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New test game for LT36 has started

Posted: Sat Dec 19, 2015 4:14 pm
by wieder
Here are the players who can test it. Please don't 100% kill other players if not doing some test that requires it.

When you login to the game you can instantly see the entire map. This is intentional but only for testing the game and the ruleset.

akfaew::
wieder::East German
el_perdedor::Cornish
Kryon::Turkish
edrim::Pashtun
Temmikael::Thai
dvgo::Babylonian
jerzeppp::Jamaican
sigur::Ruthenian
JohnnyBin::Karelian
arkan::Wuerttembergian
paavo::North Korean
StratThinker::Viking
Jontte::Sumerian
soon::Chananean
ankka8x::Zulu
mmultima::Dryad
kull::
Lord_P::Palatinate
latexi95::Finnish
elrik::Polynesian
chill::Roman
bamskamp::Tuvan
sandain::Hacker
ACGlasier::Atlantean
Corbeau::Cuban
Haken::Austrian
zorn::
maho::Vampire
xandr::Aleut
nicemicro::Hungarian
mmm2::UN
SeeSchloss::Taiwanese
taulover::Californian
wwqt::Ukrainian
HanduMan::Malaysian
jcreus::Catalan
mika::
dfroger::Ostrogothic
chomwitt::Hellenic
ElielMX::French
cdoucet::Toltec
Drew::Antarctican
Xanox::

Posted: Sat Dec 19, 2015 4:31 pm
by wieder
Here is the map of this test game.

Image

Posted: Sat Dec 19, 2015 11:24 pm
by wieder
Here is another example of the map. This time from next to the pole area.

Image

Posted: Sat Dec 19, 2015 11:53 pm
by Corbeau
Hm, you mentioned that only X-wrap and no Y-wrap give advantage to some people, I assumed you mean that nations near the poles had fewer neighbours which puts them into a better position. But what I see here is exactly the same thing. Poles are SLIGHTLY smaller and with different shape, but still, nobody in their right mind will go through glaciers to attack. So it amounts to the same thing, with X-Y-wrap being completely insane and unintuitive.

Posted: Sun Dec 20, 2015 12:01 am
by wieder
We had a very long and complicated war(s) through the poles in LT32. With that game the alpines were really useful for doing lots of work but they were only the pioneer units. Engineers, marines, fighters and some other units were used for the attacks.

Posted: Mon Dec 21, 2015 9:48 am
by wieder
With 750 tiles / player we would get a map like this one. The players would start on the areas having yellow color. Those areas without it will be left without players in the start.

Image

Posted: Tue Dec 22, 2015 10:48 pm
by dvgo
I think I found a bug in the ruleset:
In terrain.ruleset, line 1085:
"Base", "Pre-Fortress", "Tile", TRUE
should have FALSE instead of TRUE. With TRUE this means that the requirement is negated, which means that like this a fortress can be build by itself. But if there is already a pre-fortress on the same tile, then a fortress can *not* be build. With FALSE instead of TRUE the meaning would be the correct requirement of a pre-fortress being build before a fortress can be build on top of it.

I tested this in the test game just now.

And while I am writing about this: After it is fixed, one will be able to build a pre-fortress, then a fortress on top of ist. But then both are on that tile, meaning pillaging will remove either the pre-fortress or the fortress, but not both. Should that be changed? I think it would be more intuitive if pillaging would remove both at the same time (perhaps even better: building a fortress replaces the pre-fortress). But I admit, I don't know how that change could be done.

Posted: Tue Dec 22, 2015 11:05 pm
by wieder
Cool! Thanks! I fixed that. Really hard to figure out how to get everything working from 2.3. All help is very welcome :)

I guess we can leave it like that and force the players to pillage both independently.

Posted: Tue Dec 29, 2015 4:50 pm
by Haken
Could we restart test games each day ?