[XML] Conditional Bombardments
Posted: Thu Aug 29, 2013 2:04 pm
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Conquer Club, a free online multiplayer variation of a popular world domination board game.
https://conquerclub.com/forum/
The bigWham wants all suggestions posted in here so I did.OliverFA wrote:So changes in the XML can now be suggested in this forum?
Cool!isaiah40 wrote:The bigWham wants all suggests posted in here so I did.OliverFA wrote:So changes in the XML can now be suggested in this forum?
Not yet, no... dolomite's tried already with the Krazy Kingdoms mapchapcrap wrote:I like this. Can this not already be done with the conditional borders?
That does seem odd. I'm for this cuz it seems like the next logical step, but I'm also curious why it wasn't done in the first place.-=- Tanarri -=- wrote:+10 here, this would be a very useful addition and I'm surprised the conditional borders code wasn't implemented with it as a default.
The CBs where given when the foundry cartoes went on strike when we still had lack as the boss. This may of been a bit of a rushed job as we have had problems with them since. Labs map (first map with CBs) got locked to solve an issue and most maps since have also had problems which I think have all been solved now, touch wood.agentcom wrote:That does seem odd. I'm for this cuz it seems like the next logical step, but I'm also curious why it wasn't done in the first place.-=- Tanarri -=- wrote:+10 here, this would be a very useful addition and I'm surprised the conditional borders code wasn't implemented with it as a default.
Krazy Kingdoms has actually run into a problem with them recently. It seems there's some sort of problem with the code reading the XML in certain circumstances as an AND instead of OR when there's two conditional borders on the same territory.koontz1973 wrote:The CBs where given when the foundry cartoes went on strike when we still had lack as the boss. This may of been a bit of a rushed job as we have had problems with them since. Labs map (first map with CBs) got locked to solve an issue and most maps since have also had problems which I think have all been solved now, touch wood.agentcom wrote:That does seem odd. I'm for this cuz it seems like the next logical step, but I'm also curious why it wasn't done in the first place.-=- Tanarri -=- wrote:+10 here, this would be a very useful addition and I'm surprised the conditional borders code wasn't implemented with it as a default.
My understanding based on something I read regarding Krazy Kingdoms when it was in development is the current code will have issues with what you've described above, aside from the bombardments obviously not being supported yet. I think dolomite was initially going to have two different conditional borders based off the same territory but the XML didn't end up supporting it. I could be wrong though, you may wish to get his feedback to confirm one way or another.Kabanellas wrote:what if?
Region A + Region B - will let you assault Region C from Region B (conditional border)
and
Region F + Region B - will let you bombard Region C from Region B (conditional bombardment)
could they coexist together?
isaiah40 wrote:It's so unfortunate this will never be implemented due to the powers to be focusing in on useless site "nice to have" updates just for the sake of change!!
I don't think that's true.isaiah40 wrote:It's so unfortunate this will never be implemented due to the powers to be focusing in on useless site "nice to have" updates just for the sake of change!!