Page 20 of 25

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Wed Mar 27, 2013 5:05 pm
by nolefan5311
isaiah40 wrote:
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.


It's already in effect for games started now. As far as games started when it wasn't in effect, I don't know how those will be affected.

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Wed Mar 27, 2013 11:33 pm
by koontz1973
nolefan5311 wrote: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

And the only graphics change is the small map now has the missing food.
http://img547.imageshack.us/img547/2004/labarynthsmall.png

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Wed Mar 27, 2013 11:46 pm
by koontz1973
nolefan5311 wrote: I think Pegasus' should be n2 or n3.

Agree on a neutral 2 for now.
nolefan5311 wrote: Medusa appears to be completely ignored in most games.

She is very close to the middle and only really accessible by the corner entrances or a player coming from the corner. Raising the bonus will not get her into play faster IMO. Leave this for now and we can look at it later when ,ore games have finished.
nolefan5311 wrote:While the spears are a nice touch, they are practically useless.

They are not useless. The spears are not their for a way to block or attack, the idea behind them is to give you the ability to see far away. You take one in trench, then they are more than powerful. All game types have been thought of here. :P
nolefan5311 wrote:Perhaps if the Minotaurs were increased, they would be worth grabbing and then some importance would be added to the spears.

Then the corners have a huge advantage over the centres in larger games.
nolefan5311 wrote: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?

That is not only a huge graphics change but also game play as well. The sirens give a +2 with another slave entrance close by and a large neutral to take. The corners have the minotaurs for a +1 but lower neutral. I am opposed to this.

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Thu Mar 28, 2013 5:11 am
by thenobodies80
I have to lock the map again. This time to update it. If we don't do in this way the current ongoing games will be messed up.
So this is what we are going to do:
- Lock the map
- Wait current games end
- Update the xml
- Unlock the map again.

Locked now.

Nobodies

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Thu Mar 28, 2013 7:31 am
by Gilligan
Are round limits going to be imposed?

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Thu Mar 28, 2013 9:26 am
by koontz1973
Gilligan wrote:Are round limits going to be imposed?

This needs to be done. I have trench games on this in round 3 or 4 with 8 players in them. It could take years for them to end.

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Thu Mar 28, 2013 9:58 am
by nolefan5311
koontz1973 wrote:
nolefan5311 wrote: I think Pegasus' should be n2 or n3.

Agree on a neutral 2 for now.


I will make the changes to the XML and hopefully it can be uploaded during the locking of the map.

koontz1973 wrote:
nolefan5311 wrote: Medusa appears to be completely ignored in most games.

She is very close to the middle and only really accessible by the corner entrances or a player coming from the corner. Raising the bonus will not get her into play faster IMO. Leave this for now and we can look at it later when ,ore games have finished.


She is equal territories away from nearly every slave entrance. See below for E9 Medusa:
A1 - 12 territories away (13 neutrals)
E1 - 14 territories away (16 neutrals)
A16 - 11 territories away (12 neutrals)
E16 - 10 territories away (12 neutrals)
J1 - 12 territories away (14 neutrals)
J16 - 11 territories away (14 neutrals)

But it can't hurt to wait to study some more games to see how often she's taken.

koontz1973 wrote:
nolefan5311 wrote:While the spears are a nice touch, they are practically useless.

They are not useless. The spears are not their for a way to block or attack, the idea behind them is to give you the ability to see far away. You take one in trench, then they are more than powerful. All game types have been thought of here. :P


This is a good explanation. I didn't doubt this map had all game types planned lol. I do doubt their usefulness at this point, but we can study at some point as well.

koontz1973 wrote:
nolefan5311 wrote:Perhaps if the Minotaurs were increased, they would be worth grabbing and then some importance would be added to the spears.

Then the corners have a huge advantage over the centres in larger games.


I honestly don't see how the corners have huge advantage over the center positions, in any game type. If anything I think they have a disadvantage. They are obviously significantly further from Prometheus, who is the key territory in this game, they have n2's on their food as opposed to the center positions which have n1, they don't have a siren close by, etc.

koontz1973 wrote:
nolefan5311 wrote: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?

