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Posted: Thu Jan 17, 2008 9:52 am
by yeti_c
Lone.prophet wrote:so do i need a formal entry for that suggestion?


Preferably.

C.

Posted: Thu Jan 17, 2008 9:58 am
by Lone.prophet
Suggestion Idea: Aggresive neutral

Description: some neutral territories get a X amount of armies each turn (autodeploy) and they will bombard every non neutral territory (in there range :)) till they have a y amount of armies left

Why It Should Be Considered: cause its cool, could be like seamonsters or Zombies

Lack Label (Mod Use): <To be used at a later date, to determine feasibility>

Posted: Thu Jan 17, 2008 11:34 am
by lackattack
I don't like it, adds a lot of random noise to the game

Posted: Thu Jan 17, 2008 11:39 am
by Lone.prophet
ohh well as long as it is preset people know what to expect

Posted: Thu Jan 17, 2008 12:16 pm
by lackattack
I also prefer to make killer neutrals respawn at the end of the turn, but the programming is getting very messy.

I have to make it check for killer neutrals when you end fortifications, when your turn expires and when the round expires. It can cause the game to end if it's your last territory and introducing game end logic in so many places is just not worth it.

So I'm afraid killer neutrals will have to respawn at the beginning of your turn, just before it calculates reinforcements :(

Posted: Thu Jan 17, 2008 12:19 pm
by yeti_c
lackattack wrote:I also prefer to make killer neutrals respawn at the end of the turn, but the programming is getting very messy.

I have to make it check for killer neutrals when you end fortifications, when your turn expires and when the round expires. It can cause the game to end if it's your last territory and introducing game end logic in so many places is just not worth it.

So I'm afraid killer neutrals will have to respawn at the beginning of your turn, just before it calculates reinforcements :(


Shame - but I can see where you're coming from!!!

C.

Posted: Thu Jan 17, 2008 12:48 pm
by Balsiefen
Lone.prophet wrote:Suggestion Idea: Aggresive neutral

Description: some neutral territories get a X amount of armies each turn (autodeploy) and they will bombard every non neutral territory (in there range :)) till they have a y amount of armies left

Why It Should Be Considered: cause its cool, could be like seamonsters or Zombies

Lack Label (Mod Use): <To be used at a later date, to determine feasibility>


That could actually be quite interesting for medieval europe, maybe making all neutral kingdoms (but not normal territs) would make them harder to conquer.

Posted: Thu Jan 17, 2008 1:29 pm
by Lone.prophet
Can auto deploy also be implanted for neutrals?

or maybe changing autodeploys turn 1-y you get X armies than turn Y+1-Z you get X+1 armies?

Posted: Thu Jan 17, 2008 5:34 pm
by lanyards
lanyards wrote:Suggestion Idea:
Mid-Turn Reinforcements


Description:
If a player were to take a certain territory or a certain group of territories, then they would get a bonus and be able to deploy however many extra armies it was worth right after they take the territory or territories and then continue attacking and finish their turn.

The XML might look something like this:

Code: Select all

.....
   <continent>
      <name>Africa</name>
      <bonus>3</bonus>
      <components>
         <component>North Africa</component>
         <component>Egypt</component>
         <component>East Africa</component>
         <component>Congo</component>
         <component>South Africa</component>
         <component>Madagascar</component>
      </components>
   </continent>

   <reinforcement continent>
      <name>South America</name>
      <bonus>2</bonus>
      <components>
         <component>Venezuela</component>
         <component>Peru</component>
         <component>Argentina</component>
         <component>Brazil</component>
      </components>
   </reinforcement continent>
   
   <reinforcement continent>
      <name>Oceania</name>
      <bonus>2</bonus>
      <components>
         <component>Indonesia</component>
         <component>New Guinea</component>
         <component>Western Australia</component>
         <component>Eastern Australia</component>
      </components>
   </reinforcement continent>
.....


