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- Incandenza
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Wait, correct me if I'm wrong, but I thought the diminishing bonus worked such that you aren't penalized for taking a continent... i.e. you'll always get 1 for 3 up to 30, and further territories are 'taxed' at the higher rate, so you don't have a situation where going over each threshhold actually causes you to lose armies. So if you have 30 territs, you'll get 10/turn, but you'll have to get up to 34 to get 11/turn.
THOTA: dingdingdingdingdingdingBOOM
Te Occidere Possunt Sed Te Edere Non Possunt Nefas Est
Te Occidere Possunt Sed Te Edere Non Possunt Nefas Est
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WidowMakers
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Thats fine with me. I just don't know how to do it or want to do it. So if COleman wants the job he can have it.Incandenza wrote:Wait, correct me if I'm wrong, but I thought the diminishing bonus worked such that you aren't penalized for taking a continent... i.e. you'll always get 1 for 3 up to 30, and further territories are 'taxed' at the higher rate, so you don't have a situation where going over each threshhold actually causes you to lose armies. So if you have 30 territs, you'll get 10/turn, but you'll have to get up to 34 to get 11/turn.

- Aerial Attack
- Posts: 1132
- Joined: Mon Jun 04, 2007 7:59 pm
- Location: Generation One: The Clan
There has to be some sort of If statement in the XML that lets you know if you have fewer than 12 terrs.
Basically the new XML would need to override the default. It would have to be something that follows this algorithm?
I know yeti_c said there aren't any case statements - but I've never seen the XML code as to how it determines the current bonus structure. I am just laying out the logic (pseudo code) would be required
Basically the new XML would need to override the default. It would have to be something that follows this algorithm?
Code: Select all
// terr_count_div_by_5_max = 100
// terr_bonus_div_by_5_max = 20
IF <territory_count> > <terr_count_div_by_5_max>
THEN <territory_bonus> = <terr_bonus_div_by_5_max> + Integer((<territory_count> - <terr_count_div_by_5_max>)/(5+1))
ELSE
// terr_count_div_by_4_max = 60
// terr_bonus_div_by_4_max = 15
IF <territory_count> > <terr_count_div_by_4_max>
THEN <territory_bonus> = <terr_bonus_div_by_4_max> + Integer((<territory_count> - <terr_count_div_by_4_max>)/(4+1))
ELSE
// terr_count_div_by_3_max = 30
// terr_bonus_div_by_3_max = 10
IF <territory_count> > <terr_count_div_by_3_max>
THEN <territory_bonus> = <terr_bonus_div_by_3_max> + Integer((<territory_count> - <terr_count_div_by_3_max>)/(3+1))
ELSE
// terr_count_div_by_min = 12
// terr_bonus_minimum = 3
IF <territory_count> > <terr_count_div_by_min>
THEN <territory_bonus> = <terr_bonus_minimum> + Integer((<territory_count> - <terr_count_div_by_min>)/3)
ELSE
// terr_bonus_minimum = 3
<territory_bonus> = <terr_bonus_minimum>
// terr_count_div_by_x could be done via an array in which case it's more portable
// terr_bonus_div_by_x_max could be done via an array in which case it's more portable
I know yeti_c said there aren't any case statements - but I've never seen the XML code as to how it determines the current bonus structure. I am just laying out the logic (pseudo code) would be required
That isn't how the xml works at all.
I'd need to do collections with every territory included overriding each other while keeping the default values in mind.
So up to 14 I wouldn't need to do anything because the game already gives 3 for the first 12.
At 15 I'd need to make a collection with all the territories in them and say -1.
At this point up to 17 the game will want to give 5, but because of my collection it will give 4.
At 18 I won't need a new collection because the game will want 6 and I will want 5 so the -1 from the last collection keeps it at 5 instead of 6.
At 21 I'll need to make a collection that gives -2 so they will get 5 instead of 7, this collection will override the last one giving -1.
I'd have do something like this all the way up to 149, I believe.
I'd need to do collections with every territory included overriding each other while keeping the default values in mind.
So up to 14 I wouldn't need to do anything because the game already gives 3 for the first 12.
At 15 I'd need to make a collection with all the territories in them and say -1.
At this point up to 17 the game will want to give 5, but because of my collection it will give 4.
At 18 I won't need a new collection because the game will want 6 and I will want 5 so the -1 from the last collection keeps it at 5 instead of 6.
At 21 I'll need to make a collection that gives -2 so they will get 5 instead of 7, this collection will override the last one giving -1.
I'd have do something like this all the way up to 149, I believe.
Warning: You may be reading a really old topic.
- Aerial Attack
- Posts: 1132
- Joined: Mon Jun 04, 2007 7:59 pm
- Location: Generation One: The Clan
Ouch !!!
That is a LOT of extra grunt work. And the collections you are talking about, seem to code it the way the map currently states the bonus (albeit at 21 vs 30 terrs). This was deemed incorrect as once you go up to the next collection, you could possibly receive 1 or more fewer armies than at the previous level.
There is no way to make collections additive as opposed to overriding?
That is a LOT of extra grunt work. And the collections you are talking about, seem to code it the way the map currently states the bonus (albeit at 21 vs 30 terrs). This was deemed incorrect as once you go up to the next collection, you could possibly receive 1 or more fewer armies than at the previous level.
There is no way to make collections additive as opposed to overriding?
I do a collection with all of them and say <required>15<required> and make it worth -1.
Then later I do it again and make the required higher, make it worth -2 (or whatever it needs to be) and add an <overide> to get rid of the last one.
That's the only way it makes sense for me to do it. I have no idea what you mean by additive.
The way he had it I would have only needed 3 collections I think.
Regardless, I don't want to talk about coding it. I want to know if +1 for every 6 is acceptable
<11 = 3
12-17 = 4
18-23 = 5
and so on up to 27 for 150+
Then later I do it again and make the required higher, make it worth -2 (or whatever it needs to be) and add an <overide> to get rid of the last one.
That's the only way it makes sense for me to do it. I have no idea what you mean by additive.
The way he had it I would have only needed 3 collections I think.
Regardless, I don't want to talk about coding it. I want to know if +1 for every 6 is acceptable
<11 = 3
12-17 = 4
18-23 = 5
and so on up to 27 for 150+
Warning: You may be reading a really old topic.
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WidowMakers
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- Location: Detroit, MI
if it is +1 for every 6 then:Coleman wrote:Regardless, I don't want to talk about coding it. I want to know if +1 for every 6 is acceptable
<11 = 3
12-17 = 4
18-23 = 5
and so on up to 27 for 150+
terr owned________terr per bonus
01-11-----------------1 per 3 = 3 bonus
12-14-----------------1 per 4 = 3 bonus
15-19-----------------1 per 5 = 3 bonus
20-23-----------------1 per 6 = 3 bonus
and so on
I am OK with the needing 6 territries to gain a bonus army while still maintaining the standard minimum 3 at <8.
So before Coleman spend all of this time, IS 6 terts per 1 bonus OK with everyone?
WM

