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Re: [Beta] - Krazy Kingdoms

Postby Gilligan on Mon Sep 23, 2013 11:01 am

dolomite13 wrote:Thanks for answering the questions Gilligan. It's hard to get to a computer long enough to play my games let alone answer the questions while on vacation.

So far the only bug that needs to get fixed is the conditionals from the "1" territories to the "4" territories that they border. I will see if I can post a new xml for that later today.

=D13=


I can get it up for you, if you can confirm the border.
J1 attacks S4 with condition S4, and M1 attacks S4 with condition S4, etc etc.
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Re: [Beta] - Krazy Kingdoms

Postby EricPhail on Mon Sep 23, 2013 11:03 am

What the F? Playing a foggy game got barbarians as a feature.
Took the horde, can now see all land territories (the horde can see all territories even if it can only attack my favoured territories)
Why is this happening (xml?). I of course presume it was unintended.
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Re: [Beta] - Krazy Kingdoms

Postby Gilligan on Mon Sep 23, 2013 11:06 am

EricPhail wrote:What the F? Playing a foggy game got barbarians as a feature.
Took the horde, can now see all land territories (the horde can see all territories even if it can only attack my favoured territories)
Why is this happening (xml?). I of course presume it was unintended.


You can see all of them? :|
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Re: [Beta] - Krazy Kingdoms

Postby EricPhail on Mon Sep 23, 2013 11:09 am

I can see all basic lands

Everythning but the kingdoms, features and forbidden lands

I can post a screenshot if you like
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Re: [Beta] - Krazy Kingdoms

Postby dolomite13 on Mon Sep 23, 2013 11:18 am

Looks like it shouldn't see the whole map unless conditional borders still allow you to see all bordering territories even if the condition is not met.

D13

Code: Select all
<territory>
   <name>Horde</name>
   <borders>
      <border condition="Sphinx">D1</border>
      <border condition="Sphinx">D2 - Radiation</border>
      <border condition="Sphinx">D3</border>
      <border condition="Sphinx">D4 - Caverns</border>
      <border condition="Treefolk">F1</border>
      <border condition="Treefolk">F2 - Mines</border>
      <border condition="Treefolk">F3 - Mines</border>
      <border condition="Treefolk">F4</border>
      <border condition="Lizardmen">J1</border>
      <border condition="Lizardmen">J2 - Crypts</border>
      <border condition="Lizardmen">J3 - Minions</border>
      <border condition="Lizardmen">J4</border>
      <border condition="Gnomes">M1</border>
      <border condition="Gnomes">M2 - Crypts</border>
      <border condition="Gnomes">M3</border>
      <border condition="Gnomes">M4 - Minions</border>
      <border condition="Human">P1</border>
      <border condition="Human">P2 - Caverns</border>
      <border condition="Human">P3</border>
      <border condition="Human">P4 - Radiation</border>
      <border condition="Murklords">S1</border>
      <border condition="Murklords">S2 - Minions</border>
      <border condition="Murklords">S3</border>
      <border condition="Murklords">S4 - Mines</border>
      <border condition="Yeti">T1</border>
      <border condition="Yeti">T2 - Radiation</border>
      <border condition="Yeti">T3</border>
      <border condition="Yeti">T4 - Caverns</border>
      <border condition="Dragonkin">V1</border>
      <border condition="Dragonkin">V2</border>
      <border condition="Dragonkin">V3</border>
      <border condition="Dragonkin">V4 - Crypts</border>
   </borders>
   <coordinates>
      <smallx>599</smallx>
      <smally>106</smally>
      <largex>800</largex>
      <largey>133</largey>
   </coordinates>
   <neutral>7</neutral>
   <bonus>-1</bonus>
</territory>
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Re: [Beta] - Krazy Kingdoms

Postby Gilligan on Mon Sep 23, 2013 11:19 am

EricPhail wrote:I can see all basic lands

Everythning but the kingdoms, features and forbidden lands

I can post a screenshot if you like


Can you please? I just took a turn with barbarians and lizardmen, yet I was only able to attack J regions. Although it was sunny. But I couldn't attack any basic land region.

Can you attack ANY territory, or just your favored ones?
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Re: [Beta] - Krazy Kingdoms

Postby EricPhail on Mon Sep 23, 2013 11:22 am

Can only SEE them (my attack list was just mine but)
Click image to enlarge.
image

windows screenshot tool

Took a couple edits for the image too work
Last edited by EricPhail on Mon Sep 23, 2013 11:26 am, edited 4 times in total.
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Re: [Beta] - Krazy Kingdoms

Postby dolomite13 on Mon Sep 23, 2013 11:22 am

Sounds like the engine doesn't limit seeing territories via conditional border in fog games. Is that intended or bugged?

If intended then we may need to live with it. And in that case i now know how to make spy territories by giving a territory an unattainable conditional.

