Labyrinth [Quenched]

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

Postby Teflon Kris on Sun Mar 24, 2013 10:33 am

I can confirm that +2 on the entrances is actually happening now :-)
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Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby koontz1973 on Sun Mar 24, 2013 10:35 am

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

Postby Donelladan on Sun Mar 24, 2013 12:46 pm

Game 12539501

2013-03-24 18:42:39 - Game has been initialized
2013-03-24 18:42:56 - madmitch received 3 troops for 0 regions
2013-03-24 18:44:39 - madmitch ran out of time
2013-03-24 18:44:49 - Nath77440 received 3 troops for 0 regions


Something wrong going on here !!!
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Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby koontz1973 on Sun Mar 24, 2013 12:58 pm

Trying to get it sorted.
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Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby thenobodies80 on Sun Mar 24, 2013 2:56 pm

There's a problem with 5+ players games on this map.
I've closed the map to prevent unplayable games.

We're working to have the map opened again as soon as possible.

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

Postby kiwi3 on Sun Mar 24, 2013 4:48 pm

played a game last night and just adding to the possible list of bugs. Opponent tried to attack but couldnt although he held Prometheus. [Game]1253823
[/Game]
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Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby koontz1973 on Sun Mar 24, 2013 11:02 pm

No idea what is wrong with Labs now. Will try to find out today and get it reopened.
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Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby Jippd on Mon Mar 25, 2013 12:14 am

Game 12539364

Am I blind or are there no player colors in this 8 player standard? Kingrat FTW
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Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby koontz1973 on Mon Mar 25, 2013 12:28 am

Not blind, your game will get deleted at some point and no points won/lost.
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Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby Jippd on Mon Mar 25, 2013 12:30 am

Not my game just stumbled on it.
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Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby koontz1973 on Mon Mar 25, 2013 12:32 am

Been happening a lot for the last 12 hours.
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Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby Jippd on Mon Mar 25, 2013 12:42 am

will all games be deleted that have recently started or only those 5+ standard player games? Game 12534207 This is a dubs game and everyone started with 1 region instead of 2. I noticed this is different from older running dubs games. I'm just wondering so I know whether or not to put time and effort into playing it or if it will get deleted I will let people know so we don't waste our time.
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Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby koontz1973 on Mon Mar 25, 2013 12:56 am

I have no idea. All I know is some games have already been deleted and the map is locked.
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Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby thenobodies80 on Mon Mar 25, 2013 4:22 am

I think we found out the problem. I've already sent a fix to rds, we will make a couple of test as soon as possible, then if everything is in the right place I'll unlock the map again.
Well, if we're lucky enough, before the day ends, we can play this one again. ;)

About deleting games I'll ask to admins what they want to do, I think that they will delete only affected games, so 5+ players.
Said that, all those who are playing now (whatever game type on this map) can have issues due the not proper xml currently used....but afterall beta stage is there for a reason! :P

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

Postby thenobodies80 on Mon Mar 25, 2013 11:13 am

The problem seems solved. It wasn't a real bug, just there were 4 unfriendly lines into the XML that caused the mess.
Essentially the SP had underlying neutrals, so for game where those were skipped 5+ players, the game engine wasn't able to split territories among the players due the low number of regions in the starting drop.

Just to be everyone on the same page, the file attached to this post is the working one, so both mapmakers know that is the file to use in future if necessary.

I'll keep an eye on games in the next hours but things should work properly now.
I'm going to unlock the map right now.
Have fun and sorry for the inconvenience that has occured. O:)

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Attachments
Labyrinth_Working.xml
Working XML for Labyrinth
(49.96 KiB) Downloaded 9 times

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

Postby koontz1973 on Mon Mar 25, 2013 11:54 am

nobodies, and to everyone that worked hard to solve this, thanks.

So to get this straight. You removed the underlying neutrals. This will mean in a 1v1 game, 2 of the four starting positions will be handed out, the other two and the 4 centre ones will now go to random drop. So we can end up with 3-1 corners.
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Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby nolefan5311 on Mon Mar 25, 2013 2:01 pm

koontz1973 wrote:nobodies, and to everyone that worked hard to solve this, thanks.

So to get this straight. You removed the underlying neutrals. This will mean in a 1v1 game, 2 of the four starting positions will be handed out, the other two and the 4 centre ones will now go to random drop. So we can end up with 3-1 corners.


