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

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

Thanks. Will look into it.
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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

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

Postby nolefan5311 on Wed Mar 27, 2013 8:48 am

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.
Last edited by nolefan5311 on Wed Mar 27, 2013 10:05 am, edited 1 time in total.
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Re: Labyrinth [21/2] Pg 1/24 BETA

Postby Gilligan on Wed Mar 27, 2013 9:39 am

Noles, I believe that anything that is a Border Condition needs to be before anything that uses this condition. When I tested this with rds it worked. You should make Prometheus the first territory listed.

The ONLY thing I changed to test this was the location of the Prometheus territory. It works at the top, and doesn't work at the bottom (which is how it is now)
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Re: Labyrinth [21/2] Pg 1/24 BETA

Postby nolefan5311 on Wed Mar 27, 2013 10:05 am

Gilligan wrote:Noles, I believe that anything that is a Border Condition needs to be before anything that uses this condition. When I tested this with rds it worked. You should make Prometheus the first territory listed.

The ONLY thing I changed to test this was the location of the Prometheus territory. It works at the top, and doesn't work at the bottom (which is how it is now)


Very strange. It worked in a game I played with koontz right when the map was first released. But this is a minor change, and has been reflected in the file below.

http://www.fileden.com/files/2012/5/13/ ... archV2.xml
Attachments
Labs27MarchV2.xml
(49.94 KiB) Downloaded 2 times
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Re: Labyrinth [21/2] Pg 1/24 BETA

Postby Gilligan on Wed Mar 27, 2013 10:16 am

nolefan5311 wrote:
Gilligan wrote:Noles, I believe that anything that is a Border Condition needs to be before anything that uses this condition. When I tested this with rds it worked. You should make Prometheus the first territory listed.

The ONLY thing I changed to test this was the location of the Prometheus territory. It works at the top, and doesn't work at the bottom (which is how it is now)


Very strange. It worked in a game I played with koontz right when the map was first released. But this is a minor change, and has been reflected in the file below.

http://www.fileden.com/files/2012/5/13/ ... archV2.xml


Oh, so it was working, and then just stopped?!
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Re: Labyrinth [21/2] Pg 1/24 BETA

Postby puppydog85 on Wed Mar 27, 2013 10:16 am

Disappearing cup in Game 12553315 K5?

And sorry if this has been mentioned but I am not a fan of 1 start position in 1v1 games.I liked the 2 start as it made up for the increase in the deploy and tert bonus, but just one I really don't like. It turns into a siege way too quickly.
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Re: Labyrinth [21/2] Pg 1/24 BETA

Postby Gilligan on Wed Mar 27, 2013 10:20 am

puppydog85 wrote:Disappearing cup in Game 12553315 K5?

And sorry if this has been mentioned but I am not a fan of 1 start position in 1v1 games.I liked the 2 start as it made up for the increase in the deploy and tert bonus, but just one I really don't like. It turns into a siege way too quickly.


Hey wow good find. Cup is on large but not small.

And the next XML update will have two slave entrances in 1v1 games.
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Re: Labyrinth [21/2] Pg 1/24 BETA

Postby nolefan5311 on Wed Mar 27, 2013 10:27 am

Gilligan wrote:
nolefan5311 wrote:
Gilligan wrote:Noles, I believe that anything that is a Border Condition needs to be before anything that uses this condition. When I tested this with rds it worked. You should make Prometheus the first territory listed.

The ONLY thing I changed to test this was the location of the Prometheus territory. It works at the top, and doesn't work at the bottom (which is how it is now)


Very strange. It worked in a game I played with koontz right when the map was first released. But this is a minor change, and has been reflected in the file below.

http://www.fileden.com/files/2012/5/13/ ... archV2.xml


Oh, so it was working, and then just stopped?!


I think it stopped because it was removed to test if the conditional borders were causing the problem, was then uploaded (in which a lot of games were started during this time frame), and then when the actual problem was identified, they were put back in place.
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Re: Labyrinth [21/2] Pg 1/24 BETA

Postby Gilligan on Wed Mar 27, 2013 10:43 am

nolefan5311 wrote:
Gilligan wrote:
nolefan5311 wrote:
Gilligan wrote:Noles, I believe that anything that is a Border Condition needs to be before anything that uses this condition. When I tested this with rds it worked. You should make Prometheus the first territory listed.

The ONLY thing I changed to test this was the location of the Prometheus territory. It works at the top, and doesn't work at the bottom (which is how it is now)


Very strange. It worked in a game I played with koontz right when the map was first released. But this is a minor change, and has been reflected in the file below.

http://www.fileden.com/files/2012/5/13/ ... archV2.xml


Oh, so it was working, and then just stopped?!


I think it stopped because it was removed to test if the conditional borders were causing the problem, was then uploaded (in which a lot of games were started during this time frame), and then when the actual problem was identified, they were put back in place.


When I downloaded the XML from CC's site, the conditional borders were up and people were saying that they could attack it without Prometheus. Let me check some timestamps.
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Re: Labyrinth [21/2] Pg 1/24 BETA Ready

Postby Gilligan on Wed Mar 27, 2013 10:45 am

pamoa wrote:Game 12524814 Round 12
big flaw in the code
I just killed my opponent slave positions without holding Prometheus


2013-03-25 19:19:17 - pamoa assaulted A1 from A2 and conquered it from charliebnt
2013-03-25 19:19:17 - charliebnt no longer holds a Slave Entrance

XML updated at 25-Mar-2013 04:21 (assuming CC time, it makes sense) and the XML uploaded at that time has the conditional borders, so they were in place when pamoa made that attack.
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Re: Labyrinth [21/2] Pg 1/24 BETA

Postby koontz1973 on Wed Mar 27, 2013 11:48 am

Making changes to the graphics

Missing food. nole, can you make sure the food is in the xml for me. (K5) Will post maps ASAP.
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