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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

Thanks
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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.
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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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