Holy Roman Empire 1648

Care to peruse completed maps? Take a stroll through the Atlas.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.
User avatar
oaktown
Posts: 4451
Joined: Sun Dec 03, 2006 9:24 pm
Location: majorcommand

Re: Holy Roman Empire 1648 [Quenched]

Post by oaktown »

I'm cool with all of your comments above in terms of what you want to change, not change.

pamoa wrote:For this I'll make a poll
either
    +1 first set of three
    +3 each following set

    Bavaria (Electors)
    Preussen (Prussians)
    Spanische Niederlande (Spaniards)
    Österreich (Austrians)
    Münster (Bishops)
    starts neutral

I voted for neither... I think that coding the cannons as starts is a more interesting option, as doing so wouldn't interrupt any of the current features of this map (which are quite good).

Option 1: I think you had it right with the +2 bonuses for the cannon sets. +2 seems appropriate for the map and for the size of the bonuses, and it's easy to explain in the legend and easy to understand as a player.

Option 2: Right now I believe you have 42 territories; coding five cannons neutral means you are down to 37, which is an awkward start. 37 means a four or six player game will have 6 neutrals to start, a five or seven player game will have 5, and an eight player game will start with 10 neutrals across the board. And you wouldn't even need to code all three cannons in each set - you could code just two in each set and the third would be assigned randomly, maintaining the possibility of a player getting two cannons in one set.
User avatar
iancanton
Foundry Foreman
Foundry Foreman
Posts: 2452
Joined: Fri Jun 01, 2007 5:40 am
Location: europe

Re: Holy Roman Empire 1648 [Quenched]

Post by iancanton »

oaktown wrote:code ALL of the cannons into three starting positions. In a three player game each player will start with one cannon of each color; in a two player game each player with start with one cannon of each color and the remaining third will be split among the two players and the neutral; in games with four or more players the start tags will be ignored which is fine since the odds of dropping a bonus are lower in larger games anyway, and if one player does drop a bonus it is easier for multiple players do do something about it.

i like this solution the best (although it's not in the poll), with 1-4-7-10 second.

the option for 5 starting neutrals will make a map of 37 starting territories, which is a very bad number for 2-player games (the most common type) because the first player can reduce the second player's deployment to 3 armies if he wins only one of his territories.

ian. :)
User avatar
grayhawke
Posts: 119
Joined: Sun Sep 30, 2007 8:07 pm

Re: Holy Roman Empire 1648 [Quenched]

Post by grayhawke »

iancanton wrote:
oaktown wrote:code ALL of the cannons into three starting positions. In a three player game each player will start with one cannon of each color; in a two player game each player with start with one cannon of each color and the remaining third will be split among the two players and the neutral; in games with four or more players the start tags will be ignored which is fine since the odds of dropping a bonus are lower in larger games anyway, and if one player does drop a bonus it is easier for multiple players do do something about it.

i like this solution the best (although it's not in the poll), with 1-4-7-10 second.

the option for 5 starting neutrals will make a map of 37 starting territories, which is a very bad number for 2-player games (the most common type) because the first player can reduce the second player's deployment to 3 armies if he wins only one of his territories.

ian. :)

I voted for the bonus change but must agree with iancanton, coding the cannons into start positions seems the better course. I dislike the neutrals idea, and leaving the bonus alone means, I think, that there need be no changes to the two maps, just the xml.
User avatar
pamoa
Posts: 1242
Joined: Sat Sep 01, 2007 3:18 am
Gender: Male
Location: Confederatio Helvetica

Re: Holy Roman Empire 1648 [Quenched]

Post by pamoa »

oaktown wrote:code ALL of the cannons into three starting positions. In a three player game each player will start with one cannon of each color; in a two player game each player with start with one cannon of each color and the remaining third will be split among the two players and the neutral; in games with four or more players the start tags will be ignored which is fine since the odds of dropping a bonus are lower in larger games anyway, and if one player does drop a bonus it is easier for multiple players do do something about it.

I'm not against it but can someone show how you code it and i'll add the option to the poll
De gueules à la tour d'argent ouverte, crénelée de trois pièces, sommée d'un donjon ajouré, crénelé de deux pièces
Gules an open tower silver, crenellated three parts, topped by a apertured turret, crenellated two parts
User avatar
pamoa
Posts: 1242
Joined: Sat Sep 01, 2007 3:18 am
Gender: Male
Location: Confederatio Helvetica

Re: Holy Roman Empire 1648 [Quenched] gameplay changes poll

Post by pamoa »

Poll result:
How should we adapt the gameplay for reducing the guns bonus advantage in the initial drop?

