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Re: Krazy Kingdoms - XML /Map Updated (9/2)
Posted: Tue Sep 03, 2013 10:45 am
by dolomite13
-=- Tanarri -=- wrote:dolomite13 wrote:I am looking at the map and the starting forces and I think that 5 neutral on those 4 territories will be fine but I remembered that I wanted to change 4 others to 5 neutral also.
This keeps starting advancement towards other players slow at the start but also makes sure all 8 kingdoms have 1 territory that's 5 neutral they have to take for get all 4 favored.
XML That Matches Map Below
kk9.xml
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I agree that if you're going to have the territories being 5 neutral, then you should have one of each. It also divides the map nicely so that there's a pair of territories in each section without breaking a 5.
Yep one of each land type, each has 4 bordering territories so they are the same for all kingdoms. 2 radiation, 2 minions, 2 mines and 1 cavern and one with no relation to a special feature. Which means there is additional incentive to break those 5's and not just leave them as buffers. And theyu are basically on all of the main choke points. So you could go straight across the map through all 3's a total of 12 neutral armies to get to an opponent or through the 5 and 11 neutral armies to get to an opponent.
I like it like this ... it should slow things down a bit even in 4v4 when people stack and... each player has the opportunity to conquer 2 territories before possible conflict.
Right now the choice kingdom/special feature combos based on conquering only 3's are as follows.
- Treefolk/Undead - 2 territories gets +3 bonus
- Dragonkin/Undead: 2 territories gets +3 bonus
- Sphynx/Miners - 2 territories gets a +3 bonus
- Yeti/Undead - 2 territories gets a +2 bonus
- Gnome/Cultists - 2 territories gets a +2 bonus
- Lizardmen/Dwellers - 2 territories gets a +2 bonus
- Human/Demonic - 2 territories gets a +1 bonus
- Murklord/Dwellers - 2 territories gets a +1 bonus
So if you run across Undead Treefolk or Undead Dragonkin pay close attention
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Re: Krazy Kingdoms - XML /Map Updated (9/2)
Posted: Tue Sep 03, 2013 10:54 am
by DearCyrus
Looking forward to trying this out AS SOON as it hits beta!

Re: Krazy Kingdoms - XML /Map Updated (9/2)
Posted: Tue Sep 03, 2013 1:35 pm
by -=- Tanarri -=-
dolomite13 wrote:Yep one of each land type, each has 4 bordering territories so they are the same for all kingdoms. 2 radiation, 2 minions, 2 mines and 1 cavern and one with no relation to a special feature. Which means there is additional incentive to break those 5's and not just leave them as buffers. And theyu are basically on all of the main choke points. So you could go straight across the map through all 3's a total of 12 neutral armies to get to an opponent or through the 5 and 11 neutral armies to get to an opponent.
I like it like this ... it should slow things down a bit even in 4v4 when people stack and... each player has the opportunity to conquer 2 territories before possible conflict.
Right now the choice kingdom/special feature combos based on conquering only 3's are as follows.
- Treefolk/Undead - 2 territories gets +3 bonus
- Dragonkin/Undead: 2 territories gets +3 bonus
- Sphynx/Miners - 2 territories gets a +3 bonus
- Yeti/Undead - 2 territories gets a +2 bonus
- Gnome/Cultists - 2 territories gets a +2 bonus
- Lizardmen/Dwellers - 2 territories gets a +2 bonus
- Human/Demonic - 2 territories gets a +1 bonus
- Murklord/Dwellers - 2 territories gets a +1 bonus
So if you run across Undead Treefolk or Undead Dragonkin pay close attention
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I like how this works out. There will always be better combinations than others, but I don't think the differences will make it an automatic win and I believe knowing the map and skill level will affect the outcome a lot.
BTW, I noticed there's a neutral 7 floating over the three caverns for the Dwellers on the right special abilities area. Is that there for some reason or was that image just a photoshop generated image that you mistakenly moved a neutral 7 to there?
Re: Krazy Kingdoms - XML /Map Updated (9/2)
Posted: Tue Sep 03, 2013 1:42 pm
by dolomite13
-=- Tanarri -=- wrote:BTW, I noticed there's a neutral 7 floating over the three caverns for the Dwellers on the right special abilities area. Is that there for some reason or was that image just a photoshop generated image that you mistakenly moved a neutral 7 to there?
Yea that doesn't belong there ... the Dwellers are trying to revolt against me it seems

