Conquer Club

Labyrinth [Quenched]

Care to peruse completed maps? Take a stroll through the Atlas.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby nolefan5311 on Tue Mar 26, 2013 8:56 am

donelladan wrote:So, for 1vs1, is it supposed to have 2 starting positions or only one?
I started a 1vs1 yesterday, we started with 2 starting positions.
I just played 1v1 few minutes ago and we had only one starting positions. ( and that sucks, especially because we were playing nuke and I got my only slave entrance nuked..........)


Btw, would it be possible to code, that nuke can NOT be a slave entrance? Because it kind of make it very lucky... think to a 8 player games with nuke :S


What game number?
User avatar
Captain nolefan5311
 
Posts: 1768
Joined: Mon Nov 22, 2010 11:51 am
Location: Florida

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby Donelladan on Tue Mar 26, 2013 9:07 am

Game 12548417
Game 12548529

Both 1vs1, both start with only one position per player.

And 1vs1 the game is really unbalanced I think.
I dunno if it will improve a lot with 2 starting positions. But I think the pegasus with only 1 neutral are a problem here.
It allows you to be very fast on your opponent. And with equal dice on both side it means the 2nd will never be able to hold a bonus, while the 1st will have it almost all the game.
User avatar
Brigadier Donelladan
 
Posts: 3582
Joined: Tue Mar 03, 2009 8:48 am
4521739

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby nolefan5311 on Tue Mar 26, 2013 9:18 am

There were a lot of rapid-fire changes to the code to try and identify the problem for larger games. I believe the issue is now sorted.

Game 12546113 was started really early this morning and we were both distributed 2 starting positions, so it appears the issue is corrected.

Edited to add that it appears both of those games started after the one I referenced. I don't understand what's going on, lol. I will get with koontz and nobodies to see what the problem is.
User avatar
Captain nolefan5311
 
Posts: 1768
Joined: Mon Nov 22, 2010 11:51 am
Location: Florida

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby Armandolas on Tue Mar 26, 2013 9:25 am

Nole can u clarify this?

When this prometeus thing is fixed(we just have seen an example where someone didnt hold prometheus and won a game by killing enemy), my currently game will be fixed too?or only when i start a new game?

Thanks
User avatar
Colonel Armandolas
 
Posts: 1761
Joined: Fri Jun 06, 2008 6:32 am
Location: Lisbon

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby Gilligan on Tue Mar 26, 2013 9:31 am

Armandolas wrote:Nole can u clarify this?

When this prometeus thing is fixed(we just have seen an example where someone didnt hold prometheus and won a game by killing enemy), my currently game will be fixed too?or only when i start a new game?

Thanks


If the XML is updated mid-game, it will be active.
Image
User avatar
Captain Gilligan
 
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Location: Providence, RI

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby Armandolas on Tue Mar 26, 2013 9:38 am

Gilligan wrote:
Armandolas wrote:Nole can u clarify this?

When this prometeus thing is fixed(we just have seen an example where someone didnt hold prometheus and won a game by killing enemy), my currently game will be fixed too?or only when i start a new game?

Thanks


If the XML is updated mid-game, it will be active.


Thanks ;)
User avatar
Colonel Armandolas
 
Posts: 1761
Joined: Fri Jun 06, 2008 6:32 am
Location: Lisbon

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby mint-murray on Tue Mar 26, 2013 1:20 pm

Just to let you know - 1 v 1 is still only giving 1 initally slave deployment to start.
User avatar
Lieutenant mint-murray
 
Posts: 444
Joined: Sat Oct 08, 2011 7:26 am
Location: Scotland

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby koontz1973 on Tue Mar 26, 2013 1:29 pm

mint-murray wrote:Just to let you know - 1 v 1 is still only giving 1 initally slave deployment to start.

What game?
Image
User avatar
Lieutenant koontz1973
 
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby 40kguy on Tue Mar 26, 2013 1:34 pm

koontz1973 wrote:
mint-murray wrote:Just to let you know - 1 v 1 is still only giving 1 initally slave deployment to start.

What game?

Game 12549656
its fog, but we only have 1 territory to start
Image
16:00:18 ā€¹Pixarā€ŗ Valentines Day the one day in they year that the V and the D come together
User avatar
Cook 40kguy
 
Posts: 1772
Joined: Mon Dec 29, 2008 11:39 am

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby Leehar on Tue Mar 26, 2013 1:36 pm

koontz1973 wrote:
mint-murray wrote:Just to let you know - 1 v 1 is still only giving 1 initally slave deployment to start.

What game?

