. He ends his turn with 2 armies. If the Fixed Territory is set to 10, at the begining of Player A's next turn, T1 will have 10 armies.
Why It Should Be Considered: It would be interesting
Lack Label (Mod Use):
Description: Similar to neutral killer, but its not neutral. example: Player A conquers T1. He ends his turn with 2 armies. If the Fixed Territory is set to 10, at the begining of Player A's next turn, T1 will have 10 armies.
Code: Select all
<fixed>10</fixed>
Why It Should Be Considered: It would be interesting
Lack Label (Mod Use):
Re: XML Modifications and Variations
Kaplowitz wrote:Suggestion Idea: Fixed Territories
Description: Similar to neutral killer, but its not neutral. example: Player A conquers T1. He ends his turn with 2 armies. If the Fixed Territory is set to 10, at the begining of Player A's next turn, T1 will have 10 armies.
BUT
what if Player A had 15armies on there?
would it decay back down to 10 or stay the same or...
and what scenario would this be used in? im guessing to hold and advantage in a kinda 'war' map maybe?
Re: XML Modifications and Variations
It would go back to 10. It would be interesting, i didnt have a scenario in mind...but i did have kind of one
Lets say Siam + Indonesia are fixed at 10, and you hold Aussie. You know Player A will make a big attack next turn, and very likely take over aussie. You have a lot of armies to spare, but you have you two choices. stack Siam/Indo and you know you will lose them next turn, or hope he doesnt get good dice, and put spread them throughout aussie.
I dont really have any good examples, i just thought it would be cool
Lets say Siam + Indonesia are fixed at 10, and you hold Aussie. You know Player A will make a big attack next turn, and very likely take over aussie. You have a lot of armies to spare, but you have you two choices. stack Siam/Indo and you know you will lose them next turn, or hope he doesnt get good dice, and put spread them throughout aussie.
I dont really have any good examples, i just thought it would be cool
Re: XML Modifications and Variations
aha!
it would be good if you set it to say 1or 2, lets say 1.
set it to one, then if you get an autodeploy on that particular terit then it would almost force you to make a move, which would make great gameplay.
EDIT
or you could use it on an objective map - the objective terit(s) would go down to 2 or 3 maybe?
like DiM had that map idea in the map ideas sub-forum - the tag one, could be used on that
it would be good if you set it to say 1or 2, lets say 1.
set it to one, then if you get an autodeploy on that particular terit then it would almost force you to make a move, which would make great gameplay.
EDIT
or you could use it on an objective map - the objective terit(s) would go down to 2 or 3 maybe?
like DiM had that map idea in the map ideas sub-forum - the tag one, could be used on that
- max is gr8
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Re: XML Modifications and Variations
Suggestion Idea: Undeployable territories.
Description: You cannot deploy units onto them, excluding the territory bonus.
Why It Should Be Considered: It could be used to allow "travelling territories" to have through passes without any deploys allowed on them
Lack Label (Mod Use):
Description: You cannot deploy units onto them, excluding the territory bonus.
Why It Should Be Considered: It could be used to allow "travelling territories" to have through passes without any deploys allowed on them
Lack Label (Mod Use):
‹max is gr8› so you're a tee-total healthy-eating sex-addict?
‹New_rules› Everyone has some bad habits
(4th Jan 2010)
‹New_rules› Everyone has some bad habits
(4th Jan 2010)
Re: XML Modifications and Variations
Suggestion Idea: ocean counrties
Description: bodies of water are countries and parts of continents. could possibly be different sorts of armies to only go on water (ships).
Why It Should Be Considered: Navies are a large part of wars and (like most other ideas) it will make the game more interesting
Lack Label (Mod Use): ?
Description: bodies of water are countries and parts of continents. could possibly be different sorts of armies to only go on water (ships).
Why It Should Be Considered: Navies are a large part of wars and (like most other ideas) it will make the game more interesting
Lack Label (Mod Use): ?
Re: XML Modifications and Variations
TITANESS wrote:Suggestion Idea: ocean counrties
Description: bodies of water are countries and parts of continents. could possibly be different sorts of armies to only go on water (ships).
Why It Should Be Considered: Navies are a large part of wars and (like most other ideas) it will make the game more interesting
Lack Label (Mod Use): ?
you can do that anyway.
just make it a country, nothing different in the XML afterall the XML doesnt know its an ocean, or if land is land, all it knows is what it connects to and where the army numbers go.
Re: XML Modifications and Variations
TITANESS wrote:Suggestion Idea: ocean counrties
Description: bodies of water are countries and parts of continents. could possibly be different sorts of armies to only go on water (ships).
Why It Should Be Considered: Navies are a large part of wars and (like most other ideas) it will make the game more interesting
Lack Label (Mod Use): ?
suggestion: if you don't know about how XML work, don't make a suggestion.
[bigimg]http://sense4seo.nl/signatures/sig-zimmah.jpg[/bigimg]
Re:
Molacole wrote:Suggestion Idea: Paratroopers
Description: territories that allow you to attack anywhere on the battle field. You could also have territories with air defense symbol or something like that so you can control the location of paradrops.
Why It Should Be Considered: Would make things extremely interesting and combined with my max troop limit option it could prove to be a good option to have around without being able to be abused or used as a location to mass troops while having no direction. -(see my max troop limit idea to prevent this from being abused)
Lack Label (Mod Use): [No]
i don't know why this is rated a no, but you can actually do this already anyways.
[bigimg]http://sense4seo.nl/signatures/sig-zimmah.jpg[/bigimg]
Re: XML Modifications and Variations
Molacole wrote:Suggestion Idea: Defenseless
Description: Locations that can be attacked by adjacent territories, but lose the option to attack back due to them being a seige type of weapon, ranged weapon and or whatever you can think of that might fall into this category. This will give the option to put some key strongholds on the map that hold a lot of importance and make them pay a penalty so it doesn't become overpowering to the map. Giving them a one way attack direction so they don't get trapped.
Why It Should Be Considered: opens the door to allow seige weapons while keeping them vulnerable to anything outside their attack range.
Lack Label (Mod Use): [No]
same counts for this option.
[bigimg]http://sense4seo.nl/signatures/sig-zimmah.jpg[/bigimg]
Re: XML Modifications and Variations
TITANESS wrote:Suggestion Idea: ocean counrties
Description: bodies of water are countries and parts of continents. could possibly be different sorts of armies to only go on water (ships).
Why It Should Be Considered: Navies are a large part of wars and (like most other ideas) it will make the game more interesting
Lack Label (Mod Use): ?
suggestion: if you don't know about how XML work, don't make a suggestion.
Perhaps you didn't understand me
I meant ships that could only go on water
Re: XML Modifications and Variations
TITANESS wrote:TITANESS wrote:Suggestion Idea: ocean counrties
Description: bodies of water are countries and parts of continents. could possibly be different sorts of armies to only go on water (ships).
Why It Should Be Considered: Navies are a large part of wars and (like most other ideas) it will make the game more interesting
Lack Label (Mod Use): ?
suggestion: if you don't know about how XML work, don't make a suggestion.
Perhaps you didn't understand me
I meant ships that could only go on water
actually technically you can already do this with the right map. And zimmah, maybe just point that out next time
