District of Alaska - v14.1 [2015-25-05] pg16 [QUENCHED]

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Seamus76
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Re: District of Alaska - v11.7 [2013-09-02] pg15

Post by Seamus76 »

koontz1973 wrote:The first 8 in the row. I did the numbers in the order that players appear.
Kind of what I was thinking. Thanks again for taking the time to put those together.
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DearCyrus
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Re: District of Alaska - v11.7 [2013-09-02] pg15

Post by DearCyrus »

It might just be me, but man! that Olive is hard to tell from the standard green... Maybe I am colorblind! :shock:
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Re: District of Alaska - v11.7 [2013-09-02] pg15

Post by RedBaron0 »

Really your only big issue is testing the newer green (personally I like the original Kelly green myself, but c'est la vie...) of the first 8 players, its the only one that's different from the original 8. If the gameplay is hinged on the ships, then I'd advise capping the player amount at 8, and thusly you won't even need to worry about the other 4 colors.
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Re: District of Alaska - v11.7 [2013-09-02] pg15

Post by RedBaron0 »

Call me a liar... the grey/slate/sliver color is different too.(player #8) Test this color too.
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Re: District of Alaska - v11.7 [2013-09-02] pg15

Post by Seamus76 »

CURRENT UPDATE INFO - 2013-09-08:
- Updated the 888 army numbers to the new colors. See the OP.

Also, because the 8 starting Exploration Ships are such a large part of the gameplay this map should be limited to 8 players max.
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Re: District of Alaska - v11.7 [2013-09-08] pg15

Post by RedBaron0 »

Good to go kiddo.

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Re: District of Alaska - v11.7 [2013-09-08] pg15

Post by cairnswk »

Hey Seamus, congrats =D>
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Seamus76
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Re: District of Alaska - v11.7 [2013-09-08] pg15

Post by Seamus76 »

RedBaron0 wrote:Good to go kiddo.

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cairnswk wrote:Hey Seamus, congrats =D>

Thanks guys!
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Re: District of Alaska - v11.7 [2013-09-08] pg15

Post by DearCyrus »

Awesome Job, Seamus! Maybe I will get a stamp one day... lol
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Re: Alaska - v5.1 [2013-05-03] pg6

Post by Seamus76 »

koontz1973 wrote:OK, code the ships as 2 positions max with an underlying neutral of 4.
Koontz, can you please explain how to do this? For some reason v.j. is thinking we can't based on the TKoC city bonus coding issues we went back and forth with.
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Re: Alaska - v5.1 [2013-05-03] pg6

Post by koontz1973 »

Seamus76 wrote:
koontz1973 wrote:OK, code the ships as 2 positions max with an underlying neutral of 4.
Koontz, can you please explain how to do this? For some reason v.j. is thinking we can't based on the TKoC city bonus coding issues we went back and forth with.

With the ships, place a neutral into the regions code. So all ships will start neutral if not deployed.

Code: Select all

    <territory>
          <name>Big Ship Whatever</name>
          <borders>
             <border>Small boat with half eaten man</border>
          </borders>
          <coordinates>
             <smallx>177</smallx>
             <smally>474</smally>
             <largex>207</largex>
             <largey>550</largey>
          </coordinates>
          <neutral>4</neutral>
       </territory>

Then at the beginning of the code, when you do your starting positions, give them a max handed out.

Code: Select all

    <positions max="2">
       <position>
          <territory>Big Ship Whatever</territory>
       </position>
       <position>
          <territory>Big Ship of Lost souls</territory>
       </position>
       <position>
          <territory>Seamus ship of wenches</territory>
       </position>


So what you will get is positions being handed out at a max of two per player. If a ship is not handed out, the region will start neutral 4. Positions will override the neutral when they et given out.
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Re: District of Alaska - v11.7 [2013-09-08] pg15

Post by Seamus76 »

Thanks buddy.

The codes are classic as well. :lol:

<position>
<territory>Seamus ship of wenches</territory>
</position>
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Re: District of Alaska - v11.7 [2013-09-08] pg15

Post by cairnswk »

Seamus76 wrote:Thanks buddy.