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WidowMakers
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- Joined: Mon Nov 20, 2006 9:25 am
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- Location: Detroit, MI
OK I change my mind about bonus. I wanted a variable rate and I think this will work
TERRITORY COLLECTION BONUSES ARE REVISED:
1 army for every 3 1-30 Occupied terr.
1 army for every 4 31-60 Occupied terr.
1 army for every 5 61-100 Occupied terr.
1 army for every 6 101-151 Occupied terr.
It still allows for variable bonus but without the bumps (magenta)
Here is the pic
WM
TERRITORY COLLECTION BONUSES ARE REVISED:
1 army for every 3 1-30 Occupied terr.
1 army for every 4 31-60 Occupied terr.
1 army for every 5 61-100 Occupied terr.
1 army for every 6 101-151 Occupied terr.
It still allows for variable bonus but without the bumps (magenta)
Here is the pic
WM

- Incandenza
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- Location: Playing Eschaton with a bucket of old tennis balls
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WidowMakers
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- Night Strike
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WidowMakers
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- unriggable
- Posts: 8037
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spiesr wrote:Yes, you need to make it easier to see red on red & light blue on light blue...
I'm torn on the colors... the entire thing hurts my eyes, but in a good 1983 arcade game kinda way. The worst color combination is the "territory collection" text in the legend.
Could you just change that text to "TERRITORIAL BONUSES:" ??

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WidowMakers
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I don't see a problem with that. I would like to keep them solid but this is not that big of a deal. Next update.Coleman wrote:We could just add white spaces to the aliens like there are on the diamonds. Is this acceptable WM?spiesr wrote:Yes, you need to make it easier to see red on red & light blue on light blue...
1) It is supposed to hurt your eyes. It is a 1980's video gameoaktown wrote:spiesr wrote:Yes, you need to make it easier to see red on red & light blue on light blue...
I'm torn on the colors... the entire thing hurts my eyes, but in a good 1983 arcade game kinda way. The worst color combination is the "territory collection" text in the legend.![]()
Could you just change that text to "TERRITORIAL BONUSES:" ??
2) Edit text. OK. Next update.

WidowMakers wrote:I wanted to keep the colors the same as the original game. Does anyone else see the current colors as a problem?Night Strike wrote:For the red and teal aliens, it's really hard to see the numbers, especially if they're the same color.
WM
WM....most of the colours are fine to me except....
1. the light blue in the legend for the diamond....can not see the white space in it properly
2. The bright yellow of the title is very distracting and constantly take my eyes away from the map...i have to concentrate quite hard to determine what it what.
3. is there another colour you could choose for the border of the army indicators other than bright red....I'm not trying to an obstructionist or smart but just telling the way i see it...these army indicators weren't part of the original colour scheme?

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WidowMakers
- Posts: 2774
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- Aerial Attack
- Posts: 1132
- Joined: Mon Jun 04, 2007 7:59 pm
- Location: Generation One: The Clan