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Re: Krazy Kingdoms - XML /Map Updated (9/2)
Posted: Tue Sep 03, 2013 1:51 pm
by -=- Tanarri -=-
dolomite13 wrote:-=- Tanarri -=- wrote:BTW, I noticed there's a neutral 7 floating over the three caverns for the Dwellers on the right special abilities area. Is that there for some reason or was that image just a photoshop generated image that you mistakenly moved a neutral 7 to there?
Yea that doesn't belong there ... the Dwellers are trying to revolt against me it seems

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Alright, that's what I figured the case was

Looking forward to having this in Beta.. I'm keeping a slot open for it in anticipation

Re: Krazy Kingdoms - XML /Map Updated (9/2)
Posted: Tue Sep 03, 2013 5:51 pm
by EricPhail
Just a thought: aquatic could be very powerful wrt early kills (especially in trench)
(btw just a general question, can killer neutral territory have different start and killer values eg. starts as 7 neutral but reverts to 5 neutral when held?)
Re: Krazy Kingdoms - XML /Map Updated (9/2)
Posted: Tue Sep 03, 2013 6:32 pm
by dolomite13
EricPhail wrote:Just a thought: aquatic could be very powerful wrt early kills (especially in trench)
(btw just a general question, can killer neutral territory have different start and killer values eg. starts as 7 neutral but reverts to 5 neutral when held?)
I believe the answer is no as the xml is coded like this... <neutral killer="yes">7</neutral> ... Not allowing for variable killer values.
If sea's seem too powerful in trench (or other games) as they are we can up that to 5 neutral.
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Re: Krazy Kingdoms - XML /Map Updated (9/2)
Posted: Tue Sep 03, 2013 7:16 pm
by -=- Tanarri -=-
EricPhail wrote:Just a thought: aquatic could be very powerful wrt early kills (especially in trench)
(btw just a general question, can killer neutral territory have different start and killer values eg. starts as 7 neutral but reverts to 5 neutral when held?)
Defintely not, different values after being held for killer neutrals are a fairly old XML update request. If no one else gets to it before I do, I'll likely end up transferring it to the suggestions forum within the next week or two.
Re: Krazy Kingdoms - XML /Map Updated (9/2)
Posted: Wed Sep 04, 2013 8:24 pm
by dolomite13
Yesterday was the 1 year anniversary of the submission of this map.
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Re: Krazy Kingdoms - XML /Map Updated (9/2)
Posted: Sat Sep 07, 2013 3:00 pm
by -=- Tanarri -=-
Gilligan wrote:Great! Once we figure out how the territory bonus works, this will get stamped.

Any update on how this is going? I'm just being excited to be able to play the map

Re: Krazy Kingdoms - XML /Map Updated (9/2)
Posted: Wed Sep 11, 2013 8:50 pm
by Gilligan
test
Re: Krazy Kingdoms - XML /Map Updated (9/2)
Posted: Wed Sep 11, 2013 8:52 pm
by Gilligan
test
Re: Krazy Kingdoms - XML /Map Updated (9/2)
Posted: Wed Sep 11, 2013 8:56 pm
by dolomite13
Ooo were taking a test ... i'm excited

Re: Krazy Kingdoms - XML /Map Updated (9/2)
Posted: Wed Sep 11, 2013 9:07 pm
by Gilligan
dolomite13 wrote:Ooo were taking a test ... i'm excited

you saw nothing

Re: Krazy Kingdoms - XML /Map Updated (9/2)
Posted: Wed Sep 11, 2013 9:14 pm
by dolomite13
Gilligan wrote:dolomite13 wrote:Ooo were taking a test ... i'm excited

you saw nothing

These are not the droids were looking for
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Re: Krazy Kingdoms - XML /Map Updated (9/2)
Posted: Thu Sep 12, 2013 3:28 pm
by Gilligan
Dolomite,
This is me talking about the "kk9" XML on the last page. If this is not the most recent, let me know!
1) It looks like we will have to keep the -1 bonus to simulate a "0 deploy".
2) All of the autodeploy starting positions need an underlying neutral. Without them the max position feature is useless. It doesn't matter the neutral cause you can't attack them anyway.
3) F1, S1, P1, V1, D1, T1, M1, J1 also need a neutral value. 3 probably makes sense since most of the other territories are 3.
Re: Krazy Kingdoms - XML /Map Updated (9/2)
Posted: Fri Sep 13, 2013 11:12 am
by dolomite13
Gilligan wrote:Dolomite,
This is me talking about the "kk9" XML on the last page. If this is not the most recent, let me know!
1) It looks like we will have to keep the -1 bonus to simulate a "0 deploy".
2) All of the autodeploy starting positions need an underlying neutral. Without them the max position feature is useless. It doesn't matter the neutral cause you can't attack them anyway.
3) F1, S1, P1, V1, D1, T1, M1, J1 also need a neutral value. 3 probably makes sense since most of the other territories are 3.
kk9 was the last one I uploaded.
1) sounds good
2) yep (done) set to 1 on the kingdoms
3) yep (done) set to 3 on F1, S1, P1, V1, D1, T1, M1, J1
Latest XML (kk10.xml)
- kk10.xml
- (68.01 KiB) Downloaded 518 times
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Re: Krazy Kingdoms - XML Updated (9/13)
Posted: Sat Sep 14, 2013 8:50 pm
by Gilligan
You missed D1, I added it in


