Krazy Kingdoms [Quenched]

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

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.
User avatar
Gilligan
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Gender: Male
Location: Providence, RI

Re: [Beta] - Krazy Kingdoms

Post by Gilligan »

dolomite13 wrote:Thanks for answering the questions Gilligan. It's hard to get to a computer long enough to play my games let alone answer the questions while on vacation.

So far the only bug that needs to get fixed is the conditionals from the "1" territories to the "4" territories that they border. I will see if I can post a new xml for that later today.

=D13=


I can get it up for you, if you can confirm the border.
J1 attacks S4 with condition S4, and M1 attacks S4 with condition S4, etc etc.
Image
EricPhail
Posts: 106
Joined: Tue Feb 12, 2013 12:59 pm

Re: [Beta] - Krazy Kingdoms

Post by EricPhail »

What the F? Playing a foggy game got barbarians as a feature.
Took the horde, can now see all land territories (the horde can see all territories even if it can only attack my favoured territories)
Why is this happening (xml?). I of course presume it was unintended.
User avatar
Gilligan
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Gender: Male
Location: Providence, RI

Re: [Beta] - Krazy Kingdoms

Post by Gilligan »

EricPhail wrote:What the F? Playing a foggy game got barbarians as a feature.
Took the horde, can now see all land territories (the horde can see all territories even if it can only attack my favoured territories)
Why is this happening (xml?). I of course presume it was unintended.


You can see all of them? :|
Image
EricPhail
Posts: 106
Joined: Tue Feb 12, 2013 12:59 pm

Re: [Beta] - Krazy Kingdoms

Post by EricPhail »

I can see all basic lands

Everythning but the kingdoms, features and forbidden lands

I can post a screenshot if you like
User avatar
dolomite13
Posts: 1379
Joined: Mon Aug 18, 2008 5:54 pm

Re: [Beta] - Krazy Kingdoms

Post by dolomite13 »

Looks like it shouldn't see the whole map unless conditional borders still allow you to see all bordering territories even if the condition is not met.

D13

Code: Select all

<territory>
   <name>Horde</name>
   <borders>
      <border condition="Sphinx">D1</border>
      <border condition="Sphinx">D2 - Radiation</border>
      <border condition="Sphinx">D3</border>
      <border condition="Sphinx">D4 - Caverns</border>
      <border condition="Treefolk">F1</border>
      <border condition="Treefolk">F2 - Mines</border>
      <border condition="Treefolk">F3 - Mines</border>
      <border condition="Treefolk">F4</border>
      <border condition="Lizardmen">J1</border>
      <border condition="Lizardmen">J2 - Crypts</border>
      <border condition="Lizardmen">J3 - Minions</border>
      <border condition="Lizardmen">J4</border>
      <border condition="Gnomes">M1</border>
      <border condition="Gnomes">M2 - Crypts</border>
      <border condition="Gnomes">M3</border>
      <border condition="Gnomes">M4 - Minions</border>
      <border condition="Human">P1</border>
      <border condition="Human">P2 - Caverns</border>
      <border condition="Human">P3</border>
      <border condition="Human">P4 - Radiation</border>
      <border condition="Murklords">S1</border>
      <border condition="Murklords">S2 - Minions</border>
      <border condition="Murklords">S3</border>
      <border condition="Murklords">S4 - Mines</border>
      <border condition="Yeti">T1</border>
      <border condition="Yeti">T2 - Radiation</border>
      <border condition="Yeti">T3</border>
      <border condition="Yeti">T4 - Caverns</border>
      <border condition="Dragonkin">V1</border>
      <border condition="Dragonkin">V2</border>
      <border condition="Dragonkin">V3</border>
      <border condition="Dragonkin">V4 - Crypts</border>
   </borders>
   <coordinates>
      <smallx>599</smallx>
      <smally>106</smally>
      <largex>800</largex>
      <largey>133</largey>
   </coordinates>
   <neutral>7</neutral>
   <bonus>-1</bonus>
</territory>
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
User avatar
Gilligan
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Gender: Male
Location: Providence, RI

Re: [Beta] - Krazy Kingdoms

Post by Gilligan »

EricPhail wrote:I can see all basic lands

Everythning but the kingdoms, features and forbidden lands

I can post a screenshot if you like


Can you please? I just took a turn with barbarians and lizardmen, yet I was only able to attack J regions. Although it was sunny. But I couldn't attack any basic land region.

Can you attack ANY territory, or just your favored ones?
Image
EricPhail
Posts: 106
Joined: Tue Feb 12, 2013 12:59 pm

Re: [Beta] - Krazy Kingdoms

Post by EricPhail »

Can only SEE them (my attack list was just mine but)
[bigimg]http://s16.postimg.org/syxlym98l/kingdom_glitch.jpg[/bigimg]
windows screenshot tool

Took a couple edits for the image too work
Last edited by EricPhail on Mon Sep 23, 2013 11:26 am, edited 4 times in total.
User avatar
dolomite13
Posts: 1379
Joined: Mon Aug 18, 2008 5:54 pm

Re: [Beta] - Krazy Kingdoms

Post by dolomite13 »

Sounds like the engine doesn't limit seeing territories via conditional border in fog games. Is that intended or bugged?

If intended then we may need to live with it. And in that case i now know how to make spy territories by giving a territory an unattainable conditional.

=D13=
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
User avatar
Gilligan
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Gender: Male
Location: Providence, RI

Re: [Beta] - Krazy Kingdoms

Post by Gilligan »

Huh. I don't know what could cause that...
Image
User avatar
dolomite13
Posts: 1379
Joined: Mon Aug 18, 2008 5:54 pm

Re: [Beta] - Krazy Kingdoms

Post by dolomite13 »

Oddly he can see 1 of the 3 seas. Why on earth would that be the case. Seas aren't even listed for the horde.