And the game log could look like this:

lanyards receives 3 armies for 6 territories
lanyards deployed 3 armies on Peru
lanyards attacked Argentina from Peru and conquered it from pepperonibread
lanyards attacked Brazil from Peru and conquered it from oaktown
lanyards receives 2 armies for controlling South America
lanyards deployed 2 armies on Brazil
lanyards attacked North Africa from Brazil and conquered it from pepperonibread
lanyards fortified North Africa with 4 armies from Venezuela
lanyards gets a card


Lack Label (Mod Use):


--lanyards
I suggested this XML modification a while back and never got an answer. I would just like to hear some thoughts on the idea or if you like it or not. Thanks.

--lanyards

Posted: Thu Jan 17, 2008 5:37 pm
by Coleman
I'm fairly certain any suggestions at this point are up for debate next time and what's going to be done has been done.

I have no clue how many suggestions lack is doing or which ones. I have a rough idea. I'd expect news within a week.

Posted: Sun Jan 20, 2008 3:25 pm
by yeti_c
FYI - Lack's gone live with the latest XML changes...

C.

Posted: Sun Jan 20, 2008 4:29 pm
by DiM
yeti_c wrote:FYI - Lack's gone live with the latest XML changes...

C.


and new bugs have come.
:lol:

the funny part is i got 6 pms telling me there's a bug on on my map. 3 for might 2 for magic and 1 for merchants :lol: :lol: :lol:

Posted: Sun Jan 20, 2008 4:36 pm
by cairnswk
Is there a summary page or table available about what has been implemented, how those implementations are written in xml as in a tutorial.

It would be handy to have this so that xml'ers can refer to it and indeed map makers....io am sorry but sometimes i don't have time to keep up with everything that is written in this thread....so much to wade through. :wink: :)

Posted: Sun Jan 20, 2008 5:41 pm
by DiM
cairnswk wrote:Is there a summary page or table available about what has been implemented, how those implementations are written in xml as in a tutorial.

It would be handy to have this so that xml'ers can refer to it and indeed map makers....io am sorry but sometimes i don't have time to keep up with everything that is written in this thread....so much to wade through. :wink: :)


qft

Posted: Mon Jan 21, 2008 2:50 am
by Nobuo
I haven't created any maps yet and I don't know how many of these are gameplay suggestions more than they are XML ones but...

Collateral Damage

Description: Some territories could be designated as "tough attackers" or "tough defenders", these would kill two opposing armies for every diceroll they won(This would of course have to be restricted so that these tough defenders could not push an attacker below 1 army). For example, a territory has been deemed a "tough defender" it is attacked and the roll comes up 662-64 the attacker would then lose two armies and the defender one.

Why it should be considered: This allows for critical tactical spots on a map without adding roll modifiers that would drastically change the dice odds. A castle territory might be very proficient at defending but would attack normally, an artillery territory would be great at attacking but would be vulnerable to attacks itself. This could add an additional layer of gameplay to the site.



Percent Based Territory Bonuses

Description: We have attrition and auto-deploy, why not have territories that gave bonuses or penalties as a percentage of the armies one had stationed there? For example, a player has 20 armies stationed on a territory that gives a 10% bonus each turn he would get 2 armies there this turn.

Why it should be considered: This would not only open up the possibility for complex attrition maps, stock market maps, etc. but maps that used this option would have much less potential to turn into prolonged stalemates.



Fear/Pursuit

Description: This is the least feasible of my ideas. Some territories could be described as "frightening" and they could either destroy all armies automatically without any losses when they attacked a territory if they outnumbered them -or- they could drive someone's armies to an adjacent territory they owned and if no such territory existed, attacking would preceed normally.

Why it should be considered: This would create interesting new strategies with which to hold continents and would in general allow for new options of realism for historical simulation.

Posted: Mon Jan 21, 2008 3:12 am
by yeti_c
cairnswk wrote:Is there a summary page or table available about what has been implemented, how those implementations are written in xml as in a tutorial.

