Moderator: Cartographers
"Starting Locations" & "Missions"Balsiefen wrote:To get them in what?yeti_c wrote:Mission Cards aren't XML features...
Kingdoms would be - but would be covered by "pre assigned starting locations" or similar...
Map and Starting location specific missions could work - but need to get them in first!!
C.

I see a yes label on this... When will it be coming out? It certainly would help with ConquerMan, a map a like but can't play because of the greasemonkey lag (I know I can just turn it off, but I'm useless without my monkey!Coleman wrote:Suggestion Idea:
Simple X for Y Bonuses
Description:
Lets say I have a group of 15 territories, lets call them power plants. I want to be able to do this:
3 Power Plants +1 Army
6 Power Plants +3 Armies
9 Power Plants +5 Armies
12 Power Plants +7 Armies
15 Power Plants +10 Armies
Why It Should Be Considered:
Technically this is possible with the current xml but it is impossible to do without millions of lines of code on our end using combinations of positive and negative bonuses. There should be a better way.
Lack Label (Mod Use): [Yes]

This already exists - the Conquerman code uses this feature...hecter wrote:I see a yes label on this... When will it be coming out? It certainly would help with ConquerMan, a map a like but can't play because of the greasemonkey lag (I know I can just turn it off, but I'm useless without my monkey!Coleman wrote:Suggestion Idea:
Simple X for Y Bonuses
Description:
Lets say I have a group of 15 territories, lets call them power plants. I want to be able to do this:
3 Power Plants +1 Army
6 Power Plants +3 Armies
9 Power Plants +5 Armies
12 Power Plants +7 Armies
15 Power Plants +10 Armies
Why It Should Be Considered:
Technically this is possible with the current xml but it is impossible to do without millions of lines of code on our end using combinations of positive and negative bonuses. There should be a better way.
Lack Label (Mod Use): [Yes])

Then why on earth is the code so long? You'd think it would be shorter, but I guess not...yeti_c wrote:This already exists - the Conquerman code uses this feature...
C.
Code: Select all
<continent>
<name>NAME</name>
<bonus>##</bonus>
<components>
<component>A</component>
<component>B</component>
<component>C</component>
<component>D</component>
<required>2
<bonus>##</bonus>
</required>
<required>3
<bonus>##</bonus>
</required>
</components>
</continent>
The good news is you'll still have all the current maps, many of which don't deviate from risk a whole lot.wrightfan123 wrote:I'm beginning to see more and more people suggesting things that aren't really RISK, but real war games. Like losing armies for winter and dehydration and crap like that... I don't know if I'm for it or against it.
-W123
I can't see this working with the current code that Lack has - however if you check back a couple of pages you will see a similar idea to this - but purely based on the territory count modification - that would be better for Lack and for me.hecter wrote:Then why on earth is the code so long? You'd think it would be shorter, but I guess not...yeti_c wrote:This already exists - the Conquerman code uses this feature...
C.
Well then, how about a play on that idea?
Suggestion Idea: Allow Multiple Required in One Continent Set
Description: Right now, you can only have one required per territory set, correct? Why can't we have more? It could work like this:Why It Should Be Considered: It would allow for quicker and easier coding, and would allow addons to run faster.Code: Select all
<continent> <name>NAME</name> <bonus>##</bonus> <components> <component>A</component> <component>B</component> <component>C</component> <component>D</component> <required>2 <bonus>##</bonus> </required> <required>3 <bonus>##</bonus> </required> </components> </continent>
Lack Label (Mod Use):

Code: Select all
<Bonus Adjustment>
<matrix>
<lower>1</lower>
<upper>30</upper>
<count>3</count>
</matrix>Code: Select all
<continent>
<name>A</name>
<components>
<component type="territory">B</component>
<component type="continent">C</component>
</components>
<bonus>0</bonus>
</continent>Code: Select all
<visibles>
<visible>territory</visible>
</visibles>Lackattack..forgive if i am vague....but what about player starting positions.lackattack wrote:I caught up on the suggestions because it's time for another round of xml extensions. I want to keep this batch smallish to stay on target for a January forum upgrade. Here is my feedback on the new suggestions:
Note: Any sort of dynamic XML (i.e. something triggers a different set of rules mid-game) would be put off yet again because of complexity.

I disagree with this one sort of.lackattack wrote:Starting positions by color The order of joining the game should not affect gameplay. Do we really need starting positions considering we already have DiM's technique? [No]
Code: Select all
<positions>
<position>
<components>
<component>territ 1</component>
<component>territ 2</component>
<component>territ 3</component>
</components>
</position>
<position>
<components>
<component>territ 4</component>
<component>territ 5</component>
<component>territ 6</component>
</components>
</position>
</positions>
How do you plan on this one?lack wrote:RESETTING NEUTRAL TERRITORIES / Respanwing Neutrals [Yes]
Marvellous - also - if no type then does this default to type="territory"? If not - then some Search n Replace will be necessary!!<components>
<component type="territory">B</component>
<component type="continent">C</component>
</components>

Code: Select all
<positions>
<position>
<territory strat="6">territ 1</territory>
<territory strat="6">territ 2</territory>
<territory strat="6">territ 3</territory>
</position>
<position>
<territory strat="6">territ 4</territory>
<territory strat="6">territ 5</territory>
<territory strat="6">territ 6</territory>
</position>
</positions>Coleman? Do we want to group them?lackattack wrote:By tagging the starting position on each territory you lose the ability to group them.
If you want to be able to specify starting armies > 3 we could do something like this:
Code: Select all
<positions> <position> <territory strat="6">territ 1</territory> <territory strat="6">territ 2</territory> <territory strat="6">territ 3</territory> </position> <position> <territory strat="6">territ 4</territory> <territory strat="6">territ 5</territory> <territory strat="6">territ 6</territory> </position> </positions>

Your territories will respawn when you click begin turn. If you get eliminated, it will handled the same as auto-kick.yeti_c wrote:How do you plan on this one?lack wrote:RESETTING NEUTRAL TERRITORIES / Respanwing Neutrals [Yes]
Read my post again carefullyyeti_c wrote:Marvellous - also - if no type then does this default to type="territory"? If not - then some Search n Replace will be necessary!!
How does it fit in the XML?lackattack wrote:Your territories will respawn when you click begin turn. If you get eliminated, it will handled the same as auto-kick.yeti_c wrote:How do you plan on this one?lack wrote:RESETTING NEUTRAL TERRITORIES / Respanwing Neutrals [Yes]
Doh missed the word "optionally" - that's exactly how I'd've done it - nice.lackattack wrote:Read my post again carefullyyeti_c wrote:Marvellous - also - if no type then does this default to type="territory"? If not - then some Search n Replace will be necessary!!
