From: Erik V. <eri...@xs...> - 2010-09-22 22:07:47
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I have added almost the whole of the 1825 map: units 2 and 3 and the regional kits R1-3. The map has holes where yet unimplemented preprinted tiles exist. The units and kits can be selected via the Options menu. To avoid the need to create separate entries in LocalisedText.properties for each possible choice, I have extended the option parameter concept to enable separate options with the same name but different parameter values (so far option parameters could only be used for localisation of a single option with that name). So now we have in 1825/Map.xml: <IfOption name="Include" parm="Unit3" value="yes"> (unit 3 hexes) </IfOption> <IfOption name="Include" parm="Unit2" value="yes"> (Unit 2 hexes) </IfOption> <IfOption name="Include" parm="Unit1" value="yes"> (Unit 1 hexes) <IfOption name="Include" parm="R1" value="yes"> (Kit R1 hexes) </IfOption> <IfOption name="Include" parm="R2" value="yes"> (Kit R2 hexes) </IfOption> <IfOption name="Include" parm="R3" value="yes"> (Kit R3 hexes) </IfOption> </IfOption> Note the nesting: the kits R1-3 require Unit 1 to be selected. The map now also correctly displays 'strange' hex names like AA99 (Penzance in R2). I have *not* applied this concept yet to any other components: layable tiles, trains, companies etc. I will create all missing tiles; for now I suppose I can leave the rest of the configuration to Phil. For the tile and train quantities we will need a new facility to add up (+) numbers. For instance: <Tile id="6" quantity="2"> <IfOption name="Include" parm="Unit1" value="yes"> <Attributes quantity="+2"/> </IfOption> <IfOption name="Include" parm="Unit2" value="yes"> <Attributes quantity="+2"/> </IfOption> (etc.) <Upgrade id="12,13,14,15"></Upgrade> </Tile> The configuration of money and certificate limits may get complicated; perhaps we'll have to devise new tricks, or hardcode things (such as the limits in 1856). In any case, some of the 1825 XML files will become unusually bulky... Erik. |
From: Steve U. <ste...@gm...> - 2010-09-22 22:12:06
|
I think the most interesting thing to add will be the bank size and certificate limits. These vary widely depending on player count and the combination of units/regional kits selected. Steve Undy st...@ro... On Wed, Sep 22, 2010 at 4:07 PM, Erik Vos <eri...@xs...> wrote: > I have added almost the whole of the 1825 map: units 2 and 3 and the > regional kits R1-3. The map has holes where yet unimplemented preprinted > tiles exist. > > The units and kits can be selected via the Options menu. To avoid the need > to create separate entries in LocalisedText.properties for each possible > choice, I have extended the option parameter concept to enable separate > options with the same name but different parameter values (so far option > parameters could only be used for localisation of a single option with that > name). > > So now we have in 1825/Map.xml: > <IfOption name="Include" parm="Unit3" value="yes"> > (unit 3 hexes) > </IfOption> > <IfOption name="Include" parm="Unit2" value="yes"> > (Unit 2 hexes) > </IfOption> > <IfOption name="Include" parm="Unit1" value="yes"> > (Unit 1 hexes) > <IfOption name="Include" parm="R1" value="yes"> > (Kit R1 hexes) > </IfOption> > <IfOption name="Include" parm="R2" value="yes"> > (Kit R2 hexes) > </IfOption> > <IfOption name="Include" parm="R3" value="yes"> > (Kit R3 hexes) > </IfOption> > </IfOption> > > Note the nesting: the kits R1-3 require Unit 1 to be selected. > > The map now also correctly displays 'strange' hex names like AA99 (Penzance > in R2). > > I have *not* applied this concept yet to any other components: layable > tiles, trains, companies etc. I will create all missing tiles; for now I > suppose I can leave the rest of the configuration to Phil. > > For the tile and train quantities we will need a new facility to add up (+) > numbers. For instance: > <Tile id="6" quantity="2"> > <IfOption name="Include" parm="Unit1" value="yes"> > <Attributes quantity="+2"/> > </IfOption> > <IfOption name="Include" parm="Unit2" value="yes"> > <Attributes quantity="+2"/> > </IfOption> > (etc.) > <Upgrade id="12,13,14,15"></Upgrade> > </Tile> > > The configuration of money and certificate limits may get complicated; > perhaps we'll have to devise new tricks, or hardcode things (such as the > limits in 1856). > In any case, some of the 1825 XML files will become unusually bulky... > > Erik. > > > > ------------------------------------------------------------------------------ > Start uncovering the many advantages of virtual appliances > and start using them to simplify application deployment and > accelerate your shift to cloud computing. > http://p.sf.net/sfu/novell-sfdev2dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > |
From: Phil D. <de...@gm...> - 2010-09-22 23:09:21
|
The one thing I've come to find with the discussions that go on around bank size in 1825 is that no one seems to agree on the exact configuration they play with. My thoughts were that bank size should be a free entry field where any reasonable number could be entered, thus allowing a default selection to be set for a given combination of units, then allowing players to manually in/decrease that number before the game starts. I don't think we can do this with our current option system design (I could be wrong??) since they seem to work more on a set of pre-defined hard coded selections. Incidentally, this would make a neater interface for testing configurations. Confirming that bank breaking works as expected is a lot easier to test by editing the bank down and having it selectable in the user interface and not hacking the XML every time you want to test it is neater :) Phil On 22 September 2010 23:11, Steve Undy <ste...@gm...> wrote: > I think the most interesting thing to add will be the bank size and > certificate limits. These vary widely depending on player count and the > combination of units/regional kits selected. > > Steve Undy > st...