After having played some 1v1 games, I honestly don't think this is that bad of a problem. Movement around the map is facilitated with the Pegasus', and the only bonus advantage for the center of the map is the Sirens. Maybe you can just increase the amount of neutrals on the two middle Dead Warriors?

Edited to add that I think we should remove the 4 positions from the starting positions, and put all 8 slaves entrances in there with a max of 2 to be distributed. That way we can reinstate the underlying neutrals for the starting positions. This will solve the manual deployment problem that we discussed.
Last edited by nolefan5311 on Mon Mar 25, 2013 2:03 pm, edited 1 time in total.
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Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby thenobodies80 on Mon Mar 25, 2013 2:02 pm

gimme 2-5 mins to finish to type ;)

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

Postby koontz1973 on Mon Mar 25, 2013 2:04 pm

nolefan5311 wrote:
koontz1973 wrote:nobodies, and to everyone that worked hard to solve this, thanks.

So to get this straight. You removed the underlying neutrals. This will mean in a 1v1 game, 2 of the four starting positions will be handed out, the other two and the 4 centre ones will now go to random drop. So we can end up with 3-1 corners.


After having played some 1v1 games, I honestly don't think this is that bad of a problem. Movement around the map is facilitated with the Pegasus', and the only bonus advantage for the center of the map is the Sirens. Maybe you can just increase the amount of neutrals on the two middle Dead Warriors?

After all the discussions we had over the corners being the ones with the advantages. :lol:

Lets give it a week or two and see what it looks like then.

But again guys, a huge thanks from me.
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Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby thenobodies80 on Mon Mar 25, 2013 2:13 pm

Without unexpected events life is boring! :D


About the current changes, yeah, I thought about what can happen without the underlying neutrals.
Actually I'm worried about a 3-1 corner layout. Yes, we can leave it and say that an unlucky drop is part of the game, but I know what you want to achieve.
What's the problem, if we code UN on the corners everything works perfectly for games with 4 or less players. The problem is that for 5+ players, the SP are ignored, so the game reads if they have underlying neutrals and so turn them neutral. In this way we have just 4 regions to split among 5 or more players. What happens? exactly what happened, the game starts because there's no players limit applied on the map but the count for the split doesn't work, or saying it better it works just the result is less than one.
Anyway, this should not happen, at least anymore :mrgreen:

Since you want to have a fair drop there's a thing you can do. Code 4 starting positions, but instead of having them with a single position add two position for each starting positions.
For example:
  1. A1 and J16
  2. E1 and N16
  3. J1 and A16
  4. N1 and E16

In this way 2-4 players will have a very fair drop (i'm thinking right now about some crazy team game, but nvm) and with 5+ players the positions are ignored but there's enough regions to start the game becuase there's no underlying neutral.
The only issue is that with fog if you know a position you know also the other, but I don't care so much considering how damned well it could work with all other game types.

What do you think? It seems a good solution to me.

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

Postby jcarter1 on Mon Mar 25, 2013 2:16 pm

not a bad solution - just new players down the road need to get that information to not have an unfair disadvantage right off the bat.


On another note:
Is there a reason why the NW corner only has 2 food sources while all the others have at least 3?
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Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby nolefan5311 on Mon Mar 25, 2013 2:17 pm

Like this tnb?

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

Postby thenobodies80 on Mon Mar 25, 2013 2:21 pm

yes and no neutrals coded on those territories :)

edit: eventually you can also remove the max=1 but it's up to koontz this. I think he wants it

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

Postby jcarter1 on Mon Mar 25, 2013 2:25 pm

jcarter1 wrote:On another note:
Is there a reason why the NW corner only has 2 food sources while all the others have at least 3?


And on top of that:

Is anyone actually ever going to go for the food sources if 3 of them combined only give +1 but start with 2 neutral troops each?
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Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby koontz1973 on Mon Mar 25, 2013 3:44 pm

Two things then. Nole and nobodies, change the xml for the double starting positions please. Max of one can come out as it is not needed.

jcarter1 wrote:
jcarter1 wrote:On another note:
Is there a reason why the NW corner only has 2 food sources while all the others have at least 3?


And on top of that:

Is anyone actually ever going to go for the food sources if 3 of them combined only give +1 but start with 2 neutral troops each?

Food is in a pattern like all of the other icons. But slight differences have been put in to make the game slightly unbalanced/uneven depending on where you go from. And yes, food is the first to get captured. Less neutrals to get through in 1v1 games. Larger games may be different but they are more of an added extra and not a bonus to change the game. The swords are more like that in the way you are thinking.
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