1944 Operation Overlord V8
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- Teflon Kris
- Posts: 4236
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Re: 1944 Operation Overlord V5 {updated 6 days ago}
Thanks Telfon Kris.
Are we ready for the main foundry yet?
Are we ready for the main foundry yet?
Re: 1944 Operation Overlord V5 {updated 10 days ago}
keep up the good work, it would be nice to have a new map after long time
Re: 1944 Operation Overlord V5 {updated 14 days ago}
Thanks for your support uckuki.
Glad we're now in the main foundry
Does anybody think the map should be lightened somewhat? Specifically the green land areas. Below is the current version for reference:
[bigimg]http://i1379.photobucket.com/albums/ah147/tharr55/30%20v5_zpsbe7mfmsj.png[/bigimg]
Glad we're now in the main foundry
Does anybody think the map should be lightened somewhat? Specifically the green land areas. Below is the current version for reference:
[bigimg]http://i1379.photobucket.com/albums/ah147/tharr55/30%20v5_zpsbe7mfmsj.png[/bigimg]
-
ManBungalow
- Posts: 3431
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- Location: On a giant rock orbiting a star somewhere
Re: 1944 Operation Overlord V5 {updated 14 days ago}
Hi Tom, welcome to the main foundry.
To get the gameplay stamp, we'd be well advised to try it out on the beta site. For this we'll need XML.
You might find this page helpful to code the conditional autodeploys you have for the paratrooper: http://www.conquerclub.com/forum/viewto ... 5#p4397767
About lightening the colour....I like it how it is at the moment. The green colour is really military and sort of gritty. But feel free to experiment and see if there's something even better....I did wonder about overlaying (very faint) some sort of texture?
To get the gameplay stamp, we'd be well advised to try it out on the beta site. For this we'll need XML.
You might find this page helpful to code the conditional autodeploys you have for the paratrooper: http://www.conquerclub.com/forum/viewto ... 5#p4397767
About lightening the colour....I like it how it is at the moment. The green colour is really military and sort of gritty. But feel free to experiment and see if there's something even better....I did wonder about overlaying (very faint) some sort of texture?
Re: 1944 Operation Overlord V5 {updated 14 days ago}
Thanks ManB. I've been working on the XML and have a few XML queries:
To achieve +4 deployment regardless of region count, will this work? 128 is the number of total regions on the map.
Next question: for regions that start neutral, and also receive an auto deploy, does it matter which order the <neutral> and <bonus> tags are in? For example:
Final question regarding the conditional autodeploy. The paratrooper receives a +2 autodeploy when held with its neighbouring reinforcement. Basically, Dijon receives +2 autodeploy when held with Donat. Can you correct any mistakes in this code? I found this bit quite hard to follow from the guide.
Also, does anybody know of a website I can use to upload the XML file to use along with CC Map Maker/Map Inspect? Last time I did this I used FileDen, whic is no longer in business.
To achieve +4 deployment regardless of region count, will this work? 128 is the number of total regions on the map.
Code: Select all
<minreinforcement>4</minreinforcement>
<reinforcements>
<reinforcement>
<lower>1</lower>
<upper>128</upper>
<divisor>128</divisor>
</reinforcement>
</reinforcements>
Next question: for regions that start neutral, and also receive an auto deploy, does it matter which order the <neutral> and <bonus> tags are in? For example:
Code: Select all
<territory>
<name>Paris</name>
<borders>
<border>Arnold</border>
<border>Abel</border>
<border>Grasse</border>
<border>Basile</border>
</borders>
<coordinates>
<smallx></smallx>
<smally></smally>
<largex></largey>
<largey></largey>
</coordinates>
<neutral>5</neutral>
<bonus>-2</bonus>
</territory>Final question regarding the conditional autodeploy. The paratrooper receives a +2 autodeploy when held with its neighbouring reinforcement. Basically, Dijon receives +2 autodeploy when held with Donat. Can you correct any mistakes in this code? I found this bit quite hard to follow from the guide.
Code: Select all
<transforms>
<transform>
<type>T</type>
<applyto>S</applyto>
<inc>2</inc>
<id>Dijon</id>
<conditions>
<condition>
<id>Dijon</id>
<ownership>S</ownership>
</condition>
<condition>
<id>Donat</id>
<ownership>S</ownership>
</condition>
</transform>
</transforms>
Also, does anybody know of a website I can use to upload the XML file to use along with CC Map Maker/Map Inspect? Last time I did this I used FileDen, whic is no longer in business.
Re: 1944 Operation Overlord V5 {updated 14 days ago}
Test
- Attachments
-
- Operation_Overlord.xml
- (56.04 KiB) Downloaded 6 times
- IcePack
- Multi Hunter

