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Re: Labyrinth [21/2] Pg 1/24 BETA Ready
Posted: Wed Mar 27, 2013 8:48 am
by nolefan5311
Gilligan wrote: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.
The only issue with the conditional borders was the I was asked to remove them to see if that was what was causing the bug. It was determined it wasn't, so they were put back in.
Updated file is below. Changes:
- All conditional borders have been put back in
- ALL underlying neutrals for the start positions have been removed (A1, A16, E1, E16, J1, J16, N1, N16)
- Starting positions are as such:
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>
What I take all this to mean is that in 1v1, a player will be distributed 4 slave entrances. One of the sets listed above, and 2 of the following four (E1, E16, J1, J16). Did you want 4 slave entrances per player koontz?
This can be addressed later though. Let's just get all the bugs fixed and then we'll determine any GP changes that need to be made.
Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 9:39 am
by Gilligan
Noles, I believe that anything that is a Border Condition needs to be before anything that uses this condition. When I tested this with rds it worked. You should make Prometheus the first territory listed.
The ONLY thing I changed to test this was the location of the Prometheus territory. It works at the top, and doesn't work at the bottom (which is how it is now)
Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 10:05 am
by nolefan5311
Gilligan wrote:Noles, I believe that anything that is a Border Condition needs to be before anything that uses this condition. When I tested this with rds it worked. You should make Prometheus the first territory listed.
The ONLY thing I changed to test this was the location of the Prometheus territory. It works at the top, and doesn't work at the bottom (which is how it is now)
Very strange. It worked in a game I played with koontz right when the map was first released. But this is a minor change, and has been reflected in the file below.
http://www.fileden.com/files/2012/5/13/ ... archV2.xml
Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 10:16 am
by Gilligan
nolefan5311 wrote:Gilligan wrote:Noles, I believe that anything that is a Border Condition needs to be before anything that uses this condition. When I tested this with rds it worked. You should make Prometheus the first territory listed.
The ONLY thing I changed to test this was the location of the Prometheus territory. It works at the top, and doesn't work at the bottom (which is how it is now)
Very strange. It worked in a game I played with koontz right when the map was first released. But this is a minor change, and has been reflected in the file below.
http://www.fileden.com/files/2012/5/13/ ... archV2.xml
Oh, so it was working, and then just stopped?!
Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 10:16 am
by puppydog85
Disappearing cup in
Game 12553315 K5?
And sorry if this has been mentioned but I am not a fan of 1 start position in 1v1 games.I liked the 2 start as it made up for the increase in the deploy and tert bonus, but just one I really don't like. It turns into a siege way too quickly.
Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 10:20 am
by Gilligan
puppydog85 wrote:Disappearing cup in
Game 12553315 K5?
And sorry if this has been mentioned but I am not a fan of 1 start position in 1v1 games.I liked the 2 start as it made up for the increase in the deploy and tert bonus, but just one I really don't like. It turns into a siege way too quickly.
Hey wow good find. Cup is on large but not small.
And the next XML update will have two slave entrances in 1v1 games.
Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 10:27 am
by nolefan5311
Gilligan wrote:nolefan5311 wrote:Gilligan wrote:Noles, I believe that anything that is a Border Condition needs to be before anything that uses this condition. When I tested this with rds it worked. You should make Prometheus the first territory listed.
The ONLY thing I changed to test this was the location of the Prometheus territory. It works at the top, and doesn't work at the bottom (which is how it is now)
Very strange. It worked in a game I played with koontz right when the map was first released. But this is a minor change, and has been reflected in the file below.
http://www.fileden.com/files/2012/5/13/ ... archV2.xml
Oh, so it was working, and then just stopped?!
I think it stopped because it was removed to test if the conditional borders were causing the problem, was then uploaded (in which a lot of games were started during this time frame), and then when the actual problem was identified, they were put back in place.
Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 10:43 am
by Gilligan
nolefan5311 wrote:Gilligan wrote:nolefan5311 wrote:Gilligan wrote:Noles, I believe that anything that is a Border Condition needs to be before anything that uses this condition. When I tested this with rds it worked. You should make Prometheus the first territory listed.
The ONLY thing I changed to test this was the location of the Prometheus territory. It works at the top, and doesn't work at the bottom (which is how it is now)
Very strange. It worked in a game I played with koontz right when the map was first released. But this is a minor change, and has been reflected in the file below.
http://www.fileden.com/files/2012/5/13/ ... archV2.xml
Oh, so it was working, and then just stopped?!
I think it stopped because it was removed to test if the conditional borders were causing the problem, was then uploaded (in which a lot of games were started during this time frame), and then when the actual problem was identified, they were put back in place.
When I downloaded the XML from CC's site, the conditional borders were up and people were saying that they could attack it without Prometheus. Let me check some timestamps.
Re: Labyrinth [21/2] Pg 1/24 BETA Ready
Posted: Wed Mar 27, 2013 10:45 am
by Gilligan
pamoa wrote:Game 12524814 Round 12
big flaw in the code
I just killed my opponent slave positions without holding Prometheus
2013-03-25 19:19:17 - pamoa assaulted A1 from A2 and conquered it from charliebnt
2013-03-25 19:19:17 - charliebnt no longer holds a Slave Entrance
XML updated at 25-Mar-2013 04:21 (assuming CC time, it makes sense) and the XML uploaded at that time has the conditional borders, so they were in place when pamoa made that attack.
Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 11:48 am
by koontz1973
Making changes to the graphics
Missing food. nole, can you make sure the food is in the xml for me. (K5) Will post maps ASAP.
Re: Labyrinth [21/2] Pg 1/24 BETA Ready
Posted: Wed Mar 27, 2013 12:08 pm
by nolefan5311
Gilligan wrote:pamoa wrote:Game 12524814 Round 12
big flaw in the code
I just killed my opponent slave positions without holding Prometheus
2013-03-25 19:19:17 - pamoa assaulted A1 from A2 and conquered it from charliebnt
2013-03-25 19:19:17 - charliebnt no longer holds a Slave Entrance
XML updated at 25-Mar-2013 04:21 (assuming CC time, it makes sense) and the XML uploaded at that time has the conditional borders, so they were in place when pamoa made that attack.
Yeah, thenobodies confirmed (I believe he confirmed) that there appeared to be a delay from upload to when it was actually in effect. Either that, or all games that started when the CB's were out of the code would not be effected by the uploading of a new code.
Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 12:10 pm
by nolefan5311
koontz1973 wrote:Making changes to the graphics
Missing food. nole, can you make sure the food is in the xml for me. (K5) Will post maps ASAP.
Yeah, when he first posted that I checked and it's a part of the food bonus.
Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 12:19 pm
by Gilligan
Hm, interesting. Well, nole and I just checked and the conditional borders work as is.
Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 1:10 pm
by koontz1973
Guys, while I really appreciate all the help you have all given with the xml, can I please ask for all xml changes from now on to come from nole. So far, this thread has got xml from him, nobodies, gilligan and myself. I cannot keep up with what is what now and I really must be able to say what is the latest map/xml considering it is my responsibility.
Small map with the missing food.
[bigimg]http://img547.imageshack.us/img547/2004/labarynthsmall.png[/bigimg]
So what is the latest xml please.

Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 1:39 pm
by nolefan5311
nolefan5311 wrote:Gilligan wrote:Noles, I believe that anything that is a Border Condition needs to be before anything that uses this condition. When I tested this with rds it worked. You should make Prometheus the first territory listed.
The ONLY thing I changed to test this was the location of the Prometheus territory. It works at the top, and doesn't work at the bottom (which is how it is now)
Very strange. It worked in a game I played with koontz right when the map was first released. But this is a minor change, and has been reflected in the file below.
http://www.fileden.com/files/2012/5/13/ ... archV2.xml
The latest XML is in this post koontz.
Date Stamp of Wed Mar 27, 2013 11:05 am
Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 1:43 pm
by Gilligan
Yes, sorry, you are right

Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 2:17 pm
by koontz1973
Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 2:25 pm
by thenobodies80
koontz1973 wrote:Guys, while I really appreciate all the help you have all given with the xml, can I please ask for all xml changes from now on to come from nole..
This is a very good idea.
For the record, i posted here the xml only so you be able to see what i did. I don't like to touch someone else file because it creates only confusion. This was an exception case and i did the changes only to fix an important issue that has slipped away (that's the proof that we need the tool and so it needs to be updated). It was done only to give back the map to the people
For the current fix, plese nolefan with the file post here what you changed. I saw gilligan solved the prometheus issue moving it, right? (I didn't checked it very well). If i'm right there could be small problem....we need to close the map to upload the new files, wait all active games end.
Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 2:28 pm
by Gilligan
apparently the prometheus issue was something else. Nole and I checked it this morning and it works at the bottom, which confuses me because of the timestamps of the uploaded xml and when pamoa attacked the entrance without prometheus. All in all it didn't solve it, just confused as to why the timestamps contradict each other.
Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 2:37 pm
by thenobodies80
See my pm

Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 2:37 pm
by thenobodies80
Koontz or nole please list the changes
Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 2:48 pm
by nolefan5311
Updated file is below. Changes:
- All conditional borders have been put back in
- ALL underlying neutrals for the start positions have been removed (A1, A16, E1, E16, J1, J16, N1, N16)
- Prometheus is now the first territory listed.
- Starting positions are as such:
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>
http://www.fileden.com/files/2012/5/13/ ... archV2.xml
Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 2:55 pm
by nolefan5311
Ok, now that we appear to have all the bugs solved, here are some GP issues I've noticed:
- I think Pegasus' should be n2 or n3. It's too easy with decent dice in the first round or two to break into your opponents territory and end the game. I wouldn't be opposed to even making it n4.
- Medusa appears to be completely ignored in most games. Perhaps increase the bonus for holding her to a +4? Maybe even higher, since there is no easy way to get to her, and she is surrounded by killer neutrals.
- While the spears are a nice touch, they are practically useless. They don't bombard any regions of significance and tend to be completely ignored. Perhaps if the Minotaurs were increased, they would be worth grabbing and then some importance would be added to the spears.
- This is kind of a major graphics change as well, but what about perhaps adding sirens along the bottom and top rows, so that bonus is available to people stuck in the corners?
Just throwing some ideas out there. Honestly, I didn't think I would like playing this map that much when it was first released, but I find myself enjoying it, and thus the suggestions

Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 4:40 pm
by knowman
Quick question - is the Prometheus bit fixed for ongoing games or will that be implemented in the future?
Thank you!
Re: Labyrinth [21/2] Pg 1/24 BETA
Posted: Wed Mar 27, 2013 4:46 pm
by isaiah40
knowman wrote:Quick question - is the Prometheus bit fixed for ongoing games or will that be implemented in the future?
Thank you!
As soon as the new XML is upload it will take effect immediately.