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Posted: Mon Jan 21, 2008 8:15 am
by yeti_c
lackattack wrote: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


I'll take a look...

C.

Posted: Mon Jan 21, 2008 8:18 am
by yeti_c
Yes - ParseInt does it.

The following...

alert("test = "+parseInt(-4.1,10)+" = "+parseInt(4.1,10));
alert("test2 = "+parseInt(-4.9,10)+" = "+parseInt(4.9,10));

Always outputs -4 or +4

C.

Posted: Mon Jan 21, 2008 9:24 am
by WidowMakers
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.
How would overlapping zones work?

Code: Select all

<minreinforcement>3</minreinforcement>
<reinforcements>
   <reinforcement>
      <lower>1</lower>
      <upper>20</upper>
      <divisor>2</divisor>
   </reinforcement>
   <reinforcement>
      <lower>15</lower>
      <upper>30</upper>
      <divisor>3</divisor>
   </reinforcement>
</reinforcements>


So with a min of 4..

Code: Select all

<lower>1</lower>
      <upper>20</upper>
      <divisor>2</divisor>

2 terts = 3 armies
4 terts = 3 armies
6 terts = 3 armies
8 terts = 4 armies
10 terts = 5 armies
12 terts = 6 armies
14 terts = 7 armies
16 terts = 8 armies
18 terts = 9 armies
20 terts = 10 armies

BUT....

Code: Select all

      <lower>15</lower>
      <upper>30</upper>
      <divisor>3</divisor>


15 terts = 5 armies
18 terts = 6 armies
21 terts = 7 armies
24 terts = 8 armies
27 terts = 9 armies
30 terts = 10 armies

Which set of numbers works for 18 territories? ( and all other overlapping numbers)

Thanks
WM

Posted: Mon Jan 21, 2008 9:33 am
by yeti_c
Both...

I'll use a simpler example...

Say you have the following...

<min>6</min>

<lower>1
<upper>45
<divisor>3

<lower>1
<upper>45
<divisor>3

What this essentially does - is double the standard reinforcement values...

say you have 20 territories...

So we roll through the array and see if any apply...

The both apply - so we have 20/3 = 6 + 20/3 = 6 so total = 12.

So another example...

<min>6</min>

<lower>1
<upper>18
<divisor>3

<lower>10
<upper>30
<divisor>4

We have 20 territories...

so the first 18 apply to divisor 3 -> so add 6.

Then another 11 apply to divisor 4 -> so add 3.

Total = 9 - which is above min of 6... so return 9.

Does that help?

C.

Posted: Mon Jan 21, 2008 9:36 am
by WidowMakers
yeti_c wrote:Both...

I'll use a simpler example...

Say you have the following...

<min>6</min>

<lower>1
<upper>45
<divisor>3

<lower>1
<upper>45
<divisor>3

What this essentially does - is double the standard reinforcement values...

say you have 20 territories...

So we roll through the array and see if any apply...

The both apply - so we have 20/3 = 6 + 20/3 = 6 so total = 12.

So another example...

<min>6</min>

<lower>1
<upper>18
<divisor>3

<lower>10
<upper>30
<divisor>4

We have 20 territories...

so the first 18 apply to divisor 3 -> so add 6.

Then another 11 apply to divisor 4 -> so add 3.

Total = 9 - which is above min of 6... so return 9.

Does that help?

C.
Yes. It basically creates bumps in the number of armies receive between groups. This could make for some very interesting game styles.

Thanks

Posted: Mon Jan 21, 2008 9:38 am
by yeti_c
WidowMakers wrote:So with a min of 4..

Code: Select all

<lower>1</lower>
      <upper>20</upper>
      <divisor>2</divisor>

2 terts = 3 armies
4 terts = 3 armies
6 terts = 3 armies
8 terts = 4 armies
10 terts = 5 armies
12 terts = 6 armies
14 terts = 7 armies
16 terts = 8 armies
18 terts = 9 armies
20 terts = 10 armies

BUT....