It would be handy to have this so that xml'ers can refer to it and indeed map makers....io am sorry but sometimes i don't have time to keep up with everything that is written in this thread....so much to wade through. :wink: :)


I'll put one up later - The cartos have a list too - but that was only provided late last night.

C.

PS No bugs - just caching problems!!

Posted: Mon Jan 21, 2008 4:10 am
by yeti_c
New Reinforcements code... (Note the top tag.)

Code: Select all

<minreinforcement>13</minreinforcement>
<reinforcements>
   <reinforcement>
      <lower>1</lower>
      <upper>10</upper>
      <divisor>2</divisor>
   </reinforcement>
   <reinforcement>
      <lower>11</lower>
      <upper>25</upper>
      <divisor>3</divisor>
   </reinforcement>
   <reinforcement>
      <lower>21</lower>
      <upper>45</upper>
      <divisor>4</divisor>
   </reinforcement>
</reinforcements>


New Starting Positions code

Code: Select all

<positions>
   <position>
      <territory start="4">Algiers</territory>
      <territory start="5">Tunisia</territory>
      <territory start="6">Algeria</territory>
   </position>
   <position>
      <territory start="4">Tripoli</territory>
      <territory start="5">Libya</territory>
      <territory start="6">Egypt</territory>
   </position>
   <position>
      <territory>Niger</territory>
      <territory>Mali</territory>
      <territory>Central Republic</territory>
   </position>
   <position>
      <territory>South Africa</territory>
      <territory>Lesotho</territory>
      <territory>Botswana</territory>
   </position>
   <position>
      <territory>Namibia</territory>
      <territory>Angola</territory>
      <territory>Zambia</territory>
   </position>
   <position>
      <territory start="4">Congo</territory>
      <territory start="5">West Zaire</territory>
      <territory start="6">East Zaire</territory>
   </position>
</positions>


New continents code (note addition of subcontinents)

Code: Select all

<continent>
<name>Southeast Coast/Horn Of Africa PLUS Tripoli/Libya</name>
<bonus>10</bonus>
<components>
  <territory>Tripoli</territory>
  <continent>Southeast Coast</continent>
  <territory>Libya</territory>
  <continent>Horn Of Africa</continent>
 </components>
 <required>3</required>
</continent>


New "Respawning Neutrals" or "Killer Neutrals" code...

Code: Select all

<territory>
  <name>Chad</name>
  <borders>
    <border>West Sudan</border>
    <border>Libya</border>
    <border>Niger</border>
    <border>Nigeria</border>
    <border>Cameroon</border>
    <border>Central Republic</border>
  </borders>
  <coordinates>
    <smallx>277</smallx>
    <smally>190</smally>
    <largex>371</largex>
    <largey>247</largey>
  </coordinates>
  <neutral killer="yes">4</neutral>
</territory>

Posted: Mon Jan 21, 2008 5:45 am
by yeti_c
Oh yeah - forgot to mention...

Any Sub continents that you use - MUST already be defined when you use them...

i.e.

Code: Select all

<continent>
<name>Southeast Coast</name>
<bonus>3</bonus>
<components>
  <territory>...</territory>
<components>
</continent>

<continent>
<name>Horn Of Africa</name>
<bonus>3</bonus>
<components>
  <territory>...</territory>
<components>
</continent>

<continent>
<name>Southeast Coast/Horn Of Africa PLUS Tripoli/Libya</name>
<bonus>10</bonus>
<components>
  <territory>Tripoli</territory>
  <continent>Southeast Coast</continent>
  <territory>Libya</territory>
  <continent>Horn Of Africa</continent>
 </components>
 <required>3</required>
</continent>

Posted: Mon Jan 21, 2008 6:29 am
by DiM
yeti_c wrote:New Reinforcements code... (Note the top tag.)