Game 12549558
first game from his profile :)
show
User avatar
Colonel Leehar
 
Posts: 5488
Joined: Fri Mar 06, 2009 12:12 pm
Location: Johannesburg

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby koontz1973 on Tue Mar 26, 2013 1:52 pm

Thanks. Will look into it.
Image
User avatar
Lieutenant koontz1973
 
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby thenobodies80 on Tue Mar 26, 2013 2:09 pm

I'm supposed to update the xml? If not, nolefan let me know when you're ready so i can send it. prometheus problem is a non problem, it won't happen again.
Use the file i posted, but double check it.
Please let me know what you will change exactly. :P

Thanks
Nobodies
User avatar
Sergeant 1st Class thenobodies80
 
Posts: 5400
Joined: Wed Sep 05, 2007 4:30 am
Location: Milan

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby nolefan5311 on Tue Mar 26, 2013 2:48 pm

The only change I would make is listed below:

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>


And I would reinstitute the underlying neutrals for these positions.
User avatar
Captain nolefan5311
 
Posts: 1768
Joined: Mon Nov 22, 2010 11:51 am
Location: Florida

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby Gilligan on Tue Mar 26, 2013 8:00 pm

conditional borders fixed, by your friendly neighborhood XML guru...

http://www.fileden.com/files/2008/11/14 ... yrinth.xml
Image
User avatar
Captain Gilligan
 
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Location: Providence, RI

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby koontz1973 on Tue Mar 26, 2013 10:11 pm

nole, do that but do not put in the neutrals.

Leave the max of 1 in though.

All neutrals again.
Game 12539364
Image
User avatar
Lieutenant koontz1973
 
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby Gilligan on Tue Mar 26, 2013 10:15 pm

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.
Image
User avatar
Captain Gilligan
 
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Location: Providence, RI

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby koontz1973 on Tue Mar 26, 2013 10:38 pm

Well, not sure what has happened with this map, but bugs have been cropping up all over the place. gilligan, you say your xml is correct? If so, nole can use that for the changes.
Image
User avatar
Lieutenant koontz1973
 
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby Gilligan on Tue Mar 26, 2013 10:42 pm

koontz1973 wrote:Well, not sure what has happened with this map, but bugs have been cropping up all over the place. gilligan, you say your xml is correct? If so, nole can use that for the changes.


Can you give me a list of what bugs you speak of? I will double check it.
Image
User avatar
Captain Gilligan
 
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Location: Providence, RI

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby koontz1973 on Tue Mar 26, 2013 10:59 pm

You got them all gilligan. Just looked.
Image
User avatar
Lieutenant koontz1973
 
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby Gilligan on Tue Mar 26, 2013 11:06 pm

I forgot to mention this before.
nolefan5311 wrote:The only change I would make is listed below:

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>


And I would reinstitute the underlying neutrals for these positions.


How is this going to work with 4+ players? It will give Player 1-Position 1, Player 2-Position 2, Player 3-Position 3, Player 4-Position 4, and then there are no positions left for players 5-8.
Image
User avatar
Captain Gilligan
 
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Location: Providence, RI

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby koontz1973 on Tue Mar 26, 2013 11:15 pm

More than 4 players, positions are ignored. So in 5 players, these are ignored and as the slave entrances are not coded neutral, they are the only ones given out in a game.
So 1-4 players, 2 slave entrances each, 5+ players 1 each.
Image
User avatar
Lieutenant koontz1973
 
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby Gilligan on Tue Mar 26, 2013 11:22 pm

koontz1973 wrote:More than 4 players, positions are ignored. So in 5 players, these are ignored and as the slave entrances are not coded neutral, they are the only ones given out in a game.
So 1-4 players, 2 slave entrances each, 5+ players 1 each.


Right, right, good call. It's late here. :lol:
Image
User avatar
Captain Gilligan
 
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Location: Providence, RI

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby koontz1973 on Tue Mar 26, 2013 11:28 pm

And it is bloody early here. Imagine my surprise when I log in this morning and I do not have isaiah waiting for me giving me the bad news.
Image
User avatar
Lieutenant koontz1973
 
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

Re: Labyrinth [21/2] Pg 1/24 BETA

Postby IKE KOD on Wed Mar 27, 2013 2:40 am

12522604

I made problems occur. I used the ring of fire without Prometheus to destroy two. Unfortunately the third wasn't allowing and then the stuff was realized. We aren't sure what should happen.

I am seriously happy, too happy. Lots of people haven't noticed.
User avatar
Private 1st Class IKE KOD
 
Posts: 10
Joined: Sat Oct 08, 2011 10:25 pm
Location: Eureka, CA

Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby nolefan5311 on Wed Mar 27, 2013 8:38 am

koontz1973 wrote:nole, do that but do not put in the neutrals.

Leave the max of 1 in though.

All neutrals again.
Game 12539364


That's an old game, just waiting on admins to delete it.

I will post the corrected file here momentarily.
User avatar
Captain nolefan5311
 
Posts: 1768
Joined: Mon Nov 22, 2010 11:51 am
Location: Florida

PreviousNext

Return to The Atlas

Who is online

Users browsing this forum: No registered users