Code: Select all

      <lower>15</lower>
      <upper>30</upper>
      <divisor>3</divisor>


15 terts = 5 armies
18 terts = 6 armies
21 terts = 7 armies
24 terts = 8 armies
27 terts = 9 armies
30 terts = 10 armies

Which set of numbers works for 18 territories? ( and all other overlapping numbers)

Thanks
WM


So with your example you get the following...

Code: Select all

Territories    Armies
1          4
2          4
3          4
4          4
5          4
6          4
7          4
8          4
9          4
10         5
11         5
12         6
13         6
14         7
15         7
16         8
17         9 <- now the second zone also applies
18         10
19         10
20         12


C.

Posted: Mon Jan 21, 2008 9:50 am
by WidowMakers
Wouldn't it be....

Code: Select all

Territories    Armies(1rt group)    Armies(2nd group)  TOTAL
1               4                   0                      4
2               4                   0                      4
3               4                   0                      4
4               4                   0                      4
5               4                   0                      4
6               4                   0                      4
7               4                   0                      4
8               4                   0                      4
9               4                   0                      4
10             5                    0                      5
11             5                    0                      5
12             6                    0                      6
13             6                    0                      6
14             7                    0                      7
15             7                    5                      12
16             8                    5                      13
17             8                    5                      13
18             9                    6                      15
19             9                    6                      15
20             10                   6                      16
21             0                    7                      7
22             0                    7                      7
23             0                    7                      7
24             0                    8                      8
25             0                    8                      8
26             0                    8                      8
27             0                    9                      9
28             0                    9                      9
29             0                    9                      9
30             0                    10                      10

Posted: Mon Jan 21, 2008 9:55 am
by yeti_c
WidowMakers wrote:Wouldn't it be....

Code: Select all

Territories    Armies(1rt group)    Armies(2nd group)  TOTAL
1               4                   0                      4
2               4                   0                      4
3               4                   0                      4
4               4                   0                      4
5               4                   0                      4
6               4                   0                      4
7               4                   0                      4
8               4                   0                      4
9               4                   0                      4
10             5                    0                      5
11             5                    0                      5
12             6                    0                      6
13             6                    0                      6
14             7                    0                      7
15             7                    5                      12
16             8                    5                      13
17             8                    5                      13
18             9                    6                      15
19             9                    6                      15
20             10                   6                      16
21             0                    7                      7
22             0                    7                      7
23             0                    7                      7
24             0                    8                      8
25             0                    8                      8
26             0                    8                      8
27             0                    9                      9
28             0                    9                      9
29             0                    9                      9
30             0                    10                      10


No...

15 is the lower bracket... the divisor is 3...

So you've got to hold 3 territories on that...

So the first time it kicks in would be 17.

(i.e. valid territories held are 15 16 17) = 3 / 1 = 1.

C.

Posted: Mon Jan 21, 2008 10:05 am
by yeti_c
So for instance - Conquerman will need the following...

<min>3

<lower>1
<upper>30
<divisor>3

<lower>31
<upper>60
<divisor>4

<lower>61
<upper>100
<divisor>5

<lower>100
<upper>151
<divisor>6

Instead of all those horrific continents!!

C.

PS Are there really 151 territories!? Ouch!!

Posted: Mon Jan 21, 2008 10:11 am
by Coleman
ConquerMan check.

Would the following be able to replace our hard coded adjustment? Is it correct?

Code: Select all

<minreinforcement>3</minreinforcement>
<reinforcements>
   <reinforcement>
      <lower>1</lower>
      <upper>30</upper>
      <divisor>3</divisor>
   </reinforcement>
   <reinforcement>
      <lower>31</lower>
      <upper>60</upper>
      <divisor>4</divisor>
   </reinforcement>
   <reinforcement>
      <lower>61</lower>
      <upper>100</upper>
      <divisor>5</divisor>
   </reinforcement>
   <reinforcement>
      <lower>100</lower>
      <upper>151</upper>
      <divisor>6</divisor>
   </reinforcement>
</reinforcements>

Posted: Mon Jan 21, 2008 10:12 am
by Coleman
Coleman wrote:ConquerMan check.

Would the following be able to replace our hard coded adjustment? Is it correct?

