It's already in effect for games started now. As far as games started when it wasn't in effect, I don't know how those will be affected.isaiah40 wrote:As soon as the new XML is upload it will take effect immediately.knowman wrote:Quick question - is the Prometheus bit fixed for ongoing games or will that be implemented in the future?
Thank you!
Labyrinth [Quenched]
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nolefan5311
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Re: Labyrinth [21/2] Pg 1/24 BETA
- koontz1973
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Re: Labyrinth [21/2] Pg 1/24 BETA
And the only graphics change is the small map now has the missing food.nolefan5311 wrote: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)
- Prometheus is now the first territory listed.
- Starting positions are as such:http://www.fileden.com/files/2012/5/13/ ... archV2.xmlCode: 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>
http://img547.imageshack.us/img547/2004 ... hsmall.png

- koontz1973
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Re: Labyrinth [21/2] Pg 1/24 BETA
Agree on a neutral 2 for now.nolefan5311 wrote: I think Pegasus' should be n2 or n3.
She is very close to the middle and only really accessible by the corner entrances or a player coming from the corner. Raising the bonus will not get her into play faster IMO. Leave this for now and we can look at it later when ,ore games have finished.nolefan5311 wrote: Medusa appears to be completely ignored in most games.
They are not useless. The spears are not their for a way to block or attack, the idea behind them is to give you the ability to see far away. You take one in trench, then they are more than powerful. All game types have been thought of here.nolefan5311 wrote:While the spears are a nice touch, they are practically useless.
Then the corners have a huge advantage over the centres in larger games.nolefan5311 wrote:Perhaps if the Minotaurs were increased, they would be worth grabbing and then some importance would be added to the spears.
That is not only a huge graphics change but also game play as well. The sirens give a +2 with another slave entrance close by and a large neutral to take. The corners have the minotaurs for a +1 but lower neutral. I am opposed to this.nolefan5311 wrote:This is kind of a major graphics change as well, but what about perhaps adding sirens along the bottom and top rows, so that bonus is available to people stuck in the corners?

- thenobodies80
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Re: Labyrinth [21/2] Pg 1/24 BETA
I have to lock the map again. This time to update it. If we don't do in this way the current ongoing games will be messed up.
So this is what we are going to do:
- Lock the map
- Wait current games end
- Update the xml
- Unlock the map again.
Locked now.
Nobodies
So this is what we are going to do:
- Lock the map
- Wait current games end
- Update the xml
- Unlock the map again.
Locked now.
Nobodies
- koontz1973
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Re: Labyrinth [21/2] Pg 1/24 BETA
This needs to be done. I have trench games on this in round 3 or 4 with 8 players in them. It could take years for them to end.Gilligan wrote:Are round limits going to be imposed?

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nolefan5311
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Re: Labyrinth [21/2] Pg 1/24 BETA
I will make the changes to the XML and hopefully it can be uploaded during the locking of the map.koontz1973 wrote:Agree on a neutral 2 for now.nolefan5311 wrote: I think Pegasus' should be n2 or n3.
She is equal territories away from nearly every slave entrance. See below for E9 Medusa:koontz1973 wrote:She is very close to the middle and only really accessible by the corner entrances or a player coming from the corner. Raising the bonus will not get her into play faster IMO. Leave this for now and we can look at it later when ,ore games have finished.nolefan5311 wrote: Medusa appears to be completely ignored in most games.
A1 - 12 territories away (13 neutrals)
E1 - 14 territories away (16 neutrals)
A16 - 11 territories away (12 neutrals)
E16 - 10 territories away (12 neutrals)
J1 - 12 territories away (14 neutrals)
J16 - 11 territories away (14 neutrals)
But it can't hurt to wait to study some more games to see how often she's taken.
This is a good explanation. I didn't doubt this map had all game types planned lol. I do doubt their usefulness at this point, but we can study at some point as well.koontz1973 wrote:They are not useless. The spears are not their for a way to block or attack, the idea behind them is to give you the ability to see far away. You take one in trench, then they are more than powerful. All game types have been thought of here.nolefan5311 wrote:While the spears are a nice touch, they are practically useless.![]()
I honestly don't see how the corners have huge advantage over the center positions, in any game type. If anything I think they have a disadvantage. They are obviously significantly further from Prometheus, who is the key territory in this game, they have n2's on their food as opposed to the center positions which have n1, they don't have a siren close by, etc.koontz1973 wrote:Then the corners have a huge advantage over the centres in larger games.nolefan5311 wrote:Perhaps if the Minotaurs were increased, they would be worth grabbing and then some importance would be added to the spears.
Well, we can see what happens in a majority of games once the new XML is uploaded and the map is unlocked. I pretty firmly believe there needs to be a little more bonus potential for corner positions.koontz1973 wrote:That is not only a huge graphics change but also game play as well. The sirens give a +2 with another slave entrance close by and a large neutral to take. The corners have the minotaurs for a +1 but lower neutral. I am opposed to this.nolefan5311 wrote:This is kind of a major graphics change as well, but what about perhaps adding sirens along the bottom and top rows, so that bonus is available to people stuck in the corners?
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puppydog85
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Re: Labyrinth [21/2] Pg 1/24 BETA
What is the status of the games waiting for players? are we going to have to wait for them also? And if you don't mind taking the time, please inform a map newbie why you must wait for all games to end (have you not made multiple changes while games were running?)?
- koontz1973
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Re: Labyrinth [21/2] Pg 1/24 BETA
Well nole, if the map needs to get locked every bloody time an update is needed to be made, you and I will be a very old men by the time this gets out of beta.
Can I ask a question to the ones in the know. What is it with this xml that has not been done before? Is it just the conditional border?
Can I ask a question to the ones in the know. What is it with this xml that has not been done before? Is it just the conditional border?
As for the waiting game, not sure, as for changes in beta, this is normally done live, but for some reason, this one causes more problems when done that way.puppydog85 wrote:What is the status of the games waiting for players? are we going to have to wait for them also? And if you don't mind taking the time, please inform a map newbie why you must wait for all games to end (have you not made multiple changes while games were running?)?