1/5 - changing GUNS BONUS scale in "+1 +4 +7 +10 victory" that would be +1 first set of three +3 each following set
1/5 - making START NEUTRAL one of each set as following Bavaria, Preussen, Spanische Niederlande, Österreich, Münster
3/5 - code ALL 15 guns into three starting positions; 2 or 3 players game each start with one of each color; 4 or more players the start tags will be ignored

As it seems it is the last option can someone tell how it should be

Code: Select all

<positions>
   <position>
      <territory>a</territory> ... all 15 gun territories
   </position>
</positions>


or

Code: Select all

<positions>
   <position>
      <territory>a</territory> ... all 15 gun territories
   </position>
   <position>
      <territory>a</territory> ... all 15 gun territories
   </position>
   <position>
      <territory>a</territory> ... all 15 gun territories
   </position>
</positions>


or

Code: Select all

<positions>
   <position>
      <territory>a</territory> ... one of each colour of gun territories
   </position>
   <position>
      <territory>a</territory> ... one of each colour of gun territories
   </position>
   <position>
      <territory>a</territory> ... one of each colour of gun territories
   </position>
</positions>
De gueules à la tour d'argent ouverte, crénelée de trois pièces, sommée d'un donjon ajouré, crénelé de deux pièces
Gules an open tower silver, crenellated three parts, topped by a apertured turret, crenellated two parts
User avatar
oaktown
Posts: 4451
Joined: Sun Dec 03, 2006 9:24 pm
Location: majorcommand

Re: Holy Roman Empire 1648 [Quenched]

Post by oaktown »

Alright, here's my understanding of the positions tag...

First, the positions tags will go before the regions in the XML.

Next, I believe the plan was to code ALL of the cannons as start positions, yes? That way in a three player game each player will drop one of each color, and in a two player game you could drop 2. I believe it works like this (and I don't the names of the guns, so bear with me) with three "positions" and five guns in each position, as follows:

Code: Select all

<positions>

   <position>
      <territory>Electors Gun X</territory>
      <territory>Prussians Gun X</territory>
      <territory>Spaniards Gun X</territory>
      <territory>Austrians Gun X</territory>
      <territory>Bishops Gun X</territory>
   </position>

   <position>
      <territory>Electors Gun Y</territory>
      <territory>Prussians Gun Y</territory>
      <territory>Spaniards Gun Y</territory>
      <territory>Austrians Gun Y</territory>
      <territory>Bishops Gun Y</territory>
   </position>

   <position>
      <territory>Electors Gun Z</territory>
      <territory>Prussians Gun Z</territory>
      <territory>Spaniards Gun Z</territory>
      <territory>Austrians Gun Z</territory>
      <territory>Bishops Gun Z</territory>
   </position>
</positions>

If I'm incorrect, I hope that yeti_c or somebody with a better handle on this can jump in.
User avatar
yeti_c
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am
Gender: Male

Re: Holy Roman Empire 1648 [Quenched]

Post by yeti_c »

If the idea is to only affect 2 or 3 player games - then this will work perfectly.

Note that in a 2 player game the third position will be randomly assigned as per normal drop conditions. (i.e. will be added back into the pot of normally assigned territories.)

C.
Image
Highest score : 2297
User avatar
pamoa
Posts: 1242
Joined: Sat Sep 01, 2007 3:18 am
Gender: Male
Location: Confederatio Helvetica

Re: Holy Roman Empire 1648 [Quenched]

Post by pamoa »

I coded it like this, also changed Hinterpommern coordinates and send it to lack

Code: Select all

<positions>
   <position>
      <territory>Sachsen</territory>
      <territory>Preußen</territory>
      <territory>Mailand</territory>
      <territory>Österreich</territory>
      <territory>Trier</territory>
   </position>

   <position>
      <territory>Bavaria</territory>
      <territory>Hinterpommern</territory>
      <territory>Spanische Niederlande</territory>
      <territory>Tirol</territory>
      <territory>Münster</territory>
   </position>

