
Moderator: Cartographers


first of all that's impossible. you can't code in the xml that a player gets all the yellow and another player gets all the blue. it's impossible. so if you make everything except the castle available from start then a guy might get 2-3 camps and somebody else might get none.unriggable wrote:You could have two starting territories per player: One bombards the castle and one attacks it, however all reinforcements are directly placed on the bombarding territory.
Aerial Attack wrote:DiM,
You aren't reading the map/legend correctly - You can't attack the anyone else's home base. That would make Assassin and Terminator moot points in terms of game type. You have to conquer the castle to win - plain and simple

Actually that is not how it works. To win the game the only way would be through holding the castle for 1 round.oaktown wrote:Just posted this on the sperm thread before I saw this... i repeat myself:
There's too much potential for games to be decided entirely by luck.
• Scenario A: Player One wins because he auto-attacks the 100 with a stack of 45 and wins.
• Scenario B: Player One auto-attacks and comes within five armies of breaking the 100; Player Two wins by virtue of the fact that his turn comes after dumb-ass auto-attacker.

That's not how <objective>'s work...WidowMakers wrote:Actually that is not how it works. To win the game the only way would be through holding the castle for 1 round.oaktown wrote:Just posted this on the sperm thread before I saw this... i repeat myself:
There's too much potential for games to be decided entirely by luck.
• Scenario A: Player One wins because he auto-attacks the 100 with a stack of 45 and wins.
• Scenario B: Player One auto-attacks and comes within five armies of breaking the 100; Player Two wins by virtue of the fact that his turn comes after dumb-ass auto-attacker.
If you managed to kill all 100 with 45. The next 1-5 players would probably bombard you to death pretty quickly.
WM

I guess this is a big deal. Well If it does not require holding for one round, there is a problem.yeti_c wrote:Are you sure? I thought that was the plan -> But then Lack changed his mind?Coleman wrote:The objectives don't evaluate if they are achieved or not until the start of your turn. So you need to keep it for a turn.
Hmmm -> I shall have to do some investigation...
C.

Hmmm -> In the "XML mods" topic... the idea of turns and 1 turn is mentioned but I couldn't find anything concrete...WidowMakers wrote:I guess this is a big deal. Well If it does not require holding for one round, there is a problem.yeti_c wrote:Are you sure? I thought that was the plan -> But then Lack changed his mind?Coleman wrote:The objectives don't evaluate if they are achieved or not until the start of your turn. So you need to keep it for a turn.
Hmmm -> I shall have to do some investigation...
C.
Lets wait and see.
WM


It works just like other maps. Divide the number of territories by the number of players and the remainder are neutral.AndyDufresne wrote:If 3 people are playing, would the other camps simply be not applicable? Or would each person get two camps?
--Andy

i cant see the imageWidowMakers wrote:I probably will not work on this for a while but I wanted to get the idea out there.
can't you just program your way around it? i'm still pretty noob to xml files but i'm kinda sure you could work your way around it if that was the only problem..yeti_c wrote:That's not how <objective>'s work...WidowMakers wrote:Actually that is not how it works. To win the game the only way would be through holding the castle for 1 round.oaktown wrote:Just posted this on the sperm thread before I saw this... i repeat myself:
There's too much potential for games to be decided entirely by luck.
• Scenario A: Player One wins because he auto-attacks the 100 with a stack of 45 and wins.
• Scenario B: Player One auto-attacks and comes within five armies of breaking the 100; Player Two wins by virtue of the fact that his turn comes after dumb-ass auto-attacker.
If you managed to kill all 100 with 45. The next 1-5 players would probably bombard you to death pretty quickly.
WM
If you hold them you win... end of... there is no turn wait.
C.
It's OK we worked out that I was wrong = objectives are evaluated at the beginning of every turn not at the end...zimmah wrote:can't you just program your way around it? i'm still pretty noob to xml files but i'm kinda sure you could work your way around it if that was the only problem..yeti_c wrote:That's not how <objective>'s work...WidowMakers wrote:Actually that is not how it works. To win the game the only way would be through holding the castle for 1 round.oaktown wrote:Just posted this on the sperm thread before I saw this... i repeat myself:
There's too much potential for games to be decided entirely by luck.
• Scenario A: Player One wins because he auto-attacks the 100 with a stack of 45 and wins.
• Scenario B: Player One auto-attacks and comes within five armies of breaking the 100; Player Two wins by virtue of the fact that his turn comes after dumb-ass auto-attacker.
If you managed to kill all 100 with 45. The next 1-5 players would probably bombard you to death pretty quickly.
WM
If you hold them you win... end of... there is no turn wait.
C.
