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Re: XML Modifications and Variations
Posted: Thu Oct 23, 2008 3:42 am
by MrBenn
Suggestion Idea: Starting Bonus Override/ShuffleDescription: Add a <shuffle> tag to that allows a mapmaker to ensure that nobody starts the first round with any bonuses from a pre-defined list . This would be an optional tag, as some maps rely on starting bonuses. In my mind it would be the same as the <objective> shuffle, that ensures nobody starts with an objective. (It would have to be set so that it only looks at continents, and not auto-deploys - these can be tweaked with starting neutrals)
Why It Should Be Considered: The starting positions tags can be useful to define specific start locations, but is more beneficial for conquest gameplay. For maps that have lots of small bonuses (ie my
Wales map)
The following code, for example, could be used to ensure that nobody started with Oceania or South America. In this case, somebody would still be able to get Africa on the drop...
Code: Select all
<?xml version="1.0"?>
<map>
<title>Classic</title>
<smallwidth>600</smallwidth>
<smallheight>325</smallheight>
<largewidth>800</largewidth>
<largeheight>433</largeheight>
<filetype>jpg</filetype>
<objectives/>
<shuffle>
<components>
<continent>Oceania</continent>
<continent>South America</continent>
</components>
</shuffle>
<continents/>
<territories/>
</map>
Lack Label (Mod Use): 
Re: XML Modifications and Variations
Posted: Thu Oct 23, 2008 7:00 am
by OliverFA
MrBenn wrote:Suggestion Idea: Starting Bonus Override/ShuffleDescription: Add a <shuffle> tag to that allows a mapmaker to ensure that nobody starts the first round with any bonuses from a pre-defined list . This would be an optional tag, as some maps rely on starting bonuses. In my mind it would be the same as the <objective> shuffle, that ensures nobody starts with an objective. (It would have to be set so that it only looks at continents, and not auto-deploys - these can be tweaked with starting neutrals)
Why It Should Be Considered: The starting positions tags can be useful to define specific start locations, but is more beneficial for conquest gameplay. For maps that have lots of small bonuses (ie my
Wales map)
The following code, for example, could be used to ensure that nobody started with Oceania or South America. In this case, somebody would still be able to get Africa on the drop...
Code: Select all
<?xml version="1.0"?>
<map>
<title>Classic</title>
<smallwidth>600</smallwidth>
<smallheight>325</smallheight>
<largewidth>800</largewidth>
<largeheight>433</largeheight>
<filetype>jpg</filetype>
<objectives/>
<shuffle>
<components>
<continent>Oceania</continent>
<continent>South America</continent>
</components>
</shuffle>
<continents/>
<territories/>
</map>
Lack Label (Mod Use): 
In fact it should be the default fort all maps, and use the tag to allow starting bonuses instead of forbidding them. Don't you think?
Re: XML Modifications and Variations
Posted: Thu Oct 23, 2008 7:03 am
by yeti_c
No - because that wouldn't be backward compatible.
C.
Re: XML Modifications and Variations
Posted: Thu Oct 23, 2008 7:50 am
by MrBenn
I thought it would be good for the mapmaker to specifically exclude certain bonuses... The advantage of starting with Oceania, for example, is greater than the advantage of starting with Europe (or their equivalents).
It could also be used in conjunction with continent collections, to ensure that people didn't start with particular combinations of bonuses (ie, it could be used to limit the number of plane-bonuses held on the drop in Pearl Harbour)?
Re: XML Modifications and Variations
Posted: Thu Oct 23, 2008 11:40 am
by max is gr8
Another idea could be is it can shuffle with x of 4 territs. E.g
Code: Select all
<?xml version="1.0"?>
<map>
<title>Classic</title>
<smallwidth>600</smallwidth>
<smallheight>325</smallheight>
<largewidth>800</largewidth>
<largeheight>433</largeheight>
<filetype>jpg</filetype>
<objectives/>
<shuffle>
<components>
<continent>Oceania</continent>
<over>2</over>
<continent>South America</continent>
<over>2</over>
</components>
</shuffle>
<continents/>
<territories/>
</map>
EDIT: over does not mean = or < just means <
Re: XML Modifications and Variations
Posted: Sun Oct 26, 2008 1:16 pm
by Ditocoaf
The Wyvern wrote:Suggestion Idea:
Gates
Description
Gates are basically the opposite of Bombardment connections. Gate territories are only connected through fortification.
A player who possesses both territories that are Gate connected can move their armies through. Players cannot attack each other through Gate connections.
Why It Should Be Considered:
This function would be key for players that have half of their forces on another side of a map, and as a gimick for certain maps.
