lord of the rings risk
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- Judge Gabranth
- Posts: 15
- Joined: Thu Mar 08, 2007 2:32 pm
- Location: Cornwall
lord of the rings risk
when i first started playing risk i played lord of the rings risk the boardgame and they used a couple of very good rules that are very simple to understand and use.
1) they had a stronghold rule. key building locations in the films, like helms deep and weathertop, had an additional +1 to a die roll defense to represent their defensive benefit
2) they had captains. a captain was a different shaped figure that added a +1 to a die roll on attack and defense
while the captain rule will be difficult to represent on the board i think the strongholds rule will be very good on conquer club and can even be used on other maps as a option when starting a game
1) they had a stronghold rule. key building locations in the films, like helms deep and weathertop, had an additional +1 to a die roll defense to represent their defensive benefit
2) they had captains. a captain was a different shaped figure that added a +1 to a die roll on attack and defense
while the captain rule will be difficult to represent on the board i think the strongholds rule will be very good on conquer club and can even be used on other maps as a option when starting a game
- everywhere116
- Posts: 1718
- Joined: Sat Sep 16, 2006 9:37 am
- Location: Somewhere on this big blue marble.
- Judge Gabranth
- Posts: 15
- Joined: Thu Mar 08, 2007 2:32 pm
- Location: Cornwall
Judge Gabranth wrote:i know absolutely nothing about xml or anything, but i think this would be a cool additional rule to use.
so does anyone know a way around the problem then?
It would have to be added into the Coding by LackAttack...
The XML is merely a transport mechanism for information... the reader can do with it what it likes...
C.

Highest score : 2297
It's amazing how little people know about coding sometime.
Right now the way it's set up, there's no tracking for individual troops, and adding such a thing would be a fairly big undertaking, so the captain idea is a pretty difficult thing to implement.
+1 to defense is easier to code, but doing it the way it "should be done" (adding it into the XML syntax so it can be used for future maps, ie:
<country>
Argentina
<defense>
+2
</defense>
</country>
with no defense tag indicating 0- neutral)
is somewhat difficult to code, and has to be done somehow in a way that doesn't break things.

Right now the way it's set up, there's no tracking for individual troops, and adding such a thing would be a fairly big undertaking, so the captain idea is a pretty difficult thing to implement.
+1 to defense is easier to code, but doing it the way it "should be done" (adding it into the XML syntax so it can be used for future maps, ie:
<country>
Argentina
<defense>
+2
</defense>
</country>
with no defense tag indicating 0- neutral)
is somewhat difficult to code, and has to be done somehow in a way that doesn't break things.