@ro... > > > On Wed, Sep 22, 2010 at 4:07 PM, Erik Vos <eri...@xs...> wrote: >> >> I have added almost the whole of the 1825 map: units 2 and 3 and the >> regional kits R1-3. The map has holes where yet unimplemented preprinted >> tiles exist. >> >> The units and kits can be selected via the Options menu. To avoid the need >> to create separate entries in LocalisedText.properties for each possible >> choice, I have extended the option parameter concept to enable separate >> options with the same name but different parameter values (so far option >> parameters could only be used for localisation of a single option with >> that >> name). >> >> So now we have in 1825/Map.xml: >> <IfOption name="Include" parm="Unit3" value="yes"> >> (unit 3 hexes) >> </IfOption> >> <IfOption name="Include" parm="Unit2" value="yes"> >> (Unit 2 hexes) >> </IfOption> >> <IfOption name="Include" parm="Unit1" value="yes"> >> (Unit 1 hexes) >> <IfOption name="Include" parm="R1" value="yes"> >> (Kit R1 hexes) >> </IfOption> >> <IfOption name="Include" parm="R2" value="yes"> >> (Kit R2 hexes) >> </IfOption> >> <IfOption name="Include" parm="R3" value="yes"> >> (Kit R3 hexes) >> </IfOption> >> </IfOption> >> >> Note the nesting: the kits R1-3 require Unit 1 to be selected. >> >> The map now also correctly displays 'strange' hex names like AA99 >> (Penzance >> in R2). >> >> I have *not* applied this concept yet to any other components: layable >> tiles, trains, companies etc. I will create all missing tiles; for now I >> suppose I can leave the rest of the configuration to Phil. >> >> For the tile and train quantities we will need a new facility to add up >> (+) >> numbers. For instance: >> <Tile id="6" quantity="2"> >> <IfOption name="Include" parm="Unit1" value="yes"> >> <Attributes quantity="+2"/> >> </IfOption> >> <IfOption name="Include" parm="Unit2" value="yes"> >> <Attributes quantity="+2"/> >> </IfOption> >> (etc.) >> <Upgrade id="12,13,14,15"></Upgrade> >> </Tile> >> >> The configuration of money and certificate limits may get complicated; >> perhaps we'll have to devise new tricks, or hardcode things (such as the >> limits in 1856). >> In any case, some of the 1825 XML files will become unusually bulky... >> >> Erik. >> >> >> >> ------------------------------------------------------------------------------ >> Start uncovering the many advantages of virtual appliances >> and start using them to simplify application deployment and >> accelerate your shift to cloud computing. >> http://p.sf.net/sfu/novell-sfdev2dev >> _______________________________________________ >> Rails-devel mailing list >> Rai...@li... >> https://lists.sourceforge.net/lists/listinfo/rails-devel > > > ------------------------------------------------------------------------------ > Start uncovering the many advantages of virtual appliances > and start using them to simplify application deployment and > accelerate your shift to cloud computing. > http://p.sf.net/sfu/novell-sfdev2dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > > |
From: Phil D. <de...@gm...> - 2010-09-23 09:24:17
|
On 22 September 2010 23:07, Erik Vos <eri...@xs...> wrote: > I have added almost the whole of the 1825 map: units 2 and 3 and the > regional kits R1-3. The map has holes where yet unimplemented preprinted > tiles exist. > The map now also correctly displays 'strange' hex names like AA99 (Penzance > in R2). The '25 stock market also looks a little weird, since the X-axis goes up to Z then the next columns are [ and \. It works it just looks a little strange and I thought it wasn't worth worrying about an overhaul of the stockmarket code just for that. > I have *not* applied this concept yet to any other components: layable > tiles, trains, companies etc. I will create all missing tiles; for now I > suppose I can leave the rest of the configuration to Phil. Excellent, I want to focus on getting 1 unit at least playable to conclusion but all of this means it should in theory be able to go from Unit 1 playable to the whole set playable with minimal additional complexity > For the tile and train quantities we will need a new facility to add up (+) > numbers. For instance: > <Tile id="6" quantity="2"> > <IfOption name="Include" parm="Unit1" value="yes"> > <Attributes quantity="+2"/> > </IfOption> > <IfOption name="Include" parm="Unit2" value="yes"> > <Attributes quantity="+2"/> > </IfOption> > (etc.) > <Upgrade id="12,13,14,15"></Upgrade> > </Tile> There is also an odd scenario around tokens, LNWR has different token numebrs and home bases depending on if you are using unit 1, unit 2 or a combination of both. This is probably possible within the current framework but again it's more weight to the XML file. > The configuration of money and certificate limits may get complicated; > perhaps we'll have to devise new tricks, or hardcode things (such as the > limits in 1856). > In any case, some of the 1825 XML files will become unusually bulky... As I mentioned in my other mail, I think having the facility for slightly more freeform parameters as part of the game setup would help immensely, especially where bank sizes are concerned. It would open the way for people to houserule a little more and take away some of the need to manually add variants as game options. Phil |
From: Erik V. <eri...@xs...> - 2010-09-23 19:13:54
|
The '25 stock market also looks a little weird, since the X-axis goes up to Z then the next columns are [ and \. It works it just looks a little strange and I thought it wasn't worth worrying about an overhaul of the stockmarket code just for that. [EV] I had in mind to create separate StockMarket classes for 1D and hexagonal (1837) stock markets, but I'm not sure if the former is really needed. In any case, in the UI I would like to see the 1D boxes a bit taller, and perhaps narrower. We might also need to do something special for 1860. Getting the X-axis values right above Z (e.g. AA, like with Penzance/Falmouth) is a minor issue. Erik. |