Code: Select all

<minreinforcement>13</minreinforcement>
<reinforcements>
   <reinforcement>
      <lower>1</lower>
      <upper>10</upper>
      <divisor>2</divisor>
   </reinforcement>
   <reinforcement>
      <lower>11</lower>
      <upper>25</upper>
      <divisor>3</divisor>
   </reinforcement>
   <reinforcement>
      <lower>21</lower>
      <upper>45</upper>
      <divisor>4</divisor>
   </reinforcement>
</reinforcements>


so this means that between 1 and 10 terits you get #of terits divided by 2, between 11-25 divided by 3 and 21-45 is divided by 4. meaning for 7 terits you get 3 reinfs for 15 terits you get 5 reinfs and for 44 terits you get 11.
and the minimum must always be 13. this is interesting but how do i make it so you get minus for owning terits?. let's say i want people over 60 terits to get -20. is that possible?


yeti_c wrote:New Starting Positions code

Code: Select all

<positions>
   <position>
      <territory start="4">Algiers</territory>
      <territory start="5">Tunisia</territory>
      <territory start="6">Algeria</territory>
   </position>
   <position>
      <territory start="4">Tripoli</territory>
      <territory start="5">Libya</territory>
      <territory start="6">Egypt</territory>
   </position>
   <position>
      <territory>Niger</territory>
      <territory>Mali</territory>
      <territory>Central Republic</territory>
   </position>
   <position>
      <territory>South Africa</territory>
      <territory>Lesotho</territory>
      <territory>Botswana</territory>
   </position>
   <position>
      <territory>Namibia</territory>
      <territory>Angola</territory>
      <territory>Zambia</territory>
   </position>
   <position>
      <territory start="4">Congo</territory>
      <territory start="5">West Zaire</territory>
      <territory start="6">East Zaire</territory>
   </position>
</positions>


i have no idea what you wrote there. what's 4, 5 and 6?

yeti_c wrote:New continents code (note addition of subcontinents)

Code: Select all

<continent>
<name>Southeast Coast</name>
<bonus>3</bonus>
<components>
  <territory>...</territory>
<components>
</continent>

<continent>
<name>Horn Of Africa</name>
<bonus>3</bonus>
<components>
  <territory>...</territory>
<components>
</continent>

<continent>
<name>Southeast Coast/Horn Of Africa PLUS Tripoli/Libya</name>
<bonus>10</bonus>
<components>
  <territory>Tripoli</territory>
  <continent>Southeast Coast</continent>
  <territory>Libya</territory>
  <continent>Horn Of Africa</continent>
 </components>
 <required>3</required>
</continent>


so this means i have 2 continents Southeast Coast and Horn Of Africa each with it's own bonus. and i have 2 more terits Tripoli and Libya and i need to own 3 of these 4 entities in order to get the +10 bonus, right?

let's say i have the 2 continents and get one of the terits. next turn i should get the +10 bonus. how will it appear in the game log?
DiM gets +4 for Southeast Coast
DiM gets +4 for Horn Of Africa
DiM gets +2 for Big Group

or will it say DiM gets +10 for Big Group?

this is important to know for fog games.

yeti_c wrote:New "Respawning Neutrals" or "Killer Neutrals" code...

Code: Select all

<territory>
  <name>Chad</name>
  <borders>
    <border>West Sudan</border>
    <border>Libya</border>
    <border>Niger</border>
    <border>Nigeria</border>
    <border>Cameroon</border>
    <border>Central Republic</border>
  </borders>
  <coordinates>
    <smallx>277</smallx>
    <smally>190</smally>
    <largex>371</largex>
    <largey>247</largey>
  </coordinates>
  <neutral killer="yes">4</neutral>
</territory>


when will the neutrals respawn? at the end of my turn? at the beginning of my next turn? at the beginning of the next player's turn?

Posted: Mon Jan 21, 2008 6:41 am
by edbeard
DiM wrote:this is interesting but how do i make it so you get minus for owning terits?. let's say i want people over 60 terits to get -20. is that possible?


