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Re: MapStarter: Pi-School V1.14 XML DO NOT USE

PostPosted: Mon Sep 24, 2018 7:52 am
by HitRed
Code: Select all
http://indigo-post.com/cc/misc/pi/Pi-School_v14.xml

Pi.V1.14 XML

Do not use. Use version 15

Pi-School v.15 XML

PostPosted: Tue Sep 25, 2018 7:13 am
by HitRed
Code: Select all
http://indigo-post.com/cc/misc/pi/Pi-School_v15.xml


Corrected code issues.

Re: Pi-School v.15 XML

PostPosted: Tue Sep 25, 2018 4:57 pm
by iancanton
v15 xml uploaded to beta site for testing!

care to write a brief map description, perhaps of fifty words or so, similar to those on the maps tab?

ian. :)

Re: Pi-School Beta Site

PostPosted: Tue Sep 25, 2018 10:17 pm
by HitRed
iancanton wrote:

care to write a brief map description, perhaps of fifty words or so, similar to those on the maps tab?

ian. :)


1) I could only post a new topic in the BETA Drafting Room. If you could move it into the Beta Maps topic area that would be great.

https://beta.conquerclub.com/forum/view ... 6#p4567906

2) Major issue There is a SPOIL issue that causes the game to freeze up. This does not occur in non spoil games.

If anyone has any thoughts on this I'd like to hear them.

HitRed

Re: Pi-School Beta Site

PostPosted: Tue Sep 25, 2018 11:58 pm
by Dukasaur
HitRed wrote:
2) Major issue There is a SPOIL issue that causes the game to freeze up. This does not occur in non spoil games.

If anyone has any thoughts on this I'd like to hear them.

HitRed

Keep in mind that I know very little about programming, so I'm really just guessing here, but have you checked this possibility:

Is there a lookup table from which the game engine looks up the names of territories to put on spoils?

If so,
  • does the number of territories in the list match the actual number of territories on the map?
  • Are they all spelled correctly?
  • Are there there any characters not part of the list that snuck in? (trailing blanks, extra semicolons, periods, that kind of thing)

Re: MapStarter: Pi-School

PostPosted: Wed Sep 26, 2018 8:55 pm
by Symmetry
Ahem

show


Sorry, was just clearing my throat.

Re: MapStarter: Pi-School

PostPosted: Wed Sep 26, 2018 9:35 pm
by HitRed
:D:D:D

:| :| :|

Re: MapStarter: Pi-School

PostPosted: Fri Sep 28, 2018 9:31 pm
by HitRed
Clue to the issue.

In Beta games the first spoil is always the same, Circumference. This causes
the game to freeze up when you end turn two (if you take a terr. each turn). Not sure where that leads.

HitRed

Re: MapStarter: Pi-School

PostPosted: Sun Sep 30, 2018 4:32 pm
by iancanton
the troop count for the curve region is off-centre on the small map only. visibility is an issue for double-digit green, and possibly blue, troop counts of the terms regions when combined with colour codes.

ian. :)

Re: MapStarter: Pi-School

PostPosted: Tue Oct 02, 2018 8:38 pm
by HitRed
Playing in Beta against whamBot the killer neutrals kill ME but not whamBOT.

I'll pay human vs. human next.

Results, human vs. human all killer neutrals work perfectly!!!

Unknown how to fix this.

HitRed

Pi.V1.18 XML AND new small map art Pi.1.14

PostPosted: Wed Oct 17, 2018 1:27 pm
by HitRed
http://indigo-post.com/cc/misc/pi/Pi-School_v18.xml
Updated XY coordinates and small XML changes.

https://imageshack.com/a/img923/2120/LVVbb9.png
Changed shading to help with troop circles.

Image

Re: MapStarter: Pi-School

PostPosted: Fri Oct 19, 2018 8:58 pm
by Symmetry
HitRed wrote::D :D :D


Glad someone got the joke.

Re: MapStarter: Pi-School

PostPosted: Sat Oct 20, 2018 11:55 am
by HitRed
:| :| :|

Re: MapStarter: Pi-School

PostPosted: Sat Oct 20, 2018 4:02 pm
by zipper66
game keeps not loading for players in game. work around is to open game as a cctester, log out in different tab, log in as self, return to open game tabe and refresh game.

