[Abandoned] Research & Conquer

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-=- Tanarri -=-
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by -=- Tanarri -=- »

Gilligan wrote:
-=- Tanarri -=- wrote:
That sounds great. I'm so excited to finally be getting this off the ground :)

Just out of curiousity, what is the appropriate route for us to take to see if bigWham can fix the problem we were having with the XML so that the Doomsday gameplay doesn't end up being gimped? A post in the test site cartography thread for the map?


What exactly is the issue?


When Oliver has Doomsday bombarding all land territories the XML crashes the XML wizard.
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OliverFA
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by OliverFA »

-=- Tanarri -=- wrote:
Gilligan wrote:
-=- Tanarri -=- wrote:
That sounds great. I'm so excited to finally be getting this off the ground :)

Just out of curiousity, what is the appropriate route for us to take to see if bigWham can fix the problem we were having with the XML so that the Doomsday gameplay doesn't end up being gimped? A post in the test site cartography thread for the map?


What exactly is the issue?


When Oliver has Doomsday bombarding all land territories the XML crashes the XML wizard.


Yes, because bombarding all territories means adding 900+ bombarding connections in total. However I think that a good compromise is to make Doomsday Device only bombard the capitals, reducing the bombardments from 900+ to 6. The result is the same one, because without a capital players can no survive.
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by -=- Tanarri -=- »

OliverFA wrote:
-=- Tanarri -=- wrote:
Gilligan wrote:
-=- Tanarri -=- wrote:
That sounds great. I'm so excited to finally be getting this off the ground :)

Just out of curiousity, what is the appropriate route for us to take to see if bigWham can fix the problem we were having with the XML so that the Doomsday gameplay doesn't end up being gimped? A post in the test site cartography thread for the map?


What exactly is the issue?


When Oliver has Doomsday bombarding all land territories the XML crashes the XML wizard.


Yes, because bombarding all territories means adding 900+ bombarding connections in total. However I think that a good compromise is to make Doomsday Device only bombard the capitals, reducing the bombardments from 900+ to 6. The result is the same one, because without a capital players can no survive.


If there has to be a comprise, then I agree this is suitable. There really shouldn't have to be one though, since the site should just be able to handle it. Players late game may well have huge stacks on their capitals while many of their bonuses are left unguarded, particularly in trench games. Whether Doomsday could bombard all territories or not could make a huge difference in gameplay for a few different types of situations.

BTW, if the XML is set up to be bombarding capitals only, then isaiah should probably make a tweak to the graphics to indicate such in the legend instead of bombarding all territories.
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by isaiah40 »

-=- Tanarri -=- wrote:
OliverFA wrote:
-=- Tanarri -=- wrote:
Gilligan wrote:
-=- Tanarri -=- wrote:
That sounds great. I'm so excited to finally be getting this off the ground :)

Just out of curiousity, what is the appropriate route for us to take to see if bigWham can fix the problem we were having with the XML so that the Doomsday gameplay doesn't end up being gimped? A post in the test site cartography thread for the map?


What exactly is the issue?


When Oliver has Doomsday bombarding all land territories the XML crashes the XML wizard.


Yes, because bombarding all territories means adding 900+ bombarding connections in total. However I think that a good compromise is to make Doomsday Device only bombard the capitals, reducing the bombardments from 900+ to 6. The result is the same one, because without a capital players can no survive.


If there has to be a comprise, then I agree this is suitable. There really shouldn't have to be one though, since the site should just be able to handle it. Players late game may well have huge stacks on their capitals while many of their bonuses are left unguarded, particularly in trench games. Whether Doomsday could bombard all territories or not could make a huge difference in gameplay for a few different types of situations.

BTW, if the XML is set up to be bombarding capitals only, then isaiah should probably make a tweak to the graphics to indicate such in the legend instead of bombarding all territories.

I agree with the compromise, and if so there will not be a problem making that small graphical change. :D
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by Gilligan »

There are a few XMLs that are larger than this one that are already live. I think we're okay with the mass-bombardment, but I'll let you know once it goes to test.
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isaiah40
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by isaiah40 »

Gilligan wrote:There are a few XMLs that are larger than this one that are already live. I think we're okay with the mass-bombardment, but I'll let you know once it goes to test.

+1
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by OliverFA »

isaiah40 wrote:
Gilligan wrote:There are a few XMLs that are larger than this one that are already live. I think we're okay with the mass-bombardment, but I'll let you know once it goes to test.

+1

Cool! Let's hope with are lucky :)
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

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Research and Conquer - Civilization meets Conquer Club

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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by SuicidalSnowman »

isaiah40 wrote:
Gilligan wrote:There are a few XMLs that are larger than this one that are already live. I think we're okay with the mass-bombardment, but I'll let you know once it goes to test.

