axius
Warrior
CCCAC Representative
Posts: 220
|
Post by axius on Oct 31, 2007 16:55:23 GMT -5
yes we know but it still goes oos at turn 1 guess more ppl need the map first I know that in the game you played just now it was the host's fault - he didn't restart (hence my post above). But if the host does everything correctly there should be no problems. However I still need to play some real games on these maps myself and see.
|
|
|
Post by Bantams on Oct 31, 2007 17:18:37 GMT -5
yes we know but it still goes oos at turn 1 guess more ppl need the map first I know that in the game you played just now it was the host's fault - he didn't restart (hence my post above). But if the host does everything correctly there should be no problems. However I still need to play some real games on these maps myself and see. I was the Host lol
|
|
axius
Warrior
CCCAC Representative
Posts: 220
|
Post by axius on Oct 31, 2007 17:25:34 GMT -5
I know that in the game you played just now it was the host's fault - he didn't restart (hence my post above). But if the host does everything correctly there should be no problems. However I still need to play some real games on these maps myself and see. I was the Host lol The one before that! When Namejs tried to host. But if you are saying that OOS happens even now - we'll need to check that out.
|
|
|
Post by Lestat on Oct 31, 2007 21:38:19 GMT -5
OOS hapened , quees its bc that map try to put same resources to all. 1. dont plant before relaod. we played tbg , befor plant cite and oos just reload and all is ok.
|
|
axius
Warrior
CCCAC Representative
Posts: 220
|
Post by axius on Oct 31, 2007 23:41:20 GMT -5
|
|
axius
Warrior
CCCAC Representative
Posts: 220
|
Post by axius on Nov 1, 2007 0:59:38 GMT -5
I played one of those games Ax, the balance was excellent. I'd like to see this script set up for a Hub or Ring map as well so that we can go back to having the option of sea battles in an OCC game. Great work! How much are they paying ya? I tried to think about Hub/Ring/Wheel. Copying fragments of land can create unwanted bridges between segments and/or block outer sea passages. If you want to have sea starts then picking the start with the most land around as a template is a bad idea, but if we pick a location that is, for example, on the south shore of the south segment and then copy it over to the west segment that will create some ugly land configuration or even cut the west segment in half. So far I don't have a solution for these potential problems.
|
|
|
Post by Bantams on Nov 1, 2007 7:55:08 GMT -5
thanks maps uploaded to Styx download central
|
|
|
Post by Atomation on Nov 1, 2007 9:17:39 GMT -5
I played one of those games Ax, the balance was excellent. I'd like to see this script set up for a Hub or Ring map as well so that we can go back to having the option of sea battles in an OCC game. Great work! How much are they paying ya? I tried to think about Hub/Ring/Wheel. Copying fragments of land can create unwanted bridges between segments and/or block outer sea passages. If you want to have sea starts then picking the start with the most land around as a template is a bad idea, but if we pick a location that is, for example, on the south shore of the south segment and then copy it over to the west segment that will create some ugly land configuration or even cut the west segment in half. So far I don't have a solution for these potential problems. So rotate the portion used to reflect the position. This would be a good idea for inland sea as well so that the same resources are always in the same orientation relative to the start. Another idea is to make the area cropped larger than just the 40% expansion....increase to 100% expansion or at least 80%.
|
|
axius
Warrior
CCCAC Representative
Posts: 220
|
Post by axius on Nov 1, 2007 10:24:04 GMT -5
I tried to think about Hub/Ring/Wheel. Copying fragments of land can create unwanted bridges between segments and/or block outer sea passages. If you want to have sea starts then picking the start with the most land around as a template is a bad idea, but if we pick a location that is, for example, on the south shore of the south segment and then copy it over to the west segment that will create some ugly land configuration or even cut the west segment in half. So far I don't have a solution for these potential problems. So rotate the portion used to reflect the position. That can still result in ugly maps because the starting loc is placed randomly on its segment. And it's also hard to do because the segments often have orientation different from cardinal directions (e.g. Hub with 5). You mean "aren't the same orientation"? Well, even if they are rotated to reflect their position relative to the center of the map, it's not hard to guess exactly where they are for any given player once you know where he is on the map. That would create problems with placement on small maps, especially in teamers. The areas would intersect and/or get cropped by the edges of the map. Radius 3 is about as far as I can go without risking it.
|
|
axius
Warrior
CCCAC Representative
Posts: 220
|
Post by axius on Nov 3, 2007 0:10:40 GMT -5
One other suggestion was to make it place the initial units in the same exact spots around the settler. I checked into that. Apparently the units are placed after the map script is over and I don't see any way to control that.
OK, I see no more bugs or easy things to do. Let's say beta testing is over. Editing the 1st post with the links to the release maps.
|
|