Re: MapStarter: Pi-School XML v.19

PostPosted: Thu Oct 25, 2018 8:48 pm
by HitRed
Code: Select all
http://indigo-post.com/cc/misc/pi/Pi-School_v19.xml

Pi.V1.19 XML

3.3-<minreinforcement>

"If this tag is not specified, the map will have a default value of 3 troops minimum." - The XML Guide

I removed the redundant min-reinforcement after reading above.

Re: MapStarter: Pi-School XML v.19

PostPosted: Sat Oct 27, 2018 2:07 am
by iancanton
version 18 of pi-school loaded to beta site successfully on date 2018-10-20 at time 17:25 CCT! all of the the troop counts line up with their circles now.

version 19 of pi-school loaded to beta site successfully on date 2018-10-26 at time 17:27 CCT!

adding the latest version number to the title of the first post will show the current status of the map from the main page of the map foundry.

ian. :)

Re: MapStarter: Pi-School XML v20

PostPosted: Tue Nov 06, 2018 10:46 am
by HitRed
Code: Select all
http://indigo-post.com/cc/misc/pi/Pi-School_v20.xml

Pi.V1.20 XML

Reviewed some other codes and made minor changes.

Re: MapStarter: Pi-School XML v20

PostPosted: Sat Nov 24, 2018 5:39 pm
by iancanton
version 20 of pi-school loaded to beta site successfully on date 2018-11-24 at time 17:39 CCT!

ian. :)

Re: MapStarter: Pi-School XML v20

PostPosted: Sun Nov 25, 2018 9:12 pm
by Captn B
I don't have time to check if this suggestion has already been made, but this seems like it will be one of those "forever games" that simply won't end and go on and on (like I'm doing right now, haha). Perhaps if the OFF button were a Killer 10, it would make it less daunting? To access that button, you'll need to stack up a lot of troops, meaning you'll have to kill a lot of the opponents' territories and build up before being able to kill the enemy. For the victory condition, it's the same scenario in that you have to mount large numbers of troops on each digit so that they opponent will not be able to easily take one of your display numbers in Pi.

I guess some might enjoy games that continue to have so many ways to "backdoor" the opponent, which makes for an eternal game, but I choose not to participate in them (unless forced by tournaments with random in them or by need of the clan).

Of course, I may be wrong in my assessment (I've been wrong before), but if I'm correct, is there a way to modify the play so that more will be interested in joining on this map?

Re: MapStarter: Pi-School XML v20

PostPosted: Sun Nov 25, 2018 9:29 pm
by Captn B
Beta game Game 15867792 with bot DaBit: a) After fortification, turn will not end and transfer play to the bot.
b) I click on Central Command to try to re-enter it again and it finally says that it is the bot's turn.
c) When I now enter the game, the map does not appear at all.
d) When I click to start my turn, it does not begin my turn, but still has the "Begin" button showing.

I am no longer using Panels in Beta. When I click the Refresh Game button and/or when I reload the page in the address bar, or press F5, no changes are made (except with the Refresh Game button, where it continues to give the "wait a minute" circling dashes). I am using Mosilla Firefox browser.

Re: MapStarter: Pi-School XML v20

PostPosted: Sun Nov 25, 2018 10:36 pm
by HitRed
Game only plays with NO SPOIlS. I have to ask for more XML help. For some reason with spoils the only spoil played is circumference. Also, killer neutrals don't effect bots in NO SPOILS game.

HitRed

Re: MapStarter: Pi-School XML v20

PostPosted: Thu Nov 29, 2018 2:24 am
by Captn B
Beta games 15867791 (4 player), 15867790 (two player), and 15867792 (a bot game). I can enter each of the games, but my Begin button will not start my turn. Thus I am locked out of taking 3 of my 4 turns on this Pi-School map.