+1



This is good to know. Tanarri's earlier point is well taken. If the Doomsday device is supposed to be so powerful, it should be that exactly. In our Clandemonium games, the pinnacle is often negated somewhat by people leaving stacks on their home bases.
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-=- Tanarri -=-
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by -=- Tanarri -=- »

OliverFA wrote:
isaiah40 wrote:
Gilligan wrote:There are a few XMLs that are larger than this one that are already live. I think we're okay with the mass-bombardment, but I'll let you know once it goes to test.

+1

Cool! Let's hope with are lucky :)


I believe the updated XML with the full bombardments will need to be posted in the XML check thread.
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by isaiah40 »

-=- Tanarri -=- wrote:
OliverFA wrote:
isaiah40 wrote:
Gilligan wrote:There are a few XMLs that are larger than this one that are already live. I think we're okay with the mass-bombardment, but I'll let you know once it goes to test.

+1

Cool! Let's hope with are lucky :)


I believe the updated XML with the full bombardments will need to be posted in the XML check thread.

Oliver posted the full bombardment xml in the xml check thread! :D
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by OliverFA »

isaiah40 wrote:
-=- Tanarri -=- wrote:
OliverFA wrote:
isaiah40 wrote:
Gilligan wrote:There are a few XMLs that are larger than this one that are already live. I think we're okay with the mass-bombardment, but I'll let you know once it goes to test.

+1

Cool! Let's hope with are lucky :)


I believe the updated XML with the full bombardments will need to be posted in the XML check thread.

Oliver posted the full bombardment xml in the xml check thread! :D

What Isaiah said ;)
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

My Maps:
Research and Conquer - Civilization meets Conquer Club

Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by Gilligan »

oliver,

you cannot have minreinforcement 0. a way around this is to make minreinforcement 1, and then have a bonus of all territories required "1" giving -1, simulating the effect of no standard deploy. this is what we did for krazy kingdoms.

capitals bonus - the bonuses are additive. you need to change it to this:

Code: Select all

      <bonus required="1">3</bonus>
      <bonus required="2">6</bonus>
      <bonus required="3">9</bonus>
      <bonus required="4">12</bonus>
      <bonus required="5">15</bonus>
      <bonus required="6">18</bonus>


i'm sure you can figure out the rest of the collections (propaganda, etc) base don that. :)

perhaps write that all advanced researches override their respective basic research? you mention it with conscription, but not with the armies.

i'll check those bonuses again when you update this just to be sure. i'm going to talk to blake to see why mapmaker isn't inspecting this map, so i can check borders much easier.
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-=- Tanarri -=-
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by -=- Tanarri -=- »

Gilligan wrote:oliver,

you cannot have minreinforcement 0. a way around this is to make minreinforcement 1, and then have a bonus of all territories required "1" giving -1, simulating the effect of no standard deploy. this is what we did for krazy kingdoms.

capitals bonus - the bonuses are additive. you need to change it to this:

Code: Select all

      <bonus required="1">3</bonus>
      <bonus required="2">6</bonus>
      <bonus required="3">9</bonus>
      <bonus required="4">12</bonus>
      <bonus required="5">15</bonus>
      <bonus required="6">18</bonus>


i'm sure you can figure out the rest of the collections (propaganda, etc) base don that. :)

perhaps write that all advanced researches override their respective basic research? you mention it with conscription, but not with the armies.

i'll check those bonuses again when you update this just to be sure. i'm going to talk to blake to see why mapmaker isn't inspecting this map, so i can check borders much easier.


IIRC the other advanced bonuses don't override each other... at least not according to the current descriptions. Standing Army should give +3 by itself and Mobilized Army should give a +12 by itself, for a total of +15 bonus.
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by Gilligan »

That is what I thought, tanarri, but the XML speaks differently and I am not sure how it is intended.
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by OliverFA »

Hello! I have corrected the file and uploaded to the XML checks thread

- I have corrected the minreinforcements issue by setting it to 1 and adding a -1 adjustment continent
- I have added <bonus>0</bonus> when needed
- I have turned collection bonuses into additive ones
- I have changed the continents that were mandatory by territories. This forced to multiply those continents by 6.

About the overriding thing: The map description says pretty clear that open conscription overrides secret conscripion. With double mining is not explicit, but it says "doubles mining bonus" which I interpret as giving double bonus and overriding the previous one. The only one that seems open to interpretation is standing and mobilized army, but I see the arrow that goes from left to right as a sign of "upgraded effect" that overrides the previous one. Also, for simplicity it makes sense that the three technologies behave the same way.
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

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Research and Conquer - Civilization meets Conquer Club

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-=- Tanarri -=-
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by -=- Tanarri -=- »

I think it makes more sense to have the techs working the same way as well. Perhaps if we simply change Mobilized Army into a +15 and state advanced techs override basic techs? That would make the bonus structure much clearer for everyone.
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by OliverFA »

But why +15? The numbers already make sense.