The codes are classic as well. :lol:

<position>
<territory>Seamus ship of wenches</territory>
</position>

:lol: :lol: :lol:
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Re: District of Alaska - v11.7 [2013-09-08] pg15

Post by BuckNasty00 »

map looks good and looks like it have a nice gameplay. hope it makes it through
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Re: District of Alaska - v11.7 [2013-09-08] pg15

Post by DearCyrus »

BuckNasty00 wrote:map looks good and looks like it have a nice gameplay. hope it makes it through

Amen, brother!
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Re: District of Alaska - v11.7 [2013-09-08] pg15

Post by Seamus76 »

DearCyrus wrote:
BuckNasty00 wrote:map looks good and looks like it have a nice gameplay. hope it makes it through

Amen, brother!
Thanks guys!! We should have the xml wrapped up in the next couple of days and posted for stamping. Hopefully not too much longer.
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Re: District of Alaska - v11.7 [2013-09-08] pg15

Post by koontz1973 »

Seamus76 wrote:
DearCyrus wrote:
BuckNasty00 wrote:map looks good and looks like it have a nice gameplay. hope it makes it through

Amen, brother!
Thanks guys!! We should have the xml wrapped up in the next couple of days and posted for stamping. Hopefully not too much longer.

Kick V.J. Seamus. :twisted: The xml should of only taken 30-40 minutes to write.
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Re: District of Alaska - v11.7 [2013-09-08] pg15

Post by jigger1986 »

Patiently waiting for this one....the map looks so good.
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Re: District of Alaska - v11.7 [2013-09-08] pg15

Post by macbone »

Same here! Very pretty map, guys. =)
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Re: District of Alaska - v11.7 [2013-09-08] pg15

Post by DearCyrus »

Any word from V.J. on this yet? :)
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Re: District of Alaska - v11.7 [2013-09-08] pg15

Post by Seamus76 »

DearCyrus wrote:Any word from V.J. on this yet? :)
Right. Anyone reading this, feel free to Wall him and ask. :lol:
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Re: District of Alaska - v11.7 [2013-09-26] pg15 XML

Post by Seamus76 »

CURRENT UPDATE INFO - 2013-09-26:

- The finished XML has been attached, and posted in the Official XML thread. Thanks v.j., and to everyone along the way who helped. We're excited for this one.
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alaska3.xml
Final XML as of 2013-09-26
(28.25 KiB) Downloaded 577 times
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Re: District of Alaska - v11.7 [2013-09-26] pg15 XML

Post by V.J. »

Seamus76 wrote:as per our discussion regarding the game engine assigning out a third to neutral. They look right, but I could be wrong. Thanks.

I started to go insane how can we have 9 regular territories for 2 player game when there is 29 territories so it must be 14 and then I found this small post on page 10!
Fucking Seamus, thanks for letting me know they changed this in the game! I fell asleep at 2.30am last night asshole thinking I'm going crazy and can't do math and I'm not even American! :)


Seamus76 wrote:
koontz1973 wrote:OK, code the ships as 2 positions max with an underlying neutral of 4.

Koontz, can you please explain how to do this? For some reason v.j. is thinking we can't based on the TKoC city bonus coding issues we went back and forth with.


I actually said we can't have 2 max filters because in 2 player game we'll have 14 territories plus 2 ships and Seamus wants 9 plus 2, since you are an old fart you couldn't come to the conclusion that I'm calculating wrong because I wasn't informed that 1/3 of the territories goes to neutrals :P thanks for sharing Seamus, can't wait to go to lunch with you!


Anyways xml has been posted to the check thread so we can get the party started. Thanks to everyone for their contribution!
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Re: District of Alaska - v11.7 [2013-09-26] pg15 XML

Post by DearCyrus »

Can't wait guys! TKoC is my favorite map right now!
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Re: District of Alaska - v11.7 [2013-09-26] pg15 XML

Post by Seamus76 »

DearCyrus wrote:Can't wait guys! TKoC is my favorite map right now!
Thanks DC! That makes all of the mental, and physical, abuse from V.J. totally worth it. :lol:
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