Page 15 of 38

Posted: Tue Sep 25, 2007 4:51 pm
by ghostlygirl
...

Posted: Tue Sep 25, 2007 5:00 pm
by mibi
that poll is old news.

Posted: Tue Sep 25, 2007 7:20 pm
by Coleman
Which do you prefer
1 - 2% - [ 1 ]
2 - 0% - [ 0 ]
3 - 2% - [ 1 ]
4 - 5% - [ 2 ]
5 - 30% - [ 12 ]
6 - 7% - [ 3 ]
7 - 0% - [ 0 ]
8 - 15% - [ 6 ]
9 - 0% - [ 0 ]
10 - 2% - [ 1 ]
11 - 20% - [ 8 ]
None - 12% - [ 5 ]
Total Votes : 39

Posted: Tue Sep 25, 2007 7:22 pm
by Coleman
The xml for this is more complex then I anticipated, but it is doable. Still working on it.

Posted: Tue Sep 25, 2007 7:24 pm
by ParadiceCity9
still dont know how this map is being considered...its ridiculous in my opinion.

Posted: Tue Sep 25, 2007 7:26 pm
by Coleman
ParadiceCity9 wrote:still dont know how this map is being considered...its ridiculous in my opinion.
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. :wink:

Posted: Tue Sep 25, 2007 7:28 pm
by ParadiceCity9
just sayin my opinion...

Posted: Tue Sep 25, 2007 7:41 pm
by unriggable
ParadiceCity9 wrote:just sayin my opinion...


People said their opinions about Doodle Earth, that turned out to be great.

Posted: Tue Sep 25, 2007 8:09 pm
by ghostlygirl
ParadiceCity9 wrote:just sayin my opinion...


i wouldn't have called that so much an opinion as a blatent attack at someone's hard work. and it's awfully crummy of you to be such a jerk.

Posted: Tue Sep 25, 2007 8:23 pm
by mibi
Coleman wrote:
ParadiceCity9 wrote:still dont know how this map is being considered...its ridiculous in my opinion.
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. :wink:


Can't please everyone all the time, especially with an outside the box idea.

but as --- says...

Posted: Tue Sep 25, 2007 8:29 pm
by ParadiceCity9
ghostlygirl wrote:
ParadiceCity9 wrote:just sayin my opinion...


i wouldn't have called that so much an opinion as a blatent attack at someone's hard work. and it's awfully crummy of you to be such a jerk.


well actually it was my opinion since i stated "in my opinion"

notice the quotes

Posted: Wed Sep 26, 2007 7:36 am
by yeti_c
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...

Image

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.

Posted: Wed Sep 26, 2007 7:38 am
by yeti_c
On another note - I reckon 501 - should be 601, and then 601 and 602 goto 602 and 603 respecively...

C.

Posted: Wed Sep 26, 2007 7:50 am
by Coleman
I actually have something I think may work so we don't have to do that. I don't have a lot of time to work on xml at the moment though. I have a fairly large paper due tomorrow morning that I need to work on. :roll:

Posted: Wed Sep 26, 2007 8:03 am
by mibi
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...

Image

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.

Posted: Wed Sep 26, 2007 8:07 am
by Coleman
I'm going to be trying a warden is a guard version first and then a warden is not a guard version second. I wouldn't expect anything before Friday though with all my stupid college work.

Posted: Wed Sep 26, 2007 8:10 am
by mibi
Coleman wrote:I'm going to be trying a warden is a guard version first and then a warden is not a guard version second. I wouldn't expect anything before Friday though with all my stupid college work.



Don't let school get in the way of your education.

Posted: Wed Sep 26, 2007 8:20 am
by Coleman
mibi wrote:Don't let school get in the way of your education.
Off topic but I need a shirt that says that. :lol:

Posted: Wed Sep 26, 2007 8:21 am
by yeti_c
What would be really cool is if we could do the following in the XML

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!!!

Posted: Wed Sep 26, 2007 8:24 am
by Coleman
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. :lol: Although it may be used again, and it will make the gang bonus easier to write as well.

Posted: Wed Sep 26, 2007 8:24 am
by yeti_c
Or - if we could specify 0.5 as a bonus!!

C.

Posted: Wed Sep 26, 2007 8:25 am
by yeti_c
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. :lol: 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.

Posted: Wed Sep 26, 2007 8:32 am
by mibi
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. :lol: 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

Posted: Wed Sep 26, 2007 8:58 am
by yeti_c
Hmmm - the problem is the requirement to have the leader...

I was thinking about just writing it out the old school way - but unless I'm mistaken - I make 496 different combinations of 2 guards!!

C.

Posted: Wed Sep 26, 2007 9:05 am
by mibi
yeti_c wrote:Hmmm - the problem is the requirement to have the leader...

I was thinking about just writing it out the old school way - but unless I'm mistaken - I make 496 different combinations of 2 guards!!

C.


so both the gang and guard bonus will be a problem?