   <position>
      <territory>Böhmen</territory>
      <territory>Brandenburg</territory>
      <territory>Franche Comté</territory>
      <territory>Ungarn</territory>
      <territory>Salzburg</territory>
   </position>
</positions>

entire code
De gueules à la tour d'argent ouverte, crénelée de trois pièces, sommée d'un donjon ajouré, crénelé de deux pièces
Gules an open tower silver, crenellated three parts, topped by a apertured turret, crenellated two parts
User avatar
oaktown
Posts: 4451
Joined: Sun Dec 03, 2006 9:24 pm
Location: majorcommand

Re: Holy Roman Empire 1648 [Beta]

Post by oaktown »

No comments since the code change? Does this mean folks are happy with the starts? :-s
User avatar
pamoa
Posts: 1242
Joined: Sat Sep 01, 2007 3:18 am
Gender: Male
Location: Confederatio Helvetica

Re: Holy Roman Empire 1648 [Beta]

Post by pamoa »

oaktown wrote:No comments since the code change? Does this mean folks are happy with the starts? :-s


It seems so, or they are all gone to play other maps.... :lol:
De gueules à la tour d'argent ouverte, crénelée de trois pièces, sommée d'un donjon ajouré, crénelé de deux pièces
Gules an open tower silver, crenellated three parts, topped by a apertured turret, crenellated two parts
User avatar
grayhawke
Posts: 119
Joined: Sun Sep 30, 2007 8:07 pm

Re: Holy Roman Empire 1648 [Beta]

Post by grayhawke »

oaktown wrote:No comments since the code change? Does this mean folks are happy with the starts? :-s

it's not the starts i'm having trouble with - it's the finishes! still haven't managed a win! ;)
User avatar
oaktown
Posts: 4451
Joined: Sun Dec 03, 2006 9:24 pm
Location: majorcommand

Re: Holy Roman Empire 1648 [Beta]

Post by oaktown »

As there haven't been any concerns since the starts were reworked, I'm asking the monkey to lift the BETA from this one. =D>
User avatar
pamoa
Posts: 1242
Joined: Sat Sep 01, 2007 3:18 am
Gender: Male
Location: Confederatio Helvetica

Re: Holy Roman Empire 1648 [Beta]

Post by pamoa »

8-)
De gueules à la tour d'argent ouverte, crénelée de trois pièces, sommée d'un donjon ajouré, crénelé de deux pièces
Gules an open tower silver, crenellated three parts, topped by a apertured turret, crenellated two parts
User avatar
yeti_c
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am
Gender: Male

Re: Holy Roman Empire 1648 [Beta]

Post by yeti_c »

Great work Pamoa.

C.
Image
Highest score : 2297
User avatar
Gilligan
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Gender: Male
Location: Providence, RI

Re: Holy Roman Empire 1648

Post by Gilligan »

Maybe I'm wrong, but I thought you couldn't drop all of the same color cannons on the first turn?
Image
User avatar
grayhawke
Posts: 119
Joined: Sun Sep 30, 2007 8:07 pm

Re: Holy Roman Empire 1648

Post by grayhawke »

Gilligan wrote:Maybe I'm wrong, but I thought you couldn't drop all of the same color cannons on the first turn?

I think that's only true for 2 or 3 player games. It can still happen with 4 or more players.
User avatar
pamoa
Posts: 1242
Joined: Sat Sep 01, 2007 3:18 am
Gender: Male
Location: Confederatio Helvetica

Re: Holy Roman Empire 1648

Post by pamoa »

Gilligan wrote:Maybe I'm wrong, but I thought you couldn't drop all of the same color cannons on the first turn?

it should be like this see the code below
what was the game you had the problem

Code: Select all

<positions>
   <position>
      <territory>Sachsen</territory>
      <territory>Preußen</territory>
      <territory>Mailand</territory>
      <territory>Österreich</territory>
      <territory>Trier</territory>
   </position>

   <position>
      <territory>Bavaria</territory>
      <territory>Hinterpommern</territory>
      <territory>Spanische Niederlande</territory>
      <territory>Tirol</territory>
      <territory>Münster</territory>
   </position>

   <position>
      <territory>Böhmen</territory>
      <territory>Brandenburg</territory>
      <territory>Franche Comté</territory>
      <territory>Ungarn</territory>
      <territory>Salzburg</territory>
   </position>
</positions>
De gueules à la tour d'argent ouverte, crénelée de trois pièces, sommée d'un donjon ajouré, crénelé de deux pièces
Gules an open tower silver, crenellated three parts, topped by a apertured turret, crenellated two parts
User avatar
Gilligan
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Gender: Male
Location: Providence, RI

Re: Holy Roman Empire 1648

Post by Gilligan »

Well, take a look at the game because I am unfamiliar with that part of XML.