That is not only a huge graphics change but also game play as well. The sirens give a +2 with another slave entrance close by and a large neutral to take. The corners have the minotaurs for a +1 but lower neutral. I am opposed to this.


Well, we can see what happens in a majority of games once the new XML is uploaded and the map is unlocked. I pretty firmly believe there needs to be a little more bonus potential for corner positions.

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Thu Mar 28, 2013 10:11 am
by puppydog85
What is the status of the games waiting for players? are we going to have to wait for them also? And if you don't mind taking the time, please inform a map newbie why you must wait for all games to end (have you not made multiple changes while games were running?)?

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Thu Mar 28, 2013 10:13 am
by koontz1973
Well nole, if the map needs to get locked every bloody time an update is needed to be made, you and I will be a very old men by the time this gets out of beta.

Can I ask a question to the ones in the know. What is it with this xml that has not been done before? Is it just the conditional border?

puppydog85 wrote:What is the status of the games waiting for players? are we going to have to wait for them also? And if you don't mind taking the time, please inform a map newbie why you must wait for all games to end (have you not made multiple changes while games were running?)?


As for the waiting game, not sure, as for changes in beta, this is normally done live, but for some reason, this one causes more problems when done that way.

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Thu Mar 28, 2013 10:17 am
by Gilligan
Yes this is the first map to use conditional borders...

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Thu Mar 28, 2013 10:21 am
by koontz1973
Gilligan wrote:Yes this is the first map to use conditional borders...

What about the other new things like the requirements?

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Thu Mar 28, 2013 10:32 am
by Gilligan
You mean collection bonuses? Philly and Fragmentation use those.

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Thu Mar 28, 2013 10:42 am
by koontz1973
And they are fine.

So the only thing on this map that is not on any other map is the conditional border. Just be a lot easier to remove the CB totally from this map and use it on another map when it is working.

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Thu Mar 28, 2013 11:03 am
by Gilligan
But with this new update, they are working,right?

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Thu Mar 28, 2013 11:03 am
by koontz1973
So why do we need to lock a map to make an update?

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Thu Mar 28, 2013 11:09 am
by Gilligan
koontz1973 wrote:So why do we need to lock a map to make an update?


That is what I am confused about too. Hopefully tnb can clarify.

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Thu Mar 28, 2013 11:45 am
by nolefan5311
koontz1973 wrote:So why do we need to lock a map to make an update?


From what I can tell, it's to make sure that all games are completed, so there isn't any additional confusion about which features are/are not working depending on when the game started. A fresh start, so to speak. I agree with it, because half of the confusion in this thread is people complaining about a certain feature not working when we don't know if the game started before the working XML was uploaded, or if there is actually a problem.

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Thu Mar 28, 2013 12:01 pm
by Gilligan
That's kind of the point of beta phase. Play at your own risk.

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Thu Mar 28, 2013 12:03 pm
by isaiah40
The reason is that the game engine reads the xml in order. So since regions were changed around in the xml, players end up getting different positions, thereby changing the outcome of the game. Hope this makes sense.

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Thu Mar 28, 2013 12:41 pm
by koontz1973
Makes plenty of sense.

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Thu Mar 28, 2013 3:12 pm
by thenobodies80
isaiah40 wrote:The reason is that the game engine reads the xml in order. So since regions were changed around in the xml, players end up getting different positions, thereby changing the outcome of the game. Hope this makes sense.


What he said.

The other concerns, about the time it will require to complete games, I've already asked to rds to delete all waiting games asap.
For ongoing games I'll give you a precise answer very soon. :)

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Thu Mar 28, 2013 6:51 pm
by kizkiz
Game 12535927 - we all have 0 regions and nobody can deploy

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Thu Mar 28, 2013 6:58 pm
by kizkiz
Also, ahving read back a few pages, can't see what the time problem is?

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Thu Mar 28, 2013 9:17 pm
by puppydog85
something to do with the xml. I don't understand it. Games should be deleted here and the map is currently locked.

Re: Labyrinth [21/2] Pg 1/24 BETA

Posted: Fri Mar 29, 2013 2:23 am
by Silly Knig-it
About how long until the map is unlocked. Not asking for exact. I just received privileges for a Labyrinth tournament and I would like to give a guesstimate as to when I can actually start the tournament.