Code: Select all

<minreinforcement>3</minreinforcement>
<reinforcements>
   <reinforcement>
      <lower>1</lower>
      <upper>30</upper>
      <divisor>3</divisor>
   </reinforcement>
   <reinforcement>
      <lower>31</lower>
      <upper>60</upper>
      <divisor>4</divisor>
   </reinforcement>
   <reinforcement>
      <lower>61</lower>
      <upper>100</upper>
      <divisor>5</divisor>
   </reinforcement>
   <reinforcement>
      <lower>100</lower>
      <upper>151</upper>
      <divisor>6</divisor>
   </reinforcement>
</reinforcements>


EDIT: Nevermind I see your post now...

Does this go before continents? Does it matter?

Posted: Mon Jan 21, 2008 10:14 am
by yeti_c
I don't think it matters technically - but I suspect that it does need to go at the top...

C.

Posted: Mon Jan 21, 2008 10:17 am
by lanyards
Will these reinforcement tags overide the normal automatic 3 you recieve at the beggining of each turn?

--lanyards

Posted: Mon Jan 21, 2008 10:18 am
by yeti_c
lanyards wrote:Will these reinforcement tags overide the normal automatic 3 you recieve at the beggining of each turn?

--lanyards


Yes & No...

If you use a minreinforcements tag - then yes... if you don't then it will default to 3...

You can use the reinforcements array without min reinforcements (it will default to 3) and make it so 3 reinforcements come earlier of course...

C.

Posted: Wed Jan 23, 2008 4:07 am
by Lone.prophet
but then if you say

<min>1</min>

will you get only 1?

Posted: Wed Jan 23, 2008 4:36 am
by yeti_c
Lone.prophet wrote:but then if you say

<min>1</min>

will you get only 1?


This means the minimum you can get is 1...

You could force people to always get 1 by doing...

Code: Select all

<min>1</min>
<lower>1</lower>
<upper>X</upper>
<divisor>X+1</divisor>


Or

Code: Select all

<min>1</min>
<lower>X+1</lower>
<upper>X+2</upper>
<divisor>1</divisor>


Where X = number of territories on the map.

C.

Posted: Wed Jan 23, 2008 4:47 am
by Lone.prophet
cool :)

ohh man i had a sugestion which would be cool though i totally forgot it :(

XML defined start message

Posted: Fri Jan 25, 2008 12:04 pm
by Twill
XML Defined "Game started" message

Just a simple xml tag to define a message posted to chat at the start of every game on that map.

Mostly for storytelling or "setting the mood"

Would need standards set - under x number of characters, yes/no to "map created by", "Beware the prison of Alcatraz for you shall never escape it" is a gameplay tip but in character so to speak where "Alcatraz has no outward borders" is just an explanation - which, if either is acceptable, etc etc etc.

Just a thought :)

Re: XML defined start message

Posted: Fri Jan 25, 2008 12:12 pm
by DiM
Twill wrote:XML Defined "Game started" message

Just a simple xml tag to define a message posted to chat at the start of every game on that map.

Mostly for storytelling or "setting the mood"

Would need standards set - under x number of characters, yes/no to "map created by", "Beware the prison of Alcatraz for you shall never escape it" is a gameplay tip but in character so to speak where "Alcatraz has no outward borders" is just an explanation - which, if either is acceptable, etc etc etc.

Just a thought :)


i like it. and it would be even better it it could contain clickable links that direct people to the map thread or to the future map info pages that explain all the gimmicks and stuff.

i've bolded the clickable part because if they aren't clickable most people won't bother copy pasting the link and going there.

Posted: Mon Jan 28, 2008 4:31 am
by Lone.prophet
Probebly to hard or abstract to implant

Suggestion Idea: Food Count

Description: Well the idea here is that your army gain depends not only on the territories and continent you have but also on the number of armies you have. So now if you have like 30+ armies on a territory you get -2 armies.

This modifies the gameplay in such a way that aggresive play is rewarded over the building armies behind walls. and it would be super cool in feudal war like maps.