2009-06-11 07:06:57 - Game has been initialized
2009-06-11 15:09:34 - Gilligan received 3 troops for 10 regions
2009-06-11 15:10:02 - Gilligan deployed 3 troops on Bavaria
2009-06-11 15:10:06 - Gilligan assaulted Salzburg from Bavaria and conquered it from dtellis
2009-06-11 15:10:14 - Gilligan assaulted Böhmen from Bavaria and conquered it from AfroDwarf
2009-06-11 15:10:22 - Gilligan reinforced Böhmen with 2 troops from Österreich
2009-06-11 15:10:24 - Gilligan ended the turn and got spoils
2009-06-12 01:00:28 - dtellis received 2 troops for holding Spaniards

Game 5060991
Image
User avatar
grayhawke
Posts: 119
Joined: Sun Sep 30, 2007 8:07 pm

Re: Holy Roman Empire 1648

Post by grayhawke »

Like I said, for 4 or more players, it can be that a player is dropped a set. With 4 players it will happen in about 19% of games.
User avatar
pamoa
Posts: 1242
Joined: Sat Sep 01, 2007 3:18 am
Gender: Male
Location: Confederatio Helvetica

Re: Holy Roman Empire 1648

Post by pamoa »

me neither am I familiar with this features of xml
I did what I was told
is it because there is only 3 set of starting positions coded ?
De gueules à la tour d'argent ouverte, crénelée de trois pièces, sommée d'un donjon ajouré, crénelé de deux pièces
Gules an open tower silver, crenellated three parts, topped by a apertured turret, crenellated two parts
User avatar
grayhawke
Posts: 119
Joined: Sun Sep 30, 2007 8:07 pm

Re: Holy Roman Empire 1648

Post by grayhawke »

pamoa wrote:me neither am I familiar with this features of xml
I did what I was told
is it because there is only 3 set of starting positions coded ?
Yes, I believe that's the case. This prevents any player starting with a set in 2 and 3 player games (where otherwise the odds were roughly 1 in 3 for a set to be dropped). For 4 or more players it was decided that the odds of dropping a set were acceptable and any advantage minimal with the larger number of players.

Approximate odds are : 4 player - 1 in 5; 5 player - 1 in 8; 6 player - 1 in 11; 7 player - 1 in 17; 8 player - 1 in 33.
User avatar
Calidrmr
Posts: 643
Joined: Wed Sep 12, 2007 5:00 pm
Location: the corner bar...
Contact:

Re: Holy Roman Empire 1648

Post by Calidrmr »

I have a game where the game has just started, nobody has taken a turn, but red only got 1 army dropped on Bavaria. Game 10167556

Image
Image
<Juan_Bottom>You're like the Barry Bonds of drinking. You don't need the practice you just do it because you like it.
User avatar
Gilligan
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Gender: Male
Location: Providence, RI

Re: Holy Roman Empire 1648

Post by Gilligan »

Calidrmr wrote:I have a game where the game has just started, nobody has taken a turn, but red only got 1 army dropped on Bavaria. Game 10167556

Image


Perhaps red already went, and the game log was still bugged.
Image
User avatar
pamoa
Posts: 1242
Joined: Sat Sep 01, 2007 3:18 am
Gender: Male
Location: Confederatio Helvetica

Re: Holy Roman Empire 1648

Post by pamoa »

can't be of any help
the code is correct and work perfectly until now
maybe ask some tech assistant
De gueules à la tour d'argent ouverte, crénelée de trois pièces, sommée d'un donjon ajouré, crénelé de deux pièces
Gules an open tower silver, crenellated three parts, topped by a apertured turret, crenellated two parts
User avatar
Calidrmr
Posts: 643
Joined: Wed Sep 12, 2007 5:00 pm
Location: the corner bar...
Contact:

Re: Holy Roman Empire 1648

Post by Calidrmr »

it's the game log, it isn't showing me or red's turns, just pink's right now...i will submit a bug report...thanks all!
Image
<Juan_Bottom>You're like the Barry Bonds of drinking. You don't need the practice you just do it because you like it.
Post Reply

Return to “The Atlas”