Combat API and its use in a Player Run Tourney |
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Cilcain
Wordsmith
Joined: 13 Oct 2012 Status: Offline Points: 106 |
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Posted: 18 Apr 2016 at 10:04 |
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Digioso/SC,
That XML looks fine. I would suggest that battle casualties are per side rather
than for the battle as a whole – this would make reporting on the tournament
more meaningful. One observation though, the <personalcombatkey id>
will need to have a different value to that returned from the current ‘combatreportsapi’
API, otherwise it would be possible to obtain the <personalcombatkey id>
via the new tournament version of ‘combatreportsapi’ and then feed it into the
existing ‘combatreport’ API and get the full data set. (X,Y) co-ords from the first API is a good idea, as it will
mean you do not have to execute the detailed process for squares you are not
interested in (e.g. if someone in the future just wants to run a BL tourney) C |
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GM Stormcrow
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GM Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 3820 |
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Posted: 17 Apr 2016 at 19:59 |
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Added at least one other circumstance above; there may be other scenarios you need to consider for your win/loss/draw calculation. Regards, SC |
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Digioso
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Joined: 09 Feb 2015 Location: Germany Status: Offline Points: 287 |
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Posted: 17 Apr 2016 at 18:56 |
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So far that's the list I need. :D
Hmm... that's a good question. Can you put a 0 (attacker wins) in there if there is no defense (= square was onuccupied)? And a 2 (no winner) if the new army is sent as a reinforcement? Then I can do: If winner == 2 if casualties == 0 army must be a reinforcement else a battle took part but both sides survived. In our case that means that the defender is still holding the square. |
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GM Stormcrow
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GM Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 3820 |
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Posted: 17 Apr 2016 at 18:35 |
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Awesome. Is this a list that everyone's agreed on? Speak now, or forever hold your peace!
I'm assuming you want me to supply <winner id="2"> if combat does not occur? SC
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Digioso
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Joined: 09 Feb 2015 Location: Germany Status: Offline Points: 287 |
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Posted: 17 Apr 2016 at 08:51 |
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My suggestion would be this:
For the combat report overview (API-Key): <combateventsapi> <server> <datagenerationdatetime></datagenerationdatetime> </server> <player id=""/> <playerapikey id=""/> <combatevents> <uniquecombatidentifier> <server id=""/> <combatguid id=""/> <troopmovementevent id=""/> <datacomplete id=""/> <personalcombatkey id=""/> <combatoccurrencedate></combatoccurrencedate> </uniquecombatidentifier> </combatevents> </combateventsapi> Here it would also be nice if you could include the X/Y coordinates as well. Not only for the tournament API but for the normal API as well. If a tournament only happens on specific squares we can skip reading unneccessary reports. For the tournament API this doesn't really matter because it'll only provide reports for tournament squares. But it would be nice to have for the normal API. Fot the specific combat report: <combatevent> <server> <datagenerationdatetime></datagenerationdatetime> </server> <personalcombatkey id=""/> <uniquecombatidentifier> <server id=""/> <combatguid id=""/> <troopmovementevent id="" occurrence_datetime=""/ <datacomplete id=""/> </uniquecombatidentifier> <combatoverview> <location> <X></X> <Y></Y> <terrainspecifictype id=""></terrainspecifictype> <terraincombattype id=""></terraincombattype> </location> <datetime> <combatoccurrencedate></combatoccurrencedate> <occupationlengthsecs></occupationlengthsecs> </datetime> <stratagem> <armyaction id=""></armyaction> <feint>Yes/No</feint> </stratagem> <participants> <participant> <role></role> <player> <playername id=""></playername> <alliance id=""> <allianceticker></allianceticker> <alliancename></alliancename> </alliance> </player> </participant> </participants> </combatevent> Either: total casualties for the whole battle or casualties per side: EG Defender(s) lost x troops and Attackers lost x troops And we need to have an identifier which side is left standing after the battle. <winner></winner> EG: 0 = Attacker 1 = Defender(s) 2 = Both are left (EG after a raid) |
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GM Stormcrow
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GM Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 3820 |
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Posted: 16 Apr 2016 at 15:37 |
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I think the best approach would be "What are the minimum data fields that need to be suppressed?" rather than "What are the minimum data fields that need to be there?" - as then the final key might have further applications outside a purely-KotH tournament. Regards, SC
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Dungshoveleux
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Joined: 09 Nov 2013 Status: Offline Points: 935 |
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Posted: 16 Apr 2016 at 12:46 |
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The meaningful frank exchange of views gives me hope that an acceptable solution will be taken care of. Hopefully this will herald an increasingly broader concept of "community" with the user base becoming increasingly involved in direction and development. I think that, at present, the Illyriad gaming model requires changes to increase its stability, and these events give me hope that they will be addressed. It is ultimately all about keeping customers happy and loyal by communicating with them and involving them. Fingers crossed Eh?
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Tensmoor
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Joined: 07 Apr 2015 Location: Scotland Status: Offline Points: 1579 |
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Posted: 16 Apr 2016 at 11:56 |
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I have to agree wholeheartedly with Rill on this. |
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palmz
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Joined: 05 Jul 2015 Location: BL Status: Offline Points: 58 |
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Posted: 16 Apr 2016 at 00:42 |
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I agree the the data should not be so limited that the key will only work for this type of tournament.
If it is done right the first time it may add a huge amount to the game, depending on how we (the players) use it. And that is my two cents added.
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Rill
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Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
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Posted: 16 Apr 2016 at 00:28 |
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GM Stormcrow, thank you for taking the time to listen to and interact with players. To me, that is the most important thing that has happened here, and an example of what makes Illy such a great place to play. Hard to find this level of engagement and frank exchange (from both sides) almost anywhere in the gaming world.
You rock!
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