Page 15 of 19
Posted: Wed Mar 14, 2007 6:21 am
by WidowMakers
Gilligan wrote:Apparently the XML is only done for the large map?
No. The KOTH18 XML has the info for both the small and large maps.
Posted: Wed Mar 14, 2007 6:24 am
by t.e.c
looks good to me :thumbup:
Posted: Wed Mar 14, 2007 6:29 am
by KEYOGI
G7 is noticeably out on the large map, the rest of them look ok on both maps though.
Posted: Wed Mar 14, 2007 6:36 am
by WidowMakers
KEYOGI wrote:G7 is noticeably out on the large map, the rest of them look ok on both maps though.
This is what I am talking about. I just moved G7 to the left from the right. Some people think it is OK here while others will complain if I put it back.
????
Posted: Wed Mar 14, 2007 7:16 am
by KEYOGI
KEYOGI wrote:When working with your coordinates, are you turning the effects of your army circles off? If effects are turned off and all your circles are the same size then it makes no sense why they all can't be based off the same point!?!


Posted: Wed Mar 14, 2007 9:40 am
by Enigma
WidowMakers wrote:KEYOGI wrote:G7 is noticeably out on the large map, the rest of them look ok on both maps though.
This is what I am talking about. I just moved G7 to the left from the right. Some people think it is OK here while others will complain if I put it back.
????
lol, i dont particularily care if the numbers are perfectly centered or not, i never have. i only mentioned those cuz i knew someone else would neway.
move it back if you want- you wont hear any complaints from me.
i love the map- it looks done to me- but it doesnt really matter if we think its done...andy's the one to convince

Posted: Wed Mar 14, 2007 9:59 am
by MonRepos
It is ok as it is. No point arguing about a number being a pixel to the right or to the left, so stop arguing and start playing!
Posted: Wed Mar 14, 2007 2:46 pm
by AndyDufresne
G7 was fine on the top of page 23. Move it how it was there, and I think we might be dandy.
--Andy
Posted: Wed Mar 14, 2007 3:01 pm
by Jack0827
Posted: Wed Mar 14, 2007 6:57 pm
by Krueger
I think that you need to put the kids back in, LOL....JK
This looks like it is done to me.
Good work!
Posted: Wed Mar 14, 2007 8:45 pm
by Jack0827
finnish up and lets play
Posted: Wed Mar 14, 2007 10:19 pm
by WidowMakers
OK. I moved the G7 back to the right 1 pixel and here are the new army pics and the links to the maps and XML.
Map Large
http://jmhooton.iweb.bsu.edu/joel/KOTM/KOTM_19.L.jpg
Map Small
http://jmhooton.iweb.bsu.edu/joel/KOTM/KOTM_19.S.jpg
Final XML
http://jmhooton.iweb.bsu.edu/joel/KOTM/KOTM_FINAL.xml
Maps and XML above used to make these pictures with armies
I think that should do it. Based on what Andy had posted I think this might be over. WOOHOO
Thanks for all the help and suggestions everyone. Keep your fingers crossed.
Posted: Wed Mar 14, 2007 10:27 pm
by DiM
i was just wonderintg. in a 3 player game what are the odds of someone starting with all 5 kings??

Posted: Thu Mar 15, 2007 1:00 am
by Captain Crash
DiM wrote:i was just wonderintg[sic]. in a 3 player game what are the odds of someone starting with all 5 kings??

At a guess I'd say around about the same as some-one in a 3 player classic map game starting with Africa...maybe slightly better, or starting with Oz or SthAm in a four player game.
Maybe some probability guru could answer that for you with more accuracy
But the chances are exactly the same as someone starting with all of purple mountain!

Posted: Thu Mar 15, 2007 4:37 am
by yeti_c
Needless to say - the probability of starting with Yellow Mountain is even lower!!!
C.
45 territories...
Divide by players /3 = 15
Divide by players /4 = 11 (1 neutral)
Chance of getting one territory as a colour would be 1/3...
5 territorries would be 1/3 x 1/3 x 1/3 x 1/3 x 1/3? (Approx technically the odds change once each territory has been allocated - That would depend on how the code is written of course!)
= 0.0041152263374485596707818930041152
So 0.4%?
Is that all? Hmmm... methinks I've fuckted that up!
C.
Posted: Thu Mar 15, 2007 5:20 am
by Captain Crash
yeti_c wrote:Needless to say - the probability of starting with Yellow Mountain is even lower!!!
Probability is even
higher maybe?

Posted: Thu Mar 15, 2007 6:21 am
by yeti_c
Captain Crash wrote:yeti_c wrote:Needless to say - the probability of starting with Yellow Mountain is even lower!!!
Probability is even
higher maybe?

Arse!!! DOH!
C.
Posted: Thu Mar 15, 2007 10:28 am
by DiM
deployment can make or brake a game.
i have 2 recent examples in games i'm playing now.
game 1. classic map unlimited fortif. i start with most of my troops connected and quickly gain control of africa while the others are scattered. then it's easy as pie to get south america and in this turn i just got europe. at this point the game is pretty much won as i'm the only one to have continents and there are no cards.
game 2. middle earth game. i have 7 initial territories scattered around on 6 continents none of them connected. i'm pretty much screwed. unfortunately this is also a no cards game. so laying low attacking for cards and hoping for the best does not work. so it's almost game over for me
i trully hope lack implements the option to deploy wherever you want.
Posted: Thu Mar 15, 2007 10:49 am
by Guilty_Biscuit
DiM wrote:i trully hope lack implements the option to deploy wherever you want.
that would rock but as it would have to be sequential it could take days to start a game unless it is rt.
Posted: Thu Mar 15, 2007 10:53 am
by Wisse
T3 P3 and S4 looks strange with the cordinates
Posted: Thu Mar 15, 2007 10:54 am
by DiM
Guilty_Biscuit wrote:DiM wrote:i trully hope lack implements the option to deploy wherever you want.
that would rock but as it would have to be sequential it could take days to start a game unless it is rt.
actually there's a very simple solution. we get random territories like now but instead of having 3 troops in each we get only one. the rest we can deploy whereever we want (as long as it is in one of our territories) and the first round will be about deployment but you won't be able to see where others deployed until the round is finished.
Posted: Thu Mar 15, 2007 10:56 am
by DiM
Wisse wrote:T3 P3 and S4 looks strange with the cordinates
it's the same problem as G7 (see previous page). the solution is to move half a pixel but that's not possible.

Posted: Thu Mar 15, 2007 11:39 am
by Qwert
Conection G2-R3 and T3-P2, put to be like R1-B2
Posted: Thu Mar 15, 2007 11:43 am
by yeti_c
qwert wrote:Conection G2-R3 and T3-P2, put to be like R1-B2
That wouldn't look right on the 3D representation.
C.
Posted: Thu Mar 15, 2007 12:54 pm
by MR. Nate
Yeti is right, and there are a lot of the connections that attach to the "back" of the territory, (C4, C1, S4, S1) so it seem pointless to change some, but leave the others alone.