- Posts: 16847
- Joined: Wed Aug 04, 2010 6:42 pm
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Re: 1944 Operation Overlord V5 {updated 14 days ago}
I like green as is (and w/o texture). Reminds me of old school NES games

fac vitam incredibilem memento vivere
Knowledge Weighs Nothing, Carry All You Can
Re: 1944 Operation Overlord V5 {updated 14 days ago}
This is the latest XML. I can't get it to work in the Map Inspect, can anybody help me troubleshoot and or help with the questions above? Thanks!
http://filehostxml.webs.com/Operation_Overlord_v5.xml
Here is a map image with no army numbers on.
http://filehostxml.webs.com/Operation_Overlord_v5.xml
Here is a map image with no army numbers on.
-
ManBungalow
- Posts: 3431
- Joined: Sun Jan 13, 2008 7:02 am
- Location: On a giant rock orbiting a star somewhere
Re: 1944 Operation Overlord V5 {updated 14 days ago}
t-o-m wrote:This is the latest XML. I can't get it to work in the Map Inspect, can anybody help me troubleshoot and or help with the questions above? Thanks!
http://filehostxml.webs.com/Operation_Overlord_v5.xml
Here is a map image with no army numbers on.
If you're using the XML wizard that chipv made, then I guess it won't have been updated to include transformations.
From your post above, the first two bits look fine (+4 deployment and neutral/auto-deploy), but I'll need to have a closer look at the transformation bit later.
Re: 1944 Operation Overlord V5 {updated 14 days ago}
Hi ManB, thanks for your reply. I wrote the code without chipv's tool (though used it for the coords.) but still need help with the transforms to achieve the conditional autodeploy.
Re: 1944 Operation Overlord V5
Can somebody help to make this work in the Map Maker? I think it's just a simple XML issue 
Re: 1944 Operation Overlord V5
for the conditional auto-deploy, have u tried the syntax below?
Code: Select all
<transforms>
<transform>
<type>T</type>
<applyto>S</applyto>
<inc>+</inc>
<amount>2</amount>
<id>Dijon</id>
<conditions>
<formula>COND_A AND COND_B</formula>
<condition>
<variable>A</variable>
<id>Dijon</id>
<ownership>S</ownership>
</condition>
<condition>
<variable>B</variable>
<id>Donat</id>
<ownership>S</ownership>
</condition>
</transform>
</transforms>- Qwert
- SoC Training Adviser
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- Contact:
Re: 1944 Operation Overlord V5
where are name of the map on map? I suppose that every map need to have name on it?
I hope that this its easy to fix
I hope that this its easy to fix
Re: 1944 Operation Overlord V5
Qwert wrote:where are name of the map on map? I suppose that every map need to have name on it?
I hope that this its easy to fix
Operation Underlord...
“Life is a shipwreck, but we must not forget to sing in the lifeboats.”
― Voltaire
― Voltaire
Re: 1944 Operation Overlord V5
Qwert wrote:where are name of the map on map? I suppose that every map need to have name on it?
I hope that this its easy to fix
Hey Qwert!
I'll find a place. Just for you.
Re: 1944 Operation Overlord V5
I intend on working on the XML soon. In the meantime, here's an upside-down map of Florida from 1955 to help northerners heading south.


- owenshooter
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Re: 1944 Operation Overlord V5
i'm liking it... would have preferred the big huge world map that you initially had going, but this still kicks ass... and i don't mind the shade of GREEN, how much lighter were you thinking?-Bj



Thorthoth,"Cloaking one's C&A fetish with moral authority and righteous indignation
makes it ever so much more erotically thrilling"
Re: 1944 Operation Overlord V5
owenshooter wrote:i'm liking it... would have preferred the big huge world map that you initially had going, but this still kicks ass... and i don't mind the shade of GREEN, how much lighter were you thinking?-Bj
Hey Owen! Thanks for your comment. I was wondering whether to go just a touch lighter in some areas (keeping the darkest dark, so it would add a little contrast to the map.) Which big huge world map are you talking about? This map or a different one?
Re: 1944 Operation Overlord V5
keep up the good work
Re: 1944 Operation Overlord V5
when u finalise the names of each region, remember that names in france must be either all french names in their proper locations or, apart from paris, all non-french code names.
ian.
ian.
Re: 1944 Operation Overlord V5
looking good, really excited to get it going. I like the current green too btw

1944 Operation Overlord V6
[bigimg]http://i289.photobucket.com/albums/ll234/t--o--m/31%20v6.png[/bigimg]
Changelog:
V6 (gameplay + graphical changes)
To-do
Changelog:
V6 (gameplay + graphical changes)
- Made all region names codes
- Slightly adjusted the land colour/brightness
To-do
- Add title to the map
- Make each ship graphic unique
- Consider new Airfield icons
- Get XML working (can anybody assist with this?)
- Vary the colours of the artillery & corresponding bombardments to make it more visually communicative
Last edited by t-o-m on Tue Jun 21, 2016 8:31 am, edited 1 time in total.





