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
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.
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.
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?
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.