Standing army ---> +3 ---> Research 15
Mobilized army ---> +12 ---> Research 60

Both the effect and the cost is 4 times the one of the basic tech
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

My Maps:
Research and Conquer - Civilization meets Conquer Club

Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
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-=- Tanarri -=-
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by -=- Tanarri -=- »

OliverFA wrote:But why +15? The numbers already make sense.

Standing army ---> +3 ---> Research 15
Mobilized army ---> +12 ---> Research 60

Both the effect and the cost is 4 times the one of the basic tech


Because if standing is +3 and mobilized is +12 then the net benefit of mobilized is only +9.
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by isaiah40 »

I can place the "Advanced Techs override basic techs" on the map. Please let's not go changing values right now, and see how it plays out! :D
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by -=- Tanarri -=- »

Gilligan wrote:
-=- Tanarri -=- wrote:
Gilligan wrote:
-=- Tanarri -=- wrote:Gilligan, do you have a sense for when the XML check should be finished? I'm looking forward to playing the map on the beta site :)


first i must have the files in the check thread :)

i imagine it'll be a few weeks before this goes live.


I'm guessing that's the case as well, since it needs to go through the initial testing before it makes it to live beta. I happen to be part of the testing team, which is why I was wondering how long you thought it'd take for the initial XML review. I think once the XML is reviewed, the map and XML get sent off to tnb to set up on the test site, right?


Correct. I'd give it a week or so for that.


Hi Gilligan, any updates on the initial XML review? Just checking in since it's been 10 days and haven't seen it pop up on the test site yet.
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by Gilligan »

-=- Tanarri -=- wrote:
Gilligan wrote:
-=- Tanarri -=- wrote:
Gilligan wrote:
-=- Tanarri -=- wrote:Gilligan, do you have a sense for when the XML check should be finished? I'm looking forward to playing the map on the beta site :)


first i must have the files in the check thread :)

i imagine it'll be a few weeks before this goes live.


I'm guessing that's the case as well, since it needs to go through the initial testing before it makes it to live beta. I happen to be part of the testing team, which is why I was wondering how long you thought it'd take for the initial XML review. I think once the XML is reviewed, the map and XML get sent off to tnb to set up on the test site, right?


Correct. I'd give it a week or so for that.


Hi Gilligan, any updates on the initial XML review? Just checking in since it's been 10 days and haven't seen it pop up on the test site yet.


There were some syntax errors that Oliver had to take care of first. I'm back on the job :D
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by -=- Tanarri -=- »

Gilligan wrote:
-=- Tanarri -=- wrote:
Gilligan wrote:
-=- Tanarri -=- wrote:
Gilligan wrote:
-=- Tanarri -=- wrote:Gilligan, do you have a sense for when the XML check should be finished? I'm looking forward to playing the map on the beta site :)


first i must have the files in the check thread :)

i imagine it'll be a few weeks before this goes live.


I'm guessing that's the case as well, since it needs to go through the initial testing before it makes it to live beta. I happen to be part of the testing team, which is why I was wondering how long you thought it'd take for the initial XML review. I think once the XML is reviewed, the map and XML get sent off to tnb to set up on the test site, right?


Correct. I'd give it a week or so for that.


Hi Gilligan, any updates on the initial XML review? Just checking in since it's been 10 days and haven't seen it pop up on the test site yet.


There were some syntax errors that Oliver had to take care of first. I'm back on the job :D


Ahh okay then, back to patiently waiting then. Thanks for all your work :)
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by thenobodies80 »

while testing I noticed that green troops are a bit hard to see

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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by OliverFA »

thenobodies80 wrote:while testing I noticed that green troops are a bit hard to see

Image


I think it's more a lab sign issue than a green colour issue. Perhaps changing the simbol to something a bit more clear would allow the number to be seen better.

I am gathering information on some tech costs modification proposals, (with the reasons to back those changes of course).
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

My Maps:
Research and Conquer - Civilization meets Conquer Club

Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
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Re: Research & Conquer [24 Oct 2013] V37 pg 103

Post by isaiah40 »

Here are the updated images:

Large:
[bigimg]http://imageshack.com/a/img843/7958/g2q4.jpg[/bigimg]

Small:
[bigimg]http://imageshack.com/a/img203/5760/nv8b.jpg[/bigimg]
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