ZeakCytho wrote:The chips at the back of the table don't have shadows, but the ones near the front do...but that's a very minor point. It looks great to me!
Yes they do. The main light is over the legend. This means the shadows of the chips above the legend would be almost directly above them (which they are). The chips in the top left have shadows to the left. Again this is in line with the main light being over the legend.
this might sound bizarre but how about adding a dealer and chips to the map? the dealer would be able to bombard any territory (of course, that would mean that it starts with some neutral armies, and it would revert back to neutral at the end of each round), but can only attack the chips, the chips could be neutral or randomly assigned to the players... and is it that as long as a player holds at least 5 territories he/she gets 3 bonus armies?
Joodoo wrote:this might sound bizarre but how about adding a dealer and chips to the map? the dealer would be able to bombard any territory (of course, that would mean that it starts with some neutral armies, and it would revert back to neutral at the end of each round), but can only attack the chips, the chips could be neutral or randomly assigned to the players... and is it that as long as a player holds at least 5 territories he/she gets 3 bonus armies?
No
C.
PS - There is already a Dealer chip on the table...
I need to do the army centreing but otherwise - the rest is done.
C.
Nicely done. I am very impressed with how you structured the XML logic. It was well thought out.
Looked through it for any "holes" on missing hands, logic gaps, etc... and everything seemed to be there. The way you structured things eliminated the potential for some trouble-spots I expected to find.
I have to say again, I am really impressed with how well you structured it. Kudos to you!
---The Poker Club Map has reached the ‘Final Forge’ Stage. I've revived this thread from the pits of the Foundry Furnace (okay, maybe not) and have examined the contents. Nearly every major concern has been addressed. If there are any other current concerns, please make your voice heard. If after a reasonable amount of time there has not been any objection or protest, the map will be deemed finished with the 'Foundry Brand' of approval and will be submitted for live play. As long as there is still discussion or posts that have yet to be commented on, the map will remain in Final Forge until said discussion has reached the conclusion that the map has reached its final and polished version.
I need to do the army centreing but otherwise - the rest is done.
C.
Nicely done. I am very impressed with how you structured the XML logic. It was well thought out.
Looked through it for any "holes" on missing hands, logic gaps, etc... and everything seemed to be there. The way you structured things eliminated the potential for some trouble-spots I expected to find.
I have to say again, I am really impressed with how well you structured it. Kudos to you!
B
Cheers BBoz - I decided that the only way to make this XML - had to be structured... anything else would've been a nightmare to make and maintain!!
I'm always glad for someone to have a once over on the code too... Cheers for taking a look!
Checker wrote:Summary: 0 errors and 0 warnings detected in poker.xml (143 continents, 52 territories)
I need to do the army centreing but otherwise - the rest is done.
C.
This is my first time looking at this map and I like it. Nicely done graphics and play mechanic. Do I understand correctly that only the player holding the best possible hand collects a bonus on their turn?
I looked through the XML and perhaps I'm confused, but doesn't it have Aces ranked below Twos? It also appears to have flushes ranked by suit, but again i could be mistaken. I need to read up on the current XML structure, obviously, but please tell me I'm wrong.
Checker wrote:Summary: 0 errors and 0 warnings detected in poker.xml (143 continents, 52 territories)
I need to do the army centreing but otherwise - the rest is done.
C.
This is my first time looking at this map and I like it. Nicely done graphics and play mechanic. Do I understand correctly that only the player holding the best possible hand collects a bonus on their turn?
I looked through the XML and perhaps I'm confused, but doesn't it have Aces ranked below Twos? It also appears to have flushes ranked by suit, but again i could be mistaken. I need to read up on the current XML structure, obviously, but please tell me I'm wrong.
All in all, great job - as always.
1) No everyone receives a bonus. The game does not look at what anyone else has. It evaluates each player individually and the bonus for best hand is awarded to each as well.
2) yeti is going to need to explain. I did not understand at first. Be basically ranked many differnt sub groups as bonuses with bonus 0. Then listed those as bonuses of another. If eventually leads to teh final bonuses (at teh bottom of teh XML before coordiantes) and the overrides begin. It is bog and intimidating but after looked over, clean and efficient.
OK So the XML for the continents works like this...
a) Create loads of Helper continents with bonus 0.
b) Create Bonus continents with correct bonuses.
c) Each "Bonus" continent then overrides the one before it (This maintains the "Best hand gets bonus" rule)
d) Override all helper continents with the "High Card" continent (This means that the logs will only ever show the actual bonus you're getting)
C.
PS - Note that this is possible - because Overrides only overrides a) Printing in the Log. b) Bonus Award.
It doesn't override actually holding it...
So - if Continent A overrides Continent C - you can still receive the bonus from Continent B if Continent C is a sub continent of it. (You just don't get the bonus from Continent C.)
I'm liking this map a lot...my one concern is that there are designs for the face cards but no designs for the number cards, i.e. the ten of hearts here has 10 hearts in the center: It just looks sort of like a strange deck of cards to me, I don't know what everyone else thinks...