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

PostPosted: Tue Mar 26, 2013 8:56 am
by nolefan5311
donelladan wrote:So, for 1vs1, is it supposed to have 2 starting positions or only one?
I started a 1vs1 yesterday, we started with 2 starting positions.
I just played 1v1 few minutes ago and we had only one starting positions. ( and that sucks, especially because we were playing nuke and I got my only slave entrance nuked..........)


Btw, would it be possible to code, that nuke can NOT be a slave entrance? Because it kind of make it very lucky... think to a 8 player games with nuke :S


What game number?

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

PostPosted: Tue Mar 26, 2013 9:07 am
by Donelladan
Game 12548417
Game 12548529

Both 1vs1, both start with only one position per player.

And 1vs1 the game is really unbalanced I think.
I dunno if it will improve a lot with 2 starting positions. But I think the pegasus with only 1 neutral are a problem here.
It allows you to be very fast on your opponent. And with equal dice on both side it means the 2nd will never be able to hold a bonus, while the 1st will have it almost all the game.

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

PostPosted: Tue Mar 26, 2013 9:18 am
by nolefan5311
There were a lot of rapid-fire changes to the code to try and identify the problem for larger games. I believe the issue is now sorted.

Game 12546113 was started really early this morning and we were both distributed 2 starting positions, so it appears the issue is corrected.

Edited to add that it appears both of those games started after the one I referenced. I don't understand what's going on, lol. I will get with koontz and nobodies to see what the problem is.

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

PostPosted: Tue Mar 26, 2013 9:25 am
by Armandolas
Nole can u clarify this?

When this prometeus thing is fixed(we just have seen an example where someone didnt hold prometheus and won a game by killing enemy), my currently game will be fixed too?or only when i start a new game?

Thanks

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

PostPosted: Tue Mar 26, 2013 9:31 am
by Gilligan
Armandolas wrote:Nole can u clarify this?

When this prometeus thing is fixed(we just have seen an example where someone didnt hold prometheus and won a game by killing enemy), my currently game will be fixed too?or only when i start a new game?

Thanks


If the XML is updated mid-game, it will be active.

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

PostPosted: Tue Mar 26, 2013 9:38 am
by Armandolas
Gilligan wrote:
Armandolas wrote:Nole can u clarify this?

When this prometeus thing is fixed(we just have seen an example where someone didnt hold prometheus and won a game by killing enemy), my currently game will be fixed too?or only when i start a new game?

Thanks


If the XML is updated mid-game, it will be active.


Thanks ;)

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

PostPosted: Tue Mar 26, 2013 1:20 pm
by mint-murray
Just to let you know - 1 v 1 is still only giving 1 initally slave deployment to start.

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

PostPosted: Tue Mar 26, 2013 1:29 pm
by koontz1973
mint-murray wrote:Just to let you know - 1 v 1 is still only giving 1 initally slave deployment to start.

What game?

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

PostPosted: Tue Mar 26, 2013 1:34 pm
by 40kguy
koontz1973 wrote:
mint-murray wrote:Just to let you know - 1 v 1 is still only giving 1 initally slave deployment to start.

What game?

Game 12549656
its fog, but we only have 1 territory to start

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

PostPosted: Tue Mar 26, 2013 1:36 pm
by Leehar
koontz1973 wrote:
mint-murray wrote:Just to let you know - 1 v 1 is still only giving 1 initally slave deployment to start.

What game?

Game 12549558
first game from his profile :)

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

PostPosted: Tue Mar 26, 2013 1:52 pm
by koontz1973
Thanks. Will look into it.

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

PostPosted: Tue Mar 26, 2013 2:09 pm
by thenobodies80
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
Nobodies

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

PostPosted: Tue Mar 26, 2013 2:48 pm
by nolefan5311
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.

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

PostPosted: Tue Mar 26, 2013 8:00 pm
by Gilligan
conditional borders fixed, by your friendly neighborhood XML guru...

http://www.fileden.com/files/2008/11/14 ... yrinth.xml

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

PostPosted: Tue Mar 26, 2013 10:11 pm
by koontz1973
nole, do that but do not put in the neutrals.

Leave the max of 1 in though.

All neutrals again.
Game 12539364

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

PostPosted: Tue Mar 26, 2013 10:15 pm
by Gilligan
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.

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

PostPosted: Tue Mar 26, 2013 10:38 pm
by koontz1973
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.

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

PostPosted: Tue Mar 26, 2013 10:42 pm
by Gilligan
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.

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

PostPosted: Tue Mar 26, 2013 10:59 pm
by koontz1973
You got them all gilligan. Just looked.

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

PostPosted: Tue Mar 26, 2013 11:06 pm
by Gilligan
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.

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

PostPosted: Tue Mar 26, 2013 11:15 pm
by koontz1973
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.

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

PostPosted: Tue Mar 26, 2013 11:22 pm
by Gilligan
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:

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

PostPosted: Tue Mar 26, 2013 11:28 pm
by koontz1973
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.

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

PostPosted: Wed Mar 27, 2013 2:40 am
by IKE KOD
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.

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

PostPosted: Wed Mar 27, 2013 8:38 am
by nolefan5311
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.