Re: Krazy Kingdoms - XML Updated (9/13)
Posted: Sat Sep 14, 2013 9:32 pm
by -=- Tanarri -=-
Gilligan wrote:You missed D1, I added it in


Yay! Does this mean the map is being submitted for Beta play and should be playable as soon as rds uploads it to the site?
Re: Krazy Kingdoms - XML Updated (9/13)
Posted: Sat Sep 14, 2013 11:17 pm
by isaiah40
-=- Tanarri -=- wrote:Gilligan wrote:You missed D1, I added it in


Yay! Does this mean the map is being submitted for Beta play and should be playable as soon as rds uploads it to the site?
Nope. thenobodies80 will give it some time, then send the images and xml to rds, and then we wait for rds to upload them, and then once tnb figures it's time to play, then we get to play!!
Re: Krazy Kingdoms - XML Updated (9/13)
Posted: Sun Sep 15, 2013 1:43 am
by koontz1973
isaiah40 wrote:-=- Tanarri -=- wrote:Yay! Does this mean the map is being submitted for Beta play and should be playable as soon as rds uploads it to the site?
Nope. thenobodies80 will give it some time, then send the images and xml to rds, and then we wait for rds to upload them, and then once tnb figures it's time to play, then we get to play!!
So we have about 6 months to a year before this one gets played then?

Re: Krazy Kingdoms - XML Updated (9/13)
Posted: Sun Sep 15, 2013 3:03 am
by cairnswk
koontz1973 wrote:isaiah40 wrote:-=- Tanarri -=- wrote:Yay! Does this mean the map is being submitted for Beta play and should be playable as soon as rds uploads it to the site?
Nope. thenobodies80 will give it some time, then send the images and xml to rds, and then we wait for rds to upload them, and then once tnb figures it's time to play, then we get to play!!
So we have about 6 months to a year before this one gets played then?

Yep, just like the rest of us have to wait.

Re: Krazy Kingdoms - XML Updated (9/13)
Posted: Sun Sep 15, 2013 6:41 am
by -=- Tanarri -=-
cairnswk wrote:koontz1973 wrote:isaiah40 wrote:-=- Tanarri -=- wrote:Yay! Does this mean the map is being submitted for Beta play and should be playable as soon as rds uploads it to the site?
Nope. thenobodies80 will give it some time, then send the images and xml to rds, and then we wait for rds to upload them, and then once tnb figures it's time to play, then we get to play!!
So we have about 6 months to a year before this one gets played then?

Yep, just like the rest of us have to wait.

Well that's no good, I was really looking forward to playing this one this week

Hopefully the waiting period isn't too long.
Re: Krazy Kingdoms - XML Updated (9/13)
Posted: Sun Sep 15, 2013 11:48 am
by dolomite13
Gilligan wrote:You missed D1, I added it in


Thanx and Wooo Hooo!!!
-=- Tanarri -=- wrote:Well that's no good, I was really looking forward to playing this one this week

Hopefully the waiting period isn't too long.
Agreed
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Re: Krazy Kingdoms - XML Updated (9/13)
Posted: Sun Sep 15, 2013 2:53 pm
by -=- Tanarri -=-
I doubt it will make any difference, but assuming the time between XML and being submitted is to give time for contributors to give final input, then I don't have any more feedback to provide. If it does make a difference, then we could get Eric Phail, Aleena, cairnswk, Gilligan, isaiah40 and Dear Cyrus (the only people to provide feedback in the last 6-7 pages) to drop in and provide feedback if any to fast track the release of the map.
Sorry if I'm being annoying, I've just put a fair bit of time over the last few months into helping with the development of the map and I'm really looking forward to playing the map
