Three Kingdoms of China - v10.1 [2015-02-01] p15 [Quenched]

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iancanton
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Re: Three Kingdoms of China - v7.0 [2013-04-07] p13

Post by iancanton »

u have indeed! i must have ignored the neutrals on the capitals. nothing wrong at all with the numbers!

ian. :)
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Seamus76
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Re: Three Kingdoms of China - v7.0 [2013-04-07] p13

Post by Seamus76 »

iancanton wrote:u have indeed! i must have ignored the neutrals on the capitals. nothing wrong at all with the numbers!

ian. :)
Wheew. :lol: you're already on vacation.

Ok, so just change wei from 9 to 11. Change the names. And what about nanman, do I need to make that 2n? Anything else?
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Re: Three Kingdoms of China - v7.0 [2013-04-07] p13

Post by iancanton »

definitely in holiday mode! just 2 neutrals for nanman preferred. i can think of nothing else that hasn't already been said.

ian. :)
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Re: Three Kingdoms of China - v7.0 [2013-04-07] p13

Post by Seamus76 »

iancanton wrote:definitely in holiday mode! just 2 neutrals for nanman preferred. i can think of nothing else that hasn't already been said.

ian. :)
awesome. We'll get working on finalizing the xml with the changes. Enjoy the vaca.
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Re: Three Kingdoms of China - v7.0 [2013-04-07] p13

Post by Seamus76 »

CURRENT UPDATE INFO - 2013-04-21:
Updated both versions with the below:
- Increased the Kingdom of Wei bonus from +9 to +11
- Decreased the coded neutral on Nanman from 3n to 2n (updated in the 888 and Starting Position version below)
- Changed Chien-An to Kuaiji,
- Changed Yueh-Sui to Yuesui
- Changed Yueh-Sui South to Jianning

CURRENT MAP VERSION

v8.0 - Large (840x800)
Click image to enlarge.
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v8.0 - Small (630x600)
Click image to enlarge.
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iancanton
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Re: Three Kingdoms of China - v7.0 [2013-04-07] p13

Post by iancanton »

those changes look as if they've been translated correctly to the maps!

ian. :)
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Re: Three Kingdoms of China - v7.0 [2013-04-07] p13

Post by Seamus76 »

iancanton wrote:those changes look as if they've been translated correctly to the maps!

ian. :)
Thanks for the help.

I meant to post earlier, but we'll have the xml this week.
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Re: Three Kingdoms of China - v8.0 [2013-04-21] p14

Post by V.J. »

XML posted in the "[Official] Map XML Checks". I'm not sure if I got starting positions right, but lets see :lol:
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Re: Three Kingdoms of China - v8.0 [2013-04-21] p14

Post by Gilligan »

VJ,

The city bonus needs to be reworked using collections tags. If you need assistance let me know.

Borders/bonuses look okay.

Positions also need to be reworked. Can you give me a little bit more info on how it's supposed to work? The "start=1", what is the max positions on that? And the other territories?
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Re: Three Kingdoms of China - v3.0 [2013-01-11] p4

Post by iancanton »

nolefan5311 wrote:
Seamus76 wrote:Currently I have the 8 Cities as starting positions with each player receiving one, and the others being neutral. So in 1v1 games players will start with 1 each, and the other 6 will be neutral, and in 8 player games each player will have 1. Koontz and I worked this out a while back, and I think it works really well for making the cities a playable option in all game types. Does that work for you?
Yeah, I really like this.
maximum of one position per player, with n2 underlying neutrals.

ian. :)
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Re: Three Kingdoms of China - v8.0 [2013-04-21] p14

Post by Gilligan »

Gilligan wrote:VJ,

The city bonus needs to be reworked using collections tags. If you need assistance let me know.

Borders/bonuses look okay.

Positions also need to be reworked. Can you give me a little bit more info on how it's supposed to work? The "start=1", what is the max positions on that? And the other territories?
Knock knock. :)
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Re: Three Kingdoms of China - v8.0 [2013-04-21] p14

Post by Seamus76 »

Gilligan wrote:
Gilligan wrote:VJ,

The city bonus needs to be reworked using collections tags. If you need assistance let me know.

Borders/bonuses look okay.

Positions also need to be reworked. Can you give me a little bit more info on how it's supposed to work? The "start=1", what is the max positions on that? And the other territories?
Knock knock. :)
Sorry, V.J. should be reaching out ASAP if he hasn't already.
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Re: Three Kingdoms of China - v8.0 [2013-04-21] p14

Post by Gilligan »

Seamus and VJ, I think this is the only one I downloaded, attached below.

For next time, use attachments here instead of fileden. :mrgreen: :geek:

Hope this helps.
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china3.xml
(19.35 KiB) Downloaded 978 times
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Re: Three Kingdoms of China - v3.0 [2013-01-11] p4

Post by Seamus76 »

Seamus76 wrote:Currently I have the 8 Cities as starting positions with each player receiving one, and the others being neutral. So in 1v1 games players will start with 1 each, and the other 6 will be neutral, and in 8 player games each player will have 1. Koontz and I worked this out a while back, and I think it works really well for making the cities a playable option in all game types. Does that work for you?
Ian then said:
"maximum of one position per player, with n2 underlying neutrals."

Basically each player starts with 1 city, any that are neutral are 2n. So the max on cities is 1, and the rest of the starting numbers are based on the game size.
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Re: Three Kingdoms of China - v8.0 [2013-04-21] p14

Post by V.J. »

Ok, after consulting with Gilligan we are going with a change in number of starting positions to make this work.