It doesn't appear so (At least not very simply).

But, you can always do this one the old fashioned way.

Make a continent of every territory. Requirement of holding 60 gives -40 (to combat the +20) for a total of -20. Though you might just mean that you want this to get you 0 troops?

Posted: Mon Jan 21, 2008 6:41 am
by yeti_c
DiM wrote:
so this means that between 1 and 10 terits you get #of terits divided by 2, between 11-25 divided by 3 and 21-45 is divided by 4. meaning for 7 terits you get 3 reinfs for 15 terits you get 5 reinfs and for 44 terits you get 11.
and the minimum must always be 13. this is interesting but how do i make it so you get minus for owning terits?. let's say i want people over 60 terits to get -20. is that possible?


Negatives will work - you just have to divied by negative numbers?! But you may want to test the maths for that...

Also - Lack has made it so that you can have overlapping zones...

C.

DiM wrote:i have no idea what you wrote there. what's 4, 5 and 6?



Number of armies on those starting positions/

DiM wrote:
so this means i have 2 continents Southeast Coast and Horn Of Africa each with it's own bonus. and i have 2 more terits Tripoli and Libya and i need to own 3 of these 4 entities in order to get the +10 bonus, right?

let's say i have the 2 continents and get one of the terits. next turn i should get the +10 bonus. how will it appear in the game log?
DiM gets +4 for Southeast Coast
DiM gets +4 for Horn Of Africa
DiM gets +2 for Big Group

or will it say DiM gets +10 for Big Group?

this is important to know for fog games.


And it will appear as expected...

DiM gets +4 for Southeast Coast
DiM gets +4 for Horn Of Africa
DiM gets +2 for Big Group

Of course - you could set the Sub Continents to 0...

DiM wrote:when will the neutrals respawn? at the end of my turn? at the beginning of my next turn? at the beginning of the next player's turn?


Beginning of the owners turn.

C.

Posted: Mon Jan 21, 2008 6:48 am
by edbeard
so to be sure,

in your above code you've assigned 6 different starting positions each with 3 territories that have 3 armies except where you specified?


wait I'm confused about that minimum reinforcements...

are you saying that every turn you're getting at least 13 armies?

Posted: Mon Jan 21, 2008 6:51 am
by yeti_c
edbeard wrote:so to be sure,

in your above code you've assigned 6 different starting positions each with 3 territories that have 3 armies except where you specified?


wait I'm confused about that minimum reinforcements...

are you saying that every turn you're getting at least 13 armies?


Correct - correct & correct.

C.

Posted: Mon Jan 21, 2008 6:54 am
by yeti_c
yeti_c wrote:
DiM wrote:
so this means that between 1 and 10 terits you get #of terits divided by 2, between 11-25 divided by 3 and 21-45 is divided by 4. meaning for 7 terits you get 3 reinfs for 15 terits you get 5 reinfs and for 44 terits you get 11.
and the minimum must always be 13. this is interesting but how do i make it so you get minus for owning terits?. let's say i want people over 60 terits to get -20. is that possible?


Negatives will work - you just have to divied by negative numbers?! But you may want to test the maths for that...

Also - Lack has made it so that you can have overlapping zones...

C.


Special note here...

The code uses the "Floor" function - that rounds the number down...

If you are using negatives then this will kindof round up...

i.e. 5.1 = 5 -> -5.1 = 6

http://www.w3schools.com/jsref/jsref_floor.asp

C.

Posted: Mon Jan 21, 2008 8:13 am
by lackattack
A formal foundry announcement and tutorial updates etc will come soon from the Foundry leadership. Thanks everyone for your input.

@yeti, php's floor is different from javascript floor:

echo floor(-3.14); // -4

I could use a different function, intval which would suit negative divisors, but could you find/make a similar function for BOB?

echo intval(4.2); // 4
echo intval(-4.2); // -4