This should be easy to create since it is the opposite of Bombardment.
This XML would be very flexible and usable in many situations. But I would especially love to see it used in
this map...
Re: XML Modifications and Variations
Posted: Sun Oct 26, 2008 1:51 pm
by InkL0sed
yeti_c wrote:e_i_pi wrote:Suggestion Idea: Visibility of territories
Description: Allow a territory to be visible from another territory, but not have an attack route.
Why It Should Be Considered: Would allow mapmakers to create maps with territories such as lookout posts, scouts, cliff-tops, etc. Would only really have any sort of effect on FoW maps. At the moment, on a map such as Waterloo it is crucial to own cannons in order to have an overview of what's going on. Would be great if there could be territories like that which are important, but cannot necessarily attack the territories that they can see.
Lack Label:
Yeah - this one's been mentioned before - but it doesn't stop it being an awesome idea.
C.
This is an
amazing idea!
Re:
Posted: Thu Nov 06, 2008 4:18 am
by yeti_c
Suggestion Idea:
Modify Card MatrixDescription:Allow the Card Matrix to be modified for each map in the XML.
Example
Code: Select all
<cards>
<red>4</red>
<green>5</green>
<blue>6</blue>
<mixed>7</mixed>
<escalating>4</escalating>
<jump>2,2,2,2,2,2,2,2,5</jump>
</cards>
The Escalating tag is the starting set value.
The Jump value is the amount the escalating card sets jump by each set... with the last number being the number the continue to jump by ad infinitum.
This example = 4,6,8,10,12,14,16,18,20,25 -> 30,35,40,45...
Why It Should Be Considered: Gives the ability to change the card levels for maps - For instance in CC City Mogul the cards could've been multiplied by 5 as well as just the bonuses etc.
Lack Label (Mod Use):
Re: XML Modifications and Variations
Posted: Fri Jan 23, 2009 6:12 pm
by sailorseal
Suggestion Idea: Maybe a way to make a "Random Attack Pattern" for certain territories.
Description: So each turn a territory can attack a different, random place. Like use doodle earth for a example. Think of how Egypt can attack Congo, Sahara dessert, Arabia and Europe. Maybe one turn it can only attack Egypt? or Europe and Sahara? The sky is the limit!
Why It Should Be Considered: This would enhance game play on many new maps. It could be use to create a new element that players would have to factor into their strategy. This could be used to make simple maps more interesting.
Lack Label (Mod Use):
Re: XML Modifications and Variations
Posted: Sun Jan 25, 2009 4:30 pm
by lostatlimbo
TaCktiX wrote:Suggestion Idea: Conditional Neutrality
Description: If certain territories are owned, then certain other territories become neutral. This also can be extended to killer neutral.
Why it should be considered:
1. Mapmakers could replicate the effects of a bomb or artillery shell without worrying about bombardment getting crap dice.
2. Fantasy-themed maps would be able to add in "walls" that players can "fortify" by owning a castle or something simliar.
Lack Label (Mod Use):
Yes please!
This would also be good for maps where the objective is to conquer a certain region of the map - allowing opponents the chance to temporarily 'block' the win by neutralizing a map defined territory.
Additionally, it would be useful on maps with limited limited access between continents - where owning all of those access points would result in a negative consequence for that player.
Both those examples would be valuable in the
Human Body map I am working on.
Re: XML Modifications and Variations
Posted: Sat Jan 31, 2009 1:07 pm
by Qwert
I have two question
1.If possible to create Random bonuses territory.
2.If possible to create that only one player can attack some specific territory
Example
Player 1 can only attack Kamchatka,all others can not attack these territory
Player 2 can only attack Afganistan,all others can not attack these territory
its these possible?
Re: XML Modifications and Variations
Posted: Wed Apr 01, 2009 1:06 pm
by mibi
Its been a month with no responses. Any life here?
Re: XML Modifications and Variations
Posted: Wed Apr 01, 2009 1:08 pm
by MrBenn
There are a load of good suggestions in here - the best of them are on lacks neverending 'to do' list...
Re: XML Modifications and Variations
Posted: Sun Jun 07, 2009 1:32 pm
by dolomite13
Don't know if this has been suggested before, however this would have helped me set up the starting drops in a map I am working on so I thought I would suggest it.
Suggestion Idea: Positions/Position Tag Starting Drop Override
Description: Add an "exclude" element for the <positions> tag that allows a mapmaker to ensure that leftover positions assigned by the <position> tag will be set up as a specified number of neutral armies, overriding their start element and not added to the general pool of starting forces drops in games where the number of players doesn't divide evenly.
