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The citymindist for SG1?

Posted: Wed Sep 20, 2017 12:30 pm
by wieder
It means the distance between cities. With value 1 the new cities can be in the next tile to the old ones. With value 3 there must be 2 tiles between the cities.

The city work area will be 3 tiles meaning roughly a bit less than 50 workable tiles. There is no problem with work tiles overlapping. In that case the cities will just "fight" with size to grab the tiles.

For previous LT games citymindist has been 4 or 5. This time we are probably setting it to 2 but we could also use some other value like 1 or 3 if that's what people would like to have.

Opinions?

Posted: Wed Sep 20, 2017 12:50 pm
by Caedo
Well, I'm a staunch largepoxer, so I'm always in favor of more rather than less. I'd even go with 4 or 5, but if that's not on the table, 3 would be the way to go.

Posted: Wed Sep 20, 2017 1:25 pm
by wieder
The map is already populated with cities when the game starts. The citymindist is needed mostly for situations where an oled city is destroyed and the players want to build a new city or cities to replace it.

If you like largepoxing, LT40 might be something you enjoy. There the citymindist will be 6 and the cities will be able to get even larger work area compared to previous games. The area is 7*7 tiles in the start but will grow to 9*9 once the game proceeds. Should be interesting. (edit: you already signed on it, coo!)

Now when I think about it, the map for SG1 will be revealed from the start. It could have been hidden but because of the test games we need to make sure all is ok, it's probably best to set revealmap=START

Once we have the players positioned on the map we can start the first test game. It's not required for the players to take a look at it. However to make sure all is working, it's highly recommended that as many players as possible connect to the test setup. Details about that will be released as soon as possible.

Posted: Wed Sep 20, 2017 1:40 pm
by Sketlux
Hm, I dont like the idea of revealing the map. Can I not put unreachable tiles around everyone location for testing reasons and then use the the map without unreach...? So everyone would be able to see his locations test around his city but not be able to explore and we could still see if something is missing/not working?

Posted: Wed Sep 20, 2017 6:10 pm
by wieder
Using unreachables might work but removing them would alter the setup. Also, it would make it harder to test the game setup since encountering other nations is something we want to check. LT32 workerd well even while the map was known beforehand. Yeah, it takes away exploring but at least for the first game this is probably the only way to make sure we can make proper tests.

I've edited the players to the game. Let's see how to do the rest of the stuff.

Posted: Wed Sep 20, 2017 6:40 pm
by wieder
New stuff to me... How do I set the rulesetdir for a scenario game? Just with the SG1.serv? Not with the savefile?

Posted: Wed Sep 20, 2017 8:03 pm
by wieder
ok, I'm apparently blind when looking at the ruleset file :)

rulesetdir fixed, SG1 ruleset starts ok at the test.