No, I meant for the implementation of the new XML tags. I'm not sure if anything else has been done over the past 2 years, but it seems like a long time with little progress to me.natty_dread wrote:Time in the Foundry is a stretchy concept.
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No, I meant for the implementation of the new XML tags. I'm not sure if anything else has been done over the past 2 years, but it seems like a long time with little progress to me.natty_dread wrote:Time in the Foundry is a stretchy concept.

Ah. I see the Losing Conditions / Requirements was added late last year. My sincerest apologies.natty_dread wrote:There have been several XML updates during the last year or so.


Granted some may require a large amount of work to implement, such as Losing Conditions, but others I would be surprised if there's THAT much work to make happen. The best example I can think of would be the decay to neutral suggestion. I may be missing something with this one, but I wouldn't expect it to be a whole lot harder than copying and pasting the current autodeploy code, find and replacing the tag name, and making a tweak to the code to change it to neutral once it gets to <1. Sure, there'd be some beta testing to happen after that, but I'd think that's the kind of thing that could be slipped in when there's another update of some sort being tested.natty_dread wrote:There have been several XML updates during the last year or so.
But in general, they are few and far between... they require a large amount of work to implement, so I wouldn't expect them to become more common any time soon.
That could be important in games with losing conditions.Evil DIMwit wrote:Suggestion Idea: Unnukable territories
Description: Let there be a set of territories that cannot be nuked by spoils.
Why It Should Be Considered: Some territories are so important that losing them randomly would be seriously devastating for the player who holds them. This wouldn't be too hard, would it?
By george you're right. R&C will be absolutely retarded in Nuclear, as people can nuke away researches.ender516 wrote:That could be important in games with losing conditions.
Haha, didn't think about thatTaCktiX wrote:By george you're right. R&C will be absolutely retarded in Nuclear, as people can nuke away researches.ender516 wrote:That could be important in games with losing conditions.
This suggestion is like the existing one about if...then statements, but I like yours more. if...then don't really fit the nature of the XML language. But triggers really fit well in XML and as you say, the possibilities would be endless.Victor Sullivan wrote:Suggestion: Triggers (essentially conditional everything)
Description: Basically, hold X to activate Y. This can account for autodeploys, killer neutrals, (maybe even winning/losing conditions) etc. Obviously territories can have multiple features, so the function being triggered would have to be specified in the XML as well as the territory.
Why It Should Be Considered: The possibilities are endless... My mouth is just watering from the thought...
I never thought about that. Heck, nevermind researches, people could just nuke the one capital someone owns in a 4-6 player game. I think unnukable territories would be a really good thing, but I doubt it's gonna be implemented in time for R&C. Hopefully it'll be around once the second R&C map is made, presuming it gets done.TaCktiX wrote:By george you're right. R&C will be absolutely retarded in Nuclear, as people can nuke away researches.ender516 wrote:That could be important in games with losing conditions.


Sounds like an easy fix. Got my vote.natty_dread wrote:Perhaps lack should just plain add a rule in the game engine that territories that are part of losing conditions don't get given out as cards in nuclear games...