Why It Should Be Considered: Mapmakers could use the position tag to ensure specific starting positions and exclude this positions from any random drops not specified by the position tags.
Example: The following code, for example, could be used to ensure that nobody started the extra wizards but still would allow the engine to drop randomly on the monsters indicated with a black circle.
Code: Select all
<positions exclude="3">
<position> <!-- Player 1 Start -->
<territory start="1">Rayden</territory>
</position>
<position> <!-- Player 2 Start -->
<territory start="1">Cryma</territory>
</position>
<position> <!-- Player 3 Start -->
<territory start="1">Yesha</territory>
</position>
<position> <!-- Player 4 Start -->
<territory start="1">Purlin</territory>
</position>
<position> <!-- Player 5 Start -->
<territory start="1">Brago</territory>
</position>
<position> <!-- Player 6 Start -->
<territory start="1">Grath</territory>
</position>
<position> <!-- Player 7 Start -->
<territory start="1">Sythe</territory>
</position>
<position> <!-- Player 8 Start -->
<territory start="1">Olan</territory>
</position>
</positions>

I have 8 wizards I have assigned to absolute start positions.
I have 16 monsters that I have not assigned neutrals to so they will be divided among the players.
In a 2 player game
- both players would have 4 wizards each.
- both players would have 8 monsters each.
In a 3 player game
- all players would have 3 wizards each with 2 remainder set to the override 3 neutrals.
- all players would have 6 monsters each with 2 remainder set to 3 neutrals.
In a 4 player game
- all players would have 2 wizards each.
- all players would have 4 monsters each.
In a 5 player game
- all players would have 1 wizard each with 3 remainder set to the override 3 neutrals.
- all players would have 3 monsters each with 1 remainder set to 3 neutrals.
In a 6 player game
- all players would have 1 wizard each with 2 remainder set to the override 3 neutrals.
- all players would have 2 monsters each with 4 remainder set to 3 neutrals.
In a 7 player game
- all players would have 1 wizard each with 1 remainder set to the override 3 neutrals.
- all players would have 2 monsters each with 2 remainder are dealt out as normal territories.
In a 8 player game
- all players would have 1 wizards each.
- all players would have 2 monsters each.
Lack Label (Mod Use): 
--D
Re: XML Modifications and Variations
Posted: Mon Jun 08, 2009 5:26 am
by MrBenn
dolomite13 wrote:Don't know if this has been suggested before, however this would have helped me set up the starting drops in a map I am working on so I thought I would suggest it.
Suggestion Idea: Positions/Position Tag Starting Drop Override
Description: Add an "exclude" element for the <positions> tag that allows a mapmaker to ensure that leftover positions assigned by the <position> tag will be set up as a specified number of neutral armies, overriding their start element and not added to the general pool of starting forces drops in games where the number of players doesn't divide evenly.
This can already be done by coding the territories as neutral starts, which get over-ridden by the starting positions.
Re: XML Modifications and Variations
Posted: Mon Jun 08, 2009 8:47 am
by dolomite13
MrBenn wrote:dolomite13 wrote:Don't know if this has been suggested before, however this would have helped me set up the starting drops in a map I am working on so I thought I would suggest it.
Suggestion Idea: Positions/Position Tag Starting Drop Override
Description: Add an "exclude" element for the <positions> tag that allows a mapmaker to ensure that leftover positions assigned by the <position> tag will be set up as a specified number of neutral armies, overriding their start element and not added to the general pool of starting forces drops in games where the number of players doesn't divide evenly.
This can already be done by coding the territories as neutral starts, which get over-ridden by the starting positions.
OK well now I'm really confused now. In a long email thread thenobodies80 explained to me that the leftover starting positions would get added to the general pool of additional starts.
thenobodies80 wrote:A game start
Game engine "counts" the players (A) and the starting positions (B).
B/A = C (and D)
where C is the number of starting positions for each player and D is a eventually reminder.
Now the game engine will sum the reminder with the other territories (E), then the total number will divided among players again.
D+E / A = F (and G)
F will be the number of territories assigned to a player (with 3 default troops) and G an eventually reminder (3 neutral troops)
In other words the game engine split the territories among the players ALWAYS randomly and give a 3 armies neutral to an eventual reminder.
The starting positions tags will force the game engine to choose this positions as first choice, so they will ever assigned to a player. When there's a reminder the engigne will consider the reminder of the starting position as a normal territory not giving to it a priority. So it could be assigned as a neutral if there's a reminder in the "second" splitting. It's random..
