Gilligan wrote:Whatever update happens can just be to the link I posted just two posts ago. It has removed the neutral start of E1, E16, J1, J16 and fixed the conditional borders. I did not touch anything except that, and got the file from CC's XML list.
The only issue with the conditional borders was the I was asked to remove them to see if that was what was causing the bug. It was determined it wasn't, so they were put back in.
Updated file is below. Changes:
- All conditional borders have been put back in
- ALL underlying neutrals for the start positions have been removed (A1, A16, E1, E16, J1, J16, N1, N16)
- Starting positions are as such:
- Code: Select all
<positions max="1">
<position>
<territory>A1</territory>
<territory>J16</territory>
</position>
<position>
<territory>A16</territory>
<territory>J1</territory>
</position>
<position>
<territory>N1</territory>
<territory>E16</territory>
</position>
<position>
<territory>N16</territory>
<territory>E1</territory>
</position>
</positions>
What I take all this to mean is that in 1v1, a player will be distributed 4 slave entrances. One of the sets listed above, and 2 of the following four (E1, E16, J1, J16). Did you want 4 slave entrances per player koontz?
This can be addressed later though. Let's just get all the bugs fixed and then we'll determine any GP changes that need to be made.