[Complete] Best two units, the tournament

Moderator: Forum Moderators

Post Reply
Mabuse
Posts: 2130
Joined: November 6th, 2007, 1:38 pm

Re: Best two units, the tournament

Post by Mabuse »

if you ask me, and money doesnt matter in wesnoth, you can always make the grunts 1g cheaper. lets say a grunt cost 11 gold.

that would have not the impact of 2 additional gold per round, but is still ok. :lol2:

but wait..... then people would say: grunts are too cheap and OP.

as said have it or not, one grunt behind your lines happily capturing villages is imo a nice thing to have.
The best bet is your own, good Taste.
AlaskanAvenger
Posts: 156
Joined: February 23rd, 2011, 9:10 pm

Re: Best two units, the tournament

Post by AlaskanAvenger »

nani's idea sounds like the best as there is no reason to replay all the battles, especially if the looser was the one with the bonus, and there were several other battles that were decisive victories for the 2nd player where the gold bonus would have been of no real effect.
Gnork
Posts: 127
Joined: November 7th, 2006, 1:42 pm
Location: Montréal (QC)

Re: Best two units, the tournament

Post by Gnork »

nani wrote:It might be a good solution to give some kind of 1/2 week complaining deadline.
If the replay-request isn't pm'ed to the winner(opponent) in that time, a match could be seen as valid.
This way we'd avoid replaying the matches including players that actually do not care much about the tourney/game.
It *is* a good solution :wink:
Gnork
Posts: 127
Joined: November 7th, 2006, 1:42 pm
Location: Montréal (QC)

Re: Best two units, the tournament

Post by Gnork »

Following games are invalid and should be replayed:
  • Dunno vs Mint
    Mabuse vs Mint
    Gnork vs ShadowVeil
    soul_steven vs Haart
Sorry for the inconvenience; the result table has been cleared accordingly.

However these games are valid and do not need to be replayed:
  • Gnork vs alexanderthegre
    Gnork vs soul_steven
    Demogorgon vs AlaskanAvenger
I did not check the other games: feel free to complain about them if necessary :geek:

Considering that, the group phase is now scheduled to end on January 30th.
User avatar
Mint
Posts: 159
Joined: January 22nd, 2011, 9:29 am
Location: Location Location Location

Re: Best two units, the tournament

Post by Mint »

Mint vs Trend happened on onis. Mint p1, Trend p2.
Spoiler:
Attachments
2p_—_Den_of_Onis_replay.gz
Mint vs Trend on onis
(12.89 KiB) Downloaded 248 times
Last edited by Mint on January 16th, 2012, 3:05 am, edited 1 time in total.
User avatar
Mint
Posts: 159
Joined: January 22nd, 2011, 9:29 am
Location: Location Location Location

Re: Best two units, the tournament

Post by Mint »

The extra income issue is gone, but apparently p2 starts with 2 more gold than p1. That could be enough for the 1 extra game changer.
I'm assuming this is an error because the normal maps in default era do have the same gold for p1 and p2... :?
Mabuse
Posts: 2130
Joined: November 6th, 2007, 1:38 pm

Re: Best two units, the tournament

Post by Mabuse »

now we could debate endlessly wether the 2 extra gold make any difference or not.
imo, it is a difference.

tbh, i think the ERA should be adapted right and this bug should be fixed before games are played.

maybe it happens on maps where p2 has 1 villages already occupied. this village gives income for turn1 ofc.

you could save all village-locations at game start. foreach/filter for villages already occupied by players.
save the result in variables (for each player). multiply these variables by 2 and substract this from the starting gold. fixed.



EDIT:
--------
ah wait. i'll make it for myself and actually test it.


EDIT2:
btw, i downloaded the newest upload of the PYR-era on page1 (was the first one who downloaded it) and it seems it adds again +2 income every turn .... correct me if im wrong

atm, i will not bother doing anything with it the until the issue is again looked at.
The best bet is your own, good Taste.
User avatar
Doc Paterson
Drake Cartographer
Posts: 1973
Joined: February 21st, 2005, 9:37 pm
Location: Kazakh
Contact:

Re: Best two units, the tournament

Post by Doc Paterson »

Well, I guess it can be thought of in this way:

The average game in this tournament has been what, maybe 15 turns?

Is one player getting 30 extra gold cool? Probably close to 2 free units?

I tend to think it does matter, but I also don't care all that much about what is decided.
I will not tell you my corner / where threads don't get locked because of mostly no reason /
because I don't want your hostile disease / to spread all over the world.
I prefer that corner to remain