Re: XML Modifications and Variations
Posted: Mon Jun 08, 2009 9:40 am
by MrBenn
There's a long discussion about Starting Positions in this thread:
viewtopic.php?f=127&t=68154If your question isn't made clear by that thread, then feel free to bump it

Decay Territories To Neutral
Posted: Tue Jun 16, 2009 5:52 pm
by cairnswk
Territories Decay to NeutralDescription:A starting territory marked as a decay territory in the XML could result in a specified number of troops killed in that territory per turn. After a certain number of rounds, this/these territories would reduce to neutral.
Why It Should Be Considered:It would allow for starting territories to be decayed to neutral to allow these positions to be de-activated from the game. This would be helpful for the
battleships in the
Gallipoli map.
Lack Label (Mod Use):
Re: XML Modifications and Variations
Posted: Thu Jun 18, 2009 10:38 am
by H-man
Now, for a map I'm developing, how about maybe a +1 bonus of dice rolls, was the most unique thing I could come up with, perhaps we could amend that?
Re: XML Modifications and Variations
Posted: Thu Jun 18, 2009 11:04 am
by sailorseal
H-man wrote:Now, for a map I'm developing, how about maybe a +1 bonus of dice rolls, was the most unique thing I could come up with, perhaps we could amend that?
I'll put it in the form for you
Dice Roll BonusDescription:
Be able to set a map so a bonus on it will give a player extra dice rolls.
Why It Should Be Considered:A new and unique feature that would enhance game play and open up possibilities
for a whole new niche of maps.
Lack Label (Mod Use):
Re: XML Modifications and Variations
Posted: Thu Jun 18, 2009 11:23 am
by H-man
ty, sailorseal
Re: XML Modifications and Variations
Posted: Sun Jun 21, 2009 12:12 pm
by captainwalrus
Temporary impassible
Description:
A territory only boarders some other territory severy certain number of turns. For example, territory A and B are devided by an impassible but they can attack eachother every third turn.
Why it should be considered
This would allow for interesting gameplay, and could let things like tides or rock slides or whatever be incorperated into maps.
Lack Label
Team Starting Positions
Posted: Sun Aug 23, 2009 9:50 pm
by Teflon Kris
Team Starting Positions
Description:
The territories of the team positions are handed-out amongst the team, whether dubs, trips or quads.
Currently, in quads (for example), if there are 8 starting positions - each player would randomly get 1 of the 8, each team would therefore get a random 4 of the 8.
My proposal would mean each team randomly gets 1 of 2 positions.
Why It Should Be Considered:It would make war scenario maps and sports maps much more meaningful - maps could be created where all members of the same team are on the same side in the battle or sports contest.
In short - more creative licence for map-makers and much more fun team games.
Lack Label (Mod Use): [/quote]
Re: XML Modifications and Variations
Posted: Wed Aug 26, 2009 6:06 pm
by MrBenn
I've just taken the time to read through all 47 pages of this thread... there are several ideas/suggestions that have been repeated very many times... The time has probably come to lock this thread down, until some of the best ideas get implemented

xml engine needs updating
Posted: Sat Aug 29, 2009 8:24 pm
by YipYipDog
i am not sure if this is the correct place for this post but i guess i will find out. i can think of a few things i would like the game engine be able to do and some of you have your own ideas and maybe we can all post them here and discuss them.
i would like to see the start position function expanded to be able to have starting postions grouped. right now they are just random. like for example if someone makes a civil war map and have the north vs the south, well territories are randomly given out. why not group them so a player will have all their starting territories in either the north or the south but not both. then more realistic battle maps could be made which i think would be much more fun. and this would make team maps much more fun to play as each teammate would start out in a specific area and have his own
job to worry about. current team mapping has the feel of not having much teamwork involved. my suggestion would make teamwork imperative. with the current start position workings this could be accomplished by have a small number of starting points like 6 or 8 and them making all the other territories neutral, but this just doesnt seem the same.
my other idea is have the <random> function to the game engine. take for example u want to make a map with winning conditions and you want those winning conditions to be random so the players wont know exactly what they need to do to win. this might sound stupid at first, but if you think about it, it could have alot of uses. take for example the board game called CLUE. well the victory conditons are not known at the start of the game except you know that one person committed the crime in one of the rooms and with one of the readily available weapons. well. someone could make a clue type map and the game engine could randomize an array of winning conditions.
i have read other map draft postings and can remember that some people said that what they wanted to do with their gameplay wouldn't work with the current engine, but i cant remember exactly what they were wanting to do.
being that people seem to have to good ideas about gameplay that would add extra fun to the maps, but just won't work using the current engine, i think that an update is in order.