MrBenn wrote:yeti_c wrote:Note - Starting positions are equally distributed in 1v1 (no neutral player).
So with 5 starting positions in a 1v1, 2 each would be allocated to players, with the third being added to the pot for distribution unless it was a designated neutral. I think I've got it now

So here is my dilema, I think what you are saying here solves my problem. I would like the drop to start out by assigning my <positions> tag territories. and then do the standard random drop of the remaining 16 territories. I do not want the extra territories from the first 8 to be added to the pool of 16 additional drops.

I have 8 wizards (color circles on the above map) I have assigned start positions to and set them to neutral 1.
I have 16 monsters (black circles on the above map) that I have not assigned neutrals to.
In a 2 player game
- both players would have 4 wizards each.
- both players would have 8 monsters each.
In a 3 player game
- all players would have 3 wizards each with 2 remainder set to neutral.
- all players would have 6 monsters each with 2 remainder set to neutral.
In a 4 player game
- all players would have 2 wizards each.
- all players would have 4 monsters each.
In a 5 player game
- all players would have 1 wizard each with 3 remainder set to neutral.
- all players would have 3 monsters each with 1 remainder set to neutral.
In a 6 player game
- all players would have 1 wizard each with 2 remainder set to neutral.
- all players would have 2 monsters each with 4 remainder set to neutral.
In a 7 player game
- all players would have 1 wizard each with 1 remainder set to neutral.
- all players would have 2 monsters each with 2 remainder set to neutral.
In a 8 player game
- all players would have 1 wizards each.
- all players would have 2 monsters each.
Here is the starting positions for the 8 wizards.
- Code: Select all
<!-- Starting positions -->
<positions>
<position>
<territory start=1>Rayden</territory>
</position>
<position>
<territory start=1>Brago</territory>
</position>
<position>
<territory start=1>Yesha</territory>
</position>
<position>
<territory start=1>Sythe</territory>
</position>
<position>
<territory start=1>Grath</territory>
</position>
<position>
<territory start=1>Olan</territory>
</position>
<position>
<territory start=1>Purlin</territory>
</position>
<position>
<territory start=1>Cryma</territory>
</position>
</positions>
Here is a sample from the XML of the starting territories (wizards).
- Code: Select all
<territory>
<name>Olan</name>
<borders>
<border>Ora</border>
</borders>
<coordinates>
<smallx>286</smallx>
<smally>405</smally>
<largex>383</largex>
<largey>532</largey>
</coordinates>
<neutral>1</neutral>
<bonus>3</bonus>
</territory>
Also I have 16 additional territories that I don't care how they get dropped. They are coded like this.
- Code: Select all
<territory>
<name>Jeo</name>
<borders>
<border>Heb</border>
<border>Koz</border>
</borders>
<coordinates>
<smallx>458</smallx>
<smally>354</smally>
<largex>612</largex>
<largey>464</largey>
</coordinates>
</territory>
I was under the impression that the code worked this way.
- Game engine "counts" the players (A) and the starting positions (B).
- B/A = C (and D) ...
8/7 = 7 (and 1)- Where C is the number of starting positions for each player and D is a eventually remainder.
- The game engine will sum the remainder with the other territories (E), then the total number will divided among players again.
- D+E / A = F (and G) ...
(1+16)/7 = 2 (and 3) - F will be the number of territories assigned to a player (with 3 default troops) and G an eventually remainder (3 neutral troops)
It sounds like the <neutral>1</neutral> in my starting territory would change that. And the leftover starting territories would become neutrals and not be added to the general pool for distribution. Is this correct? Thanx
--D