XML Archive List - DONE
Posted: Tue Jun 24, 2008 2:55 pm
The XML to do list - these are based on the thread above however in the case of movement they may not stay the same. If I had my own way they'd have their own sub-forum but
[Yes]
Max Troop Limit
Non-Deployable Territories
[Maybe]
dynamic borders
Multiple Map Images
Variable basic army grant
Key Territories
Fortification But No Attack
Bonus Triggers
Non-Deployable Territory Elimination Rules
[No]
Maximum Armies Territory
Field Marshals and Generals, Fortresses and Siege Towers
Travel Time
Fraction Army Bonuses
Multiple Attacks
Opponent Negative Bonus
Teleport Territories
Bonus Multipliers
Surrounded Attacks
Limited Dice Attack
Paradrops
Set Starting Places
Fortress Places
Random Bonuses
Variable Neutral ResponseWin Odd Changes
Team Continents
Bonus After Conquering
Starting Continents
Forced Game Typed
Different Fonts/Sizes For Armies
Maximum Drop Per Continent
Prority Countries
Connection Bonus
Answered on Post 364
[url=http://www.conquerclub.com/forum/viewtopic.php?f=127&t=17885&st=0&sk=t&sd=a&start=181]Converting Territories
Variable Attack Range[/url]
Multiple Co-ordinates
Triggers For XML
Objective - X units on Y territory
Multiple Ownership Territories
Default Territories
Hold Time Bonus
Limited Bonus
Preset Starting Armies
Preset Player Territories
Continent Bonus Applied to a Territory
Preferred Neutrals
Kindoms & Kingdom Missions
Unanswered:
Percentage Bonus, Collateral Damage & Fear/Pursuit
Food Count
Population Count
Blockading Territories
Decay To Neutral
Conditional Autodeploy
Team deploy areas
Total Unit Retreat
Bonus Reductors
Tweak to Killer Neutral
Varying Objective Hold Time
Increasing Killer Neutrals
Killer Neutral Bombarded Trigger
team objective
Team Bonus
Lots of Androidz Suggestions
Conditional Bombardment, Conditional Neutrals, Constant Killer Neutrals & Scripting Conquering Text
Done:
Territory Bonus Change
Respawning Neutrals
Nested Continents
Auto-Deploy Territories
Starting Neutral Territories
Ranged Attacks (Bombardments)
Objective
Bonus on specific territory
Decay Territories
X for Y
Overrule Continents
Neutral Drop Shuffle
[Yes]
Max Troop Limit
Non-Deployable Territories
[Maybe]
dynamic borders
Multiple Map Images
Variable basic army grant
Key Territories
Fortification But No Attack
Bonus Triggers
Non-Deployable Territory Elimination Rules
[No]
Maximum Armies Territory
Field Marshals and Generals, Fortresses and Siege Towers
Travel Time
Fraction Army Bonuses
Multiple Attacks
Opponent Negative Bonus
Teleport Territories
Bonus Multipliers
Surrounded Attacks
Limited Dice Attack
Paradrops
Set Starting Places
Fortress Places
Random Bonuses
Variable Neutral ResponseWin Odd Changes
Team Continents
Bonus After Conquering
Starting Continents
Forced Game Typed
Different Fonts/Sizes For Armies
Maximum Drop Per Continent
Prority Countries
Connection Bonus
Answered on Post 364
[url=http://www.conquerclub.com/forum/viewtopic.php?f=127&t=17885&st=0&sk=t&sd=a&start=181]Converting Territories
Variable Attack Range[/url]
Multiple Co-ordinates
Triggers For XML
Objective - X units on Y territory
Multiple Ownership Territories
Default Territories
Hold Time Bonus
Limited Bonus
Preset Starting Armies
Preset Player Territories
Continent Bonus Applied to a Territory
Preferred Neutrals
Kindoms & Kingdom Missions
Unanswered:
Percentage Bonus, Collateral Damage & Fear/Pursuit
Food Count
Population Count
Blockading Territories
Decay To Neutral
Conditional Autodeploy
Team deploy areas
Total Unit Retreat
Bonus Reductors
Tweak to Killer Neutral
Varying Objective Hold Time
Increasing Killer Neutrals
Killer Neutral Bombarded Trigger
team objective
Team Bonus
Lots of Androidz Suggestions
Conditional Bombardment, Conditional Neutrals, Constant Killer Neutrals & Scripting Conquering Text
Done:
Territory Bonus Change
Respawning Neutrals
Nested Continents
Auto-Deploy Territories
Starting Neutral Territories
Ranged Attacks (Bombardments)
Objective
Bonus on specific territory
Decay Territories
X for Y
Overrule Continents
Neutral Drop Shuffle