So strange.

=D13=
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
User avatar
Gilligan
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Gender: Male
Location: Providence, RI

Re: [Beta] - Krazy Kingdoms

Post by Gilligan »

dolomite13 wrote:Oddly he can see 1 of the 3 seas. Why on earth would that be the case. Seas aren't even listed for the horde.

So strange.

=D13=


He owns T3 - next to the sea :)
Image
EricPhail
Posts: 106
Joined: Tue Feb 12, 2013 12:59 pm

Re: [Beta] - Krazy Kingdoms

Post by EricPhail »

What other conditionals (other maps) can we test the fog sight issue with?
User avatar
Gilligan
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Gender: Male
Location: Providence, RI

Re: [Beta] - Krazy Kingdoms

Post by Gilligan »

EricPhail wrote:What other conditionals (other maps) can we test the fog sight issue with?


Labyrinth. However koontz says that you can't see territories there unless you have the condition.
Image
EricPhail
Posts: 106
Joined: Tue Feb 12, 2013 12:59 pm

Re: [Beta] - Krazy Kingdoms

Post by EricPhail »

huh. who tested that? (A very weird test given it's a killer that borders them)

might be worth someone checking that again (attacking the killer, when you don't hold prometheus in a foggy game to see if you can see)
Last edited by EricPhail on Mon Sep 23, 2013 11:40 am, edited 1 time in total.
User avatar
Gilligan
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Gender: Male
Location: Providence, RI

Re: [Beta] - Krazy Kingdoms

Post by Gilligan »

EricPhail wrote:huh. who tested that? (A very weird test given it's a killer that borders them)


Just played a fog game with koontz, and I can see all of the basic lands but can't attack them. I don't think this has anything to do with the XML.
Image
EricPhail
Posts: 106
Joined: Tue Feb 12, 2013 12:59 pm

Re: [Beta] - Krazy Kingdoms

Post by EricPhail »

I meant who tested labyrinth under the conditions mentioned in my post above (given that it is an extremely unlikly event in a normal game)
User avatar
Gilligan
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Gender: Male
Location: Providence, RI

Re: [Beta] - Krazy Kingdoms

Post by Gilligan »

EricPhail wrote:I meant who tested labyrinth under the conditions mentioned in my post above (given that it is an extremely unlikly event in a normal game)


In the process. :)
Image
User avatar
Gilligan
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Gender: Male
Location: Providence, RI

Re: [Beta] - Krazy Kingdoms

Post by Gilligan »

Gilligan wrote:
EricPhail wrote:I meant who tested labyrinth under the conditions mentioned in my post above (given that it is an extremely unlikly event in a normal game)


In the process. :)


he could see me, but could not attack. This may be a bug in regards to new updates. Originally, you couldn't see it unless you also had the condition.
Image
User avatar
Gilligan
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Gender: Male
Location: Providence, RI

Re: [Beta] - Krazy Kingdoms

Post by Gilligan »

Here is an XML update. I have added the conditions for starting territories and added a neutral to D1 that was missing.
Attachments
KFinal.xml
(68.23 KiB) Downloaded 841 times
Image
EricPhail
Posts: 106
Joined: Tue Feb 12, 2013 12:59 pm

Re: [Beta] - Krazy Kingdoms

Post by EricPhail »

Weird...
A "feature" we should keep? or something to be fixed asap?
User avatar
Gilligan
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Gender: Male
Location: Providence, RI

Re: [Beta] - Krazy Kingdoms

Post by Gilligan »

EricPhail wrote:Weird...
A "feature" we should keep? or something to be fixed asap?


Something that should be fixed ASAP. It was not like this when it was launched.
Image
EricPhail
Posts: 106
Joined: Tue Feb 12, 2013 12:59 pm

Re: [Beta] - Krazy Kingdoms

Post by EricPhail »

Might be worth noting the oddity
As dolomite said they could be useful for spotter territories
User avatar
koontz1973
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

Re: [Beta] - Krazy Kingdoms

Post by koontz1973 »

Gilligan wrote:
EricPhail wrote:Weird...
A "feature" we should keep? or something to be fixed asap?


Something that should be fixed ASAP. It was not like this when it was launched.

Fix it. Sent a PM to nobodies about it as well with a screen shot of our game. This is not how I developed Labs and should not happen here.
Image
User avatar
Gilligan
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Gender: Male
Location: Providence, RI

Re: [Beta] - Krazy Kingdoms

Post by Gilligan »

EricPhail wrote:Might be worth noting the oddity
As dolomite said they could be useful for spotter territories


but this isn't the only map with conditional borders :)
Image
EricPhail
Posts: 106
Joined: Tue Feb 12, 2013 12:59 pm

Re: [Beta] - Krazy Kingdoms

Post by EricPhail »

Gilligan wrote:
EricPhail wrote:Might be worth noting the oddity
As dolomite said they could be useful for spotter territories


but this isn't the only map with conditional borders :)


True - what I meant was finding out what was weird, creating a new xml based on that as an additional option and then fixing conditional (if that was possible). Fixing it is obviously the priority here, but a new feature as a result of a glitch would be funny.

Assuming the glitch is in the xml language somewhere and not site formatting of some sort of course
Last edited by EricPhail on Mon Sep 23, 2013 1:01 pm, edited 1 time in total.
Post Reply

Return to “The Atlas”