=D13=
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Re: [Beta] - Krazy Kingdoms

Postby Gilligan on Mon Sep 23, 2013 11:25 am

Huh. I don't know what could cause that...
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Re: [Beta] - Krazy Kingdoms

Postby dolomite13 on Mon Sep 23, 2013 11:29 am

Oddly he can see 1 of the 3 seas. Why on earth would that be the case. Seas aren't even listed for the horde.

So strange.

=D13=
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Re: [Beta] - Krazy Kingdoms

Postby Gilligan on Mon Sep 23, 2013 11:29 am

dolomite13 wrote:Oddly he can see 1 of the 3 seas. Why on earth would that be the case. Seas aren't even listed for the horde.

So strange.

=D13=


He owns T3 - next to the sea :)
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Re: [Beta] - Krazy Kingdoms

Postby EricPhail on Mon Sep 23, 2013 11:31 am

What other conditionals (other maps) can we test the fog sight issue with?
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Re: [Beta] - Krazy Kingdoms

Postby Gilligan on Mon Sep 23, 2013 11:32 am

EricPhail wrote:What other conditionals (other maps) can we test the fog sight issue with?


Labyrinth. However koontz says that you can't see territories there unless you have the condition.
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Re: [Beta] - Krazy Kingdoms

Postby EricPhail on Mon Sep 23, 2013 11:36 am

huh. who tested that? (A very weird test given it's a killer that borders them)

might be worth someone checking that again (attacking the killer, when you don't hold prometheus in a foggy game to see if you can see)
Last edited by EricPhail on Mon Sep 23, 2013 11:40 am, edited 1 time in total.
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Re: [Beta] - Krazy Kingdoms

Postby Gilligan on Mon Sep 23, 2013 11:39 am

EricPhail wrote:huh. who tested that? (A very weird test given it's a killer that borders them)


Just played a fog game with koontz, and I can see all of the basic lands but can't attack them. I don't think this has anything to do with the XML.
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Re: [Beta] - Krazy Kingdoms

Postby EricPhail on Mon Sep 23, 2013 11:41 am

I meant who tested labyrinth under the conditions mentioned in my post above (given that it is an extremely unlikly event in a normal game)
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Re: [Beta] - Krazy Kingdoms

Postby Gilligan on Mon Sep 23, 2013 11:45 am

EricPhail wrote:I meant who tested labyrinth under the conditions mentioned in my post above (given that it is an extremely unlikly event in a normal game)


In the process. :)
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Re: [Beta] - Krazy Kingdoms

Postby Gilligan on Mon Sep 23, 2013 11:50 am

Gilligan wrote:
EricPhail wrote:I meant who tested labyrinth under the conditions mentioned in my post above (given that it is an extremely unlikly event in a normal game)


In the process. :)


he could see me, but could not attack. This may be a bug in regards to new updates. Originally, you couldn't see it unless you also had the condition.
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Re: [Beta] - Krazy Kingdoms

Postby Gilligan on Mon Sep 23, 2013 11:55 am

Here is an XML update. I have added the conditions for starting territories and added a neutral to D1 that was missing.
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KFinal.xml
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Re: [Beta] - Krazy Kingdoms

Postby EricPhail on Mon Sep 23, 2013 11:57 am

Weird...
A "feature" we should keep? or something to be fixed asap?
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Re: [Beta] - Krazy Kingdoms

Postby Gilligan on Mon Sep 23, 2013 11:59 am

EricPhail wrote:Weird...
A "feature" we should keep? or something to be fixed asap?


Something that should be fixed ASAP. It was not like this when it was launched.
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Re: [Beta] - Krazy Kingdoms

Postby EricPhail on Mon Sep 23, 2013 12:01 pm

Might be worth noting the oddity
As dolomite said they could be useful for spotter territories
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Re: [Beta] - Krazy Kingdoms

Postby koontz1973 on Mon Sep 23, 2013 12:10 pm

Gilligan wrote:
EricPhail wrote:Weird...
A "feature" we should keep? or something to be fixed asap?


Something that should be fixed ASAP. It was not like this when it was launched.

Fix it. Sent a PM to nobodies about it as well with a screen shot of our game. This is not how I developed Labs and should not happen here.
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Re: [Beta] - Krazy Kingdoms

Postby Gilligan on Mon Sep 23, 2013 12:55 pm

EricPhail wrote:Might be worth noting the oddity
As dolomite said they could be useful for spotter territories


but this isn't the only map with conditional borders :)
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Re: [Beta] - Krazy Kingdoms

Postby EricPhail on Mon Sep 23, 2013 12:58 pm

Gilligan wrote:
EricPhail wrote:Might be worth noting the oddity
As dolomite said they could be useful for spotter territories


but this isn't the only map with conditional borders :)


True - what I meant was finding out what was weird, creating a new xml based on that as an additional option and then fixing conditional (if that was possible). Fixing it is obviously the priority here, but a new feature as a result of a glitch would be funny.

Assuming the glitch is in the xml language somewhere and not site formatting of some sort of course
Last edited by EricPhail on Mon Sep 23, 2013 1:01 pm, edited 1 time in total.
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