- one-way attacks
- bombardments
- continents
- collective bonuses
- auto-deploys
- auto-decays
- starting neutrals
- killer neutrals
- starting positions
- objectives/winning conditions
- requirements/losing conditions
Foundry Talk: Favorite XML Feature
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- Victor Sullivan
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Foundry Talk: Favorite XML Feature
What is/are your favorite XML feature(s) and why?
[player]Beckytheblondie[/player]: "Don't give us the dispatch, give us a mustache ride."
Scaling back on my CC involvement...
Scaling back on my CC involvement...
Re: Foundry Talk: Favorite XML Feature
i voted for winning conditions
i have won a few games where i was getting my butt kicked but sneakily acquired the right territories to win the game.
i have won a few games where i was getting my butt kicked but sneakily acquired the right territories to win the game.
Re: Foundry Talk: Favorite XML Feature
Auto deploy and auto decay are technically the same thing; I'm not too sure what you mean by a collective bonus?; my favourite feature is probably the losing condition, because there are so many more possibilities fire how they can be utilised, particularly in conjunction with starting positions etc

PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
- Victor Sullivan
- Posts: 6010
- Joined: Mon Feb 08, 2010 8:17 pm
- Gender: Male
- Location: Columbus, OH
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Re: Foundry Talk: Favorite XML Feature
MrBenn wrote:Auto deploy and auto decay are technically the same thing; I'm not too sure what you mean by a collective bonus?; my favourite feature is probably the losing condition, because there are so many more possibilities fire how they can be utilised, particularly in conjunction with starting positions etc
I realize that they are, and I debated putting them together, but their functionality and uses are quite different, so I thought it warranted the separation (despite working the same way in the XML). Same goes for continents and collective bonuses (collective bonuses being, "hold 2 for +3", "+1 for each", etc.)
I personally am a fan of killer neutrals, as they can be used in so many situations. They can be used to help players gtfo and it can be a great way to balance out more powerful territories (have a killer neutral be able to attack starting positions, or have it block a certain bonus area, etc.).
I also agree with MrBenn about losing conditions, as they are not only a neat game mechanic to play with, but it also allows other gameplay possibilities beyond its original intention, as seen with Research and Conquer and Omega Cities - having non-battleground territories and such.
-Sully
[player]Beckytheblondie[/player]: "Don't give us the dispatch, give us a mustache ride."
Scaling back on my CC involvement...
Scaling back on my CC involvement...
Re: Foundry Talk: Favorite XML Feature
I have a fondness for killer neutrals, as they featured in my first map as a way to turn a super-connected territory into a gameplay-balanced element. I was split between Collective bonuses and Losing conditions, as both have made R&C possible.