- koontz1973
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Re: Labyrinth [21/2] Pg 1/24 BETA
What about the other new things like the requirements?Gilligan wrote:Yes this is the first map to use conditional borders...

- koontz1973
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Re: Labyrinth [21/2] Pg 1/24 BETA
And they are fine.
So the only thing on this map that is not on any other map is the conditional border. Just be a lot easier to remove the CB totally from this map and use it on another map when it is working.
So the only thing on this map that is not on any other map is the conditional border. Just be a lot easier to remove the CB totally from this map and use it on another map when it is working.

- koontz1973
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Re: Labyrinth [21/2] Pg 1/24 BETA
That is what I am confused about too. Hopefully tnb can clarify.koontz1973 wrote:So why do we need to lock a map to make an update?

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nolefan5311
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Re: Labyrinth [21/2] Pg 1/24 BETA
From what I can tell, it's to make sure that all games are completed, so there isn't any additional confusion about which features are/are not working depending on when the game started. A fresh start, so to speak. I agree with it, because half of the confusion in this thread is people complaining about a certain feature not working when we don't know if the game started before the working XML was uploaded, or if there is actually a problem.koontz1973 wrote:So why do we need to lock a map to make an update?
Re: Labyrinth [21/2] Pg 1/24 BETA
The reason is that the game engine reads the xml in order. So since regions were changed around in the xml, players end up getting different positions, thereby changing the outcome of the game. Hope this makes sense.
- koontz1973
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- thenobodies80
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Re: Labyrinth [21/2] Pg 1/24 BETA
What he said.isaiah40 wrote:The reason is that the game engine reads the xml in order. So since regions were changed around in the xml, players end up getting different positions, thereby changing the outcome of the game. Hope this makes sense.
The other concerns, about the time it will require to complete games, I've already asked to rds to delete all waiting games asap.
For ongoing games I'll give you a precise answer very soon.
Re: Labyrinth [21/2] Pg 1/24 BETA
Game 12535927 - we all have 0 regions and nobody can deploy
Last edited by isaiah40 on Thu Mar 28, 2013 9:18 pm, edited 1 time in total.
Reason: Added game link
Reason: Added game link
Re: Labyrinth [21/2] Pg 1/24 BETA
Also, ahving read back a few pages, can't see what the time problem is?
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puppydog85
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Re: Labyrinth [21/2] Pg 1/24 BETA
something to do with the xml. I don't understand it. Games should be deleted here and the map is currently locked.
- Silly Knig-it
- SoC Training Adviser
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Re: Labyrinth [21/2] Pg 1/24 BETA
About how long until the map is unlocked. Not asking for exact. I just received privileges for a Labyrinth tournament and I would like to give a guesstimate as to when I can actually start the tournament.
[img]AC1D5A83-79DE-4FED-840B-B4778D0189E5_1_105_c%20(1).jpeg[/img]