Supermax: Prison Riot! [Quenched]
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- ghostlygirl
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ParadiceCity9
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It isn't ridiculous in the opinion of a significant portion of other people. So that is how it is still being considered. Should the foundry change in such a way that only your preferences are employed I shall let you know.ParadiceCity9 wrote:still dont know how this map is being considered...its ridiculous in my opinion.
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- unriggable
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- ghostlygirl
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Coleman wrote:It isn't ridiculous in the opinion of a significant portion of other people. So that is how it is still being considered. Should the foundry change in such a way that only your preferences are employed I shall let you know.ParadiceCity9 wrote:still dont know how this map is being considered...its ridiculous in my opinion.
Can't please everyone all the time, especially with an outside the box idea.
but as --- says...
Last edited by AndyDufresne on Wed Apr 23, 2008 11:44 pm, edited 1 time in total.
Reason: Mod Edit
Reason: Mod Edit
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ParadiceCity9
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Mibi...
Me and Coleman have been discussing the XML for the guards...
It's not massively easy to get it exactly right with the current plan (despite what I said on page 6(?) - I was wrong...
However I have a plan that might work...
If you could pair or group the guards somehow - then we could work it easily...
So pairs could be...
Each 2 in each cell section. (x9)
The two turret guards 003, 004
The two hall guards 001, 005
The two door (ish) guards 601, 501
And 602 and 002 could be singular groups as they're special.
Alternatively - if you have Warden + 1 guard = +1... then it would be spectacularly easy!!
C.
Me and Coleman have been discussing the XML for the guards...
It's not massively easy to get it exactly right with the current plan (despite what I said on page 6(?) - I was wrong...
However I have a plan that might work...
If you could pair or group the guards somehow - then we could work it easily...
So pairs could be...
Each 2 in each cell section. (x9)
The two turret guards 003, 004
The two hall guards 001, 005
The two door (ish) guards 601, 501
And 602 and 002 could be singular groups as they're special.
Alternatively - if you have Warden + 1 guard = +1... then it would be spectacularly easy!!
C.

Highest score : 2297
yeti_c wrote:Mibi...
Me and Coleman have been discussing the XML for the guards...
It's not massively easy to get it exactly right with the current plan (despite what I said on page 6(?) - I was wrong...
However I have a plan that might work...
If you could pair or group the guards somehow - then we could work it easily...
So pairs could be...
Each 2 in each cell section. (x9)
The two turret guards 003, 004
The two hall guards 001, 005
The two door (ish) guards 601, 501
And 602 and 002 could be singular groups as they're special.
Alternatively - if you have Warden + 1 guard = +1... then it would be spectacularly easy!!
C.
im not a big fan of the pairs, and hte 1 guard =+1 would be ok if there wasn't so many guards, 32. if coleman can't work it out then there will be much reconfiguring to do.
What would be really cool is if we could do the following in the XML
But hey - such is life!!!
Code: Select all
<continent>
<name>Warden + 2 guards</name>
<bonus>1</bonus>
<components>
<component>Warden</Warden>
<optionalcomponents>
<component>Guard 001</component>
......
<required>2</required>
</optionalcomponents>
<components>
</continent>
But hey - such is life!!!

Highest score : 2297
I'll send it to lack. Having worked with a schema or two for work I know that may actually be really easy to do. If he is willing to code it for just one map is a different matter though.
Although it may be used again, and it will make the gang bonus easier to write as well.
Warning: You may be reading a really old topic.
Coleman wrote:I'll send it to lack. Having worked with a schema or two for work I know that may actually be really easy to do. If he is willing to code it for just one map is a different matter though.Although it may be used again, and it will make the gang bonus easier to write as well.
I think DiM wanted it as well so it was in the XML suggestions thread...
C.

Highest score : 2297
Coleman wrote:I'll send it to lack. Having worked with a schema or two for work I know that may actually be really easy to do. If he is willing to code it for just one map is a different matter though.Although it may be used again, and it will make the gang bonus easier to write as well.
isnt the guard bonus the same structure as the gang bonus, considering you need the gang leader requirement?
is it possible to just do
+1 for 2
+2 for 4
+3 for 6
etc