Re: MapStarter: Pi-School XML v20

PostPosted: Tue Dec 04, 2018 6:21 pm
by iancanton
HitRed wrote:killer neutrals don't effect bots in NO SPOILS game.

bots don't obey all of the rules, for example they don't recognise the trench setting. do killer neutrals kill bots in no spoils games on the 13 colonies map?

ian. :)

Re: MapStarter: Pi-School XML v20

PostPosted: Wed Dec 05, 2018 2:05 pm
by HitRed
iancanton wrote:
HitRed wrote:killer neutrals don't effect bots in NO SPOILS game.

bots don't obey all of the rules, for example they don't recognise the trench setting. do killer neutrals kill bots in no spoils games on the 13 colonies map?

ian. :)


INTERESTING NEWS

I played NO SPOILS and Wham bot is NOT EFFECTED by killer neutrals in 13 Colonies. I backed his troops into a killer neutral and he didn't loose a man. He even reinforced INTO the KN. Also, the log didn't show Wham Bot loosing anything but I did.

2018-12-05 13:37:26 - Incrementing game to round 15
2018-12-05 13:37:27 - whamBot received 3 troops for 1 regions
2018-12-05 13:37:27 - whamBot deployed 3 troops on Allegheny
2018-12-05 13:37:27 - whamBot assaulted Algonkin Territory from Allegheny and conquered it from cc_tester_8
2018-12-05 13:37:27 - whamBot reinforced Allegheny with 7 troops from Algonkin Territory
2018-12-05 13:37:27 - whamBot ended the turn
2018-12-05 13:37:57 - cc_tester_8 received 3 troops for holding British Ships and Landing Points
2018-12-05 13:37:57 - cc_tester_8 received 4 troops for holding 3 colonies
2018-12-05 13:37:57 - cc_tester_8 received 9 troops for 28 regions
2018-12-05 13:38:02 - cc_tester_8 deployed 16 troops on Savannah
2018-12-05 13:38:04 - cc_tester_8 assaulted Chattahoochee from Savannah and conquered it from neutral player
2018-12-05 13:38:09 - cc_tester_8 ended the turn
2018-12-05 13:38:09 - Incrementing game to round 16
2018-12-05 13:38:09 - whamBot received 3 troops for 2 regions
2018-12-05 13:38:09 - whamBot deployed 3 troops on Allegheny
2018-12-05 13:38:09 - whamBot reinforced Algonkin Territory with 10 troops from Allegheny
2018-12-05 13:38:09 - whamBot ended the turn
2018-12-05 13:38:54 - cc_tester_8 received 3 troops for holding British Ships and Landing Points
2018-12-05 13:38:54 - cc_tester_8 received 4 troops for holding 3 colonies
2018-12-05 13:38:54 - cc_tester_8 received 9 troops for 29 regions
2018-12-05 13:40:48 - cc_tester_8 deployed 16 troops on Fort Pitt
2018-12-05 13:40:51 - cc_tester_8 assaulted Shawnee Territory from Fort Pitt and conquered it from neutral player
2018-12-05 13:40:59 - cc_tester_8 ended the turn
2018-12-05 13:40:59 - Incrementing game to round 17
2018-12-05 13:40:59 - whamBot received 3 troops for 2 regions
2018-12-05 13:40:59 - whamBot deployed 3 troops on Algonkin Territory
2018-12-05 13:40:59 - whamBot reinforced Allegheny with 13 troops from Algonkin Territory
2018-12-05 13:40:59 - whamBot ended the turn
2018-12-05 13:43:23 - cc_tester_8 lost Shawnee Territory to neutral player
2018-12-05 13:43:23 - cc_tester_8 received 3 troops for holding British Ships and Landing Points
2018-12-05 13:43:23 - cc_tester_8 received 4 troops for holding 3 colonies
2018-12-05 13:43:23 - cc_tester_8 received 9 troops for 29 regions

I would think this is a Beta Site issue. Colonies doesn't have an issue with spoils like Pi-School does. If this points to anything please let me know.

HitRed

Re: MapStarter: Pi-School XML v20

PostPosted: Tue Dec 11, 2018 5:09 pm
by iancanton
Captn B wrote:Perhaps if the OFF button were a Killer 10, it would make it less daunting?

i disagree with reducing the number of neutral troops on the OFF button, as the OFF button is already the commonest way of winning. in fact, in most games, the display plays very little part, while the keypad tends to be used only as a method to gain spoils while building up enough troops to go through the OFF button. in this regard, it plays a lot like baseball.

have u considered removing the auto-deploy bonuses for the terms and increasing the display bonuses to +5, to encourage players to be more adventurous?

ian. :)