Why It Should Be Considered: Well first i have an idea for a map where it would be cool at. And i think it would be nice to play with these settings :D

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

Posted: Tue Feb 05, 2008 11:35 am
by gdeangel
Suggestion Idea: Population based continent bonus

Description: Somthing like the "Food Count" suggestion, allow map maker to make troop grant a function of something other than # of territories or territoriy pairs/sets held. An earlier post suggests adding non-linear grant functions. ("Variable Basic Army Grant"). My suggestion is to use # of neutral units as a dependent variable that increases your toop bonus. You could combine this with the Variable Basic Army Grant concept to have differnet troop grants based on whether a player controls an entire continent or if there are hostile forces. See my map suggestion at http://www.conquerclub.com/forum/viewtopic.php?t=42609. Unlike the food count concept where you deplete resources by having too many troops, this concept is that if you increase the base population and/or dominance of a region, your recruiting numbers will be higher.

Why It Should Be Considered: Flat rate conscription means the only challenge is territory management. Modern warfare requires population management... if you kill off the entire civilian population in a state (as now is the case to get a "continent" bonus), there would be nobody to recruit from. It would also create interresting insurgent strategies where reducing but not necessarily occupying a neutral population has the effect of breaking a bonus withou putting your insurgent force in direct contact with the enemy force on the next turn.

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

REMARK - If it is too complicated to pass a variable with the number of neutrals in each continent after each player turn, the idea could be simplified by using a boolean framework where you have specific territories within a continent (like an urban center) where there needs to be a minimum number or units in order to get the "continent" bonus. Just a thought....

Posted: Fri Feb 08, 2008 10:40 pm
by Emperor_Metalman
Suggestion Idea: Blockading territories

Specifics: If territory A and B were regular territories and territory C was a blockading territory, it would be necessary for one to control territory C in order to attack/foritfy from territory A to territory B.

Why it should be considered:
#1To accurately simulate naval warfare and the idea that an army can't cross a body of water dominated by enemy ships.

#2 De-facto truces. If Player 1 controls territory A and has 500 armies on it while Player 2 leaves only one army on territory B while he has 500 armies on territory C, there would be a De-facto truce. It would be more difficult for Player 1 and 2 to attack each other because they would need to fortify their armies or spend several turns building up in order to attack each other. De-facto truces would allow players to more easily focus on attacking a specific target instead of trying to play a build game.

Posted: Mon Feb 11, 2008 4:40 am
by cairnswk
Suggestion Idea: Decay to Neutral/Decay by minus bonus each turn until territory turns neutral

Description: Territory starts with several armies on it. Upon Each player turn, the territory decays by one army (bonus -1). If Player does not fortify it at turn end and only leaves it with one army, results -> start of next player turn, territory turns neutral causing player to lose the territory and any combined bonus associated with the terrritory.

Why It Should Be Considered:
1. Allows for natural decay of armies i.e. like the wounded dying, or the weak drowning
2. Causes players to ensure territory is well forted to retain combined bonus, thus having possibility to limit the number of armies that can be used to fort other areas; and also slows the game somewhat.
3. Needed for gameplay variation on Treasures of Galapagos.

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

Posted: Mon Feb 11, 2008 5:12 am
by yeti_c
I like the idea...

Could be changed in the XML as follows...

Code: Select all

<bonus toNeutral="true">-2</bonus>


C.

Posted: Mon Feb 18, 2008 10:28 am
by MrBenn
Suggestion Idea: Conditional Autodeploy

Description: If you hold a group of territories, then get a bonus autodeployed onto a particular territory.

Why it should be considered:
1. This is a logical expansion/variant of the current autodeploy.
2. Would add some realism - you'd need to hold a 'source' territory to get your reinforcements...
3. You would be able to have things like a 'Training Camp' which would autodeploy when you hold a 'Recruiting Officer' and a 'Village', for example.
4. You could have a 'Parachutist Regiment' that would autodeploy if you hold the 'Transport Aircraft'
5. Or gameplay could be formulated with the bonusses being deployed only onto central capital cities - or only to remote frontiers...
6. I'm convinced that this has been suggested before