Here is the newest xml
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china4.xml
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Re: Three Kingdoms of China - v8.0 [2013-04-21] p14

Post by Seamus76 »

V.J. wrote:Ok, after consulting with Gilligan we are going with a change in number of starting positions to make this work.

Here is the newest xml
As v.j. said we have updated the starting numbers to make everything work. The OP has been updated with the numbers, and the new XML has been attached. The biggest updates are for 1v1 games, going from 10 terts each to 14, and that Kauiji will now be coded neutral to get the numbers right. That is the perfect tert to code, nice work v.j.

Maybe we can get this out soon with Tribal War - Ancient Israel, that would be cool, a two-fer.
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Re: Three Kingdoms of China - v8.0 [2013-04-21] p14

Post by Gilligan »

Was Kuaiji added as a starting neutral in this whole charade? It is in the XML but not in the first post map.
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Re: Three Kingdoms of China - v8.0 [2013-04-21] p14

Post by Seamus76 »

Gilligan wrote:Was Kuaiji added as a starting neutral in this whole charade? It is in the XML but not in the first post map.
It was added earlier today to the xml and to the op.

From the OP, prob. just missed it.
STARTING POINTS

Currently 35 territories can be starting positions. This excludes 3 Capitals, Bei Ping West, Liang North, Kuaiji, and Nanman(2n) which will all be coded neutral (7 terts in total).

2p = 14 each = 28 total
3p = 10 each = 30 total
4p = 7 each = 28 total
5p = 6 each = 30 total
6p = 6 each = 32 total
7p = 4 each = 28 total
8p = 4 each = 32 total
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Re: Three Kingdoms of China - v8.0 [2013-04-21] p14

Post by Gilligan »

I was looking at the map. :mrgreen:
Click image to enlarge.
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Aaaaaaaaaaaanywho, here we go:

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Re: Three Kingdoms of China - v8.0 [2013-04-21] p14

Post by Seamus76 »

\:D/ Thank you sir!! And you're right, the 888 & Starting Neutral version hasn't been updated yet, but I'll do that now.
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Re: Three Kingdoms of China - v8.0 [2013-04-21] p14

Post by Seamus76 »

CURRENT UPDATE INFO - 2013-06-09:
- Updated only the 888's & Starting Position versions for both maps.
- Changed Kuaiji to a coded neutral tert to make all of our starting numbers work.
- Updated all of the starting numbers listed above to now work correctly. Mainly changed 1v1 games from 10 starting terts per player to 14.

CURRENT MAP VERSION
v8.0 - Large (840x800)
Click image to enlarge.
image
v8.0 - Small (630x600)
Click image to enlarge.
image
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Re: Three Kingdoms of China - v8.0 [2013-06-09] p15

Post by koontz1973 »

Seamus, the xml is wrong. I will let gilligan know as well but here are the two big problems for you to fix.
The positions are all wrong. The xml should not be put into play. :?

You only have one position, not eight. Each of the following need to go into position tags like this.
- <position>
<territory>Han Zhong</territory>
- </position>
Yuesui, Hepu, Guiyang, Lin Hai, He Fei, Bei Ping Port, Liang.

The way you have it now, one layer will start with all cities and grab a nice starting bonus.

Second problem I see is the city bonus. You only have it for having 2 cities. What if I have 4 or 6 cities? Should my bonus go up or will it always be set at 2? This is an easy fix. Copy the continent as it is. Change the name to 3 city bonus. Change the bonus to 2 and the requirement to 3. You need to add an override into this new continent to override the previous continent. Carry on doing this till you have all 8 cities in the requirements.

Above needs to be sorted guys ASAP.
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Re: Three Kingdoms of China - v8.0 [2013-06-09] p15

Post by Gilligan »

koontz1973 wrote:Seamus, the xml is wrong. I will let gilligan know as well but here are the two big problems for you to fix.
The positions are all wrong. The xml should not be put into play. :?

You only have one position, not eight. Each of the following need to go into position tags like this.
- <position>
<territory>Han Zhong</territory>
- </position>
Yuesui, Hepu, Guiyang, Lin Hai, He Fei, Bei Ping Port, Liang.

The way you have it now, one layer will start with all cities and grab a nice starting bonus.

Second problem I see is the city bonus. You only have it for having 2 cities. What if I have 4 or 6 cities? Should my bonus go up or will it always be set at 2? This is an easy fix. Copy the continent as it is. Change the name to 3 city bonus. Change the bonus to 2 and the requirement to 3. You need to add an override into this new continent to override the previous continent. Carry on doing this till you have all 8 cities in the requirements.

Above needs to be sorted guys ASAP.
#-o I forgot to re-check the city bonus.

As far as the position bonus...oops. That's what I get for checking an XML the day I get back from vacation. ](*,)

:oops: :oops: :oops: :oops: :oops:
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Re: Three Kingdoms of China - v8.0 [2013-06-09] p15

Post by V.J. »

Here you go Koontz, I hope you will sleep better now :lol:
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Re: Three Kingdoms of China - v8.0 [2013-06-09] p15

Post by Gilligan »

That way works for city bonuses, but this way is easier that I pointed out last page:

Code: Select all

<continent>
<name>ConName</name>
<bonuses>
<bonus required="2">1</bonus>
<bonus required="3">2</bonus>
<bonus required="4">3</bonus>
</bonuses>
<components>
<territory>TerrName1</territory>
<territory>TerrName2</territory>
<territory>TerrName3</territory>
<territory>TerrName4</territory>
</components>
<required>2</required>
</continent>
the only thing to know here is that the bonus stacks (so in this example, for holding 3 you get +3, and 4 gets you +6)
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