Moderator: Cartographers

well, thats a hell of a lot better thats for sure. even on two player one person can get one chutte and the other the rest, or similar in castle. If chutes were automatic, it would reduce the variability outside of them, and it wouldnt be too bad at all.natty_dread wrote:Here's my suggestion: only code the parachutes as starting positions, have the rest of the starting territories start as random drop.
Is this possible under the current starting positions tags?natty_dread wrote:Here's my suggestion: only code the parachutes as starting positions, have the rest of the starting territories start as random drop.


So, below would be your solution to pslit up the parachutes and leave the rest to random drop. After the parachutes drop there are still 24 positions to be started on, which in a 2 player game would give each player possibility of dropping 8 terrs. With this there is real opportunity for a player to drop 5 terrs in either the castle or the airport to gain a start bonus.MrBenn wrote:The "position groups" are randomly - and evenly - distributed amongst all the players. If you mix up positions with different numbers of terrs, then in theoury 1 person could get the single terr groups, and the other could get all the multiple terr groups.
The best option would be to either find 8 groups of territories that are evenly distributed, or as natty suggested, split up the parachutes and leave the rest (ie the non-neutrals) to a totally random drop
<!-- Start positions -->
<positions>
<position> <!-- Start player 1-->
<territory>Philby</territory>
</position>
<position> <!-- Start player 2-->
<territory>Jones</territory>
</position>
<position> <!-- Start player 3-->
<territory>Smith</territory>
</position>
<position> <!-- Start player 4-->
<territory>Neal</territory>
</position>
<position> <!-- Start player 5-->
<territory>Mills</territory>
</position>
<position> <!-- Start player 6-->
<territory>Timms</territory>
</position>
<position> <!-- Start player 7-->
<territory>Yves</territory>
</position>
<position> <!-- Start player 8-->
<territory>Casey</territory>
</position>
</positions>
<!-- End Start Positions -->

The chance of any player dropping 5 specific terrs out of 24 in a 1v1 game is 0.26% (It's slightly more (.4%) in a 3p game). I haven't worked out the probability of dropping all 5 terrs in either area, but I'd imagine it'll be no worse than double that, which is still pretty unlikely.cairnswk wrote:So, below would be your solution to pslit up the parachutes and leave the rest to random drop. After the parachutes drop there are still 24 positions to be started on, which in a 2 player game would give each player possibility of dropping 8 terrs. With this there is real opportunity for a player to drop 5 terrs in either the castle or the airport to gain a start bonus.![]()

OK, when i get home tonight, i'll post the updated xml to reflect your suggestion.MrBenn wrote:The chance of any player dropping 5 specific terrs out of 24 in a 1v1 game is 0.26% (It's slightly more (.4%) in a 3p game). I haven't worked out the probability of dropping all 5 terrs in either area, but I'd imagine it'll be no worse than double that, which is still pretty unlikely.cairnswk wrote:So, below would be your solution to pslit up the parachutes and leave the rest to random drop. After the parachutes drop there are still 24 positions to be started on, which in a 2 player game would give each player possibility of dropping 8 terrs. With this there is real opportunity for a player to drop 5 terrs in either the castle or the airport to gain a start bonus.![]()

This is the link for the adjusted xml for these starting positions.<positions>
<position>
<territory>Philby</territory>
</position>
<position>
<territory>Jones</territory>
</position>
<position>
<territory>Smith</territory>
</position>
<position>
<territory>Neal</territory>
</position>
<position>
<territory>Mills</territory>
</position>
<position>
<territory>Timms</territory>
</position>
<position>
<territory>Yves</territory>
</position>
<position>
<territory>Casey</territory>
</position>
</positions>


Warning: Maps designated as "Beta" might have unbalanced gameplay and undergo changes mid-game. Play at your own risk!

Not you being dumb,. just me making mistakesTheForgivenOne wrote:Not entirely sure if this is coded this way, or if it has been noticed, and i'm extremely busy right now, so i can't look through the thread, but according to my Firefox, Hubschrauber B Can Assault Casey, and bombard the rest. Am i missing something? Or am i just really dumb?Because according to the legend, Hubschrauber B only bombards the Parachutes...

That has now been updated.cairnswk wrote:Not you being dumb,. just me making mistakesTheForgivenOne wrote:Not entirely sure if this is coded this way, or if it has been noticed, and i'm extremely busy right now, so i can't look through the thread, but according to my Firefox, Hubschrauber B Can Assault Casey, and bombard the rest. Am i missing something? Or am i just really dumb?Because according to the legend, Hubschrauber B only bombards the Parachutes...
![]()
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http://h1.ripway.com/cairnswk/das_schloss_170610.xml
This will be submitted and will fix that, and the starting positions for new games.

That was fixed update before last.GeneralJestix wrote:I was told that it is possible to attack Neil i think from Platz A without going through the hub. I have not been able to see if this is true but it needs to be looked at if it is not already known in this thread.

No it will be fixed by the new starting positions.AAFitz wrote:is the only giving a few spots in the chuttes going to stay? Or as im hoping is this a bug?

natty_dread wrote:No it will be fixed by the new starting positions.AAFitz wrote:is the only giving a few spots in the chuttes going to stay? Or as im hoping is this a bug?
Fitz, these are now the only starting positions in the xml, which means in a 2 player game you might get three of these each and the other go to neutral. the rest of the terrs are dividied up amongst 3 players.AAFitz wrote:is the only giving a few spots in the chuttes going to stay? Or as im hoping is this a bug?

So, you wont divide up the others spots on the map?cairnswk wrote:Fitz, these are now the only starting positions in the xml, which means in a 2 player game you might get three of these each and the other go to neutral. the rest of the terrs are dividied up amongst 3 players.AAFitz wrote:is the only giving a few spots in the chuttes going to stay? Or as im hoping is this a bug?
I hope this is what you are asking.
lackattack updated this on Wed.
Yes, here is the fix.tokle wrote:It seems it is still possible to attack wache aus from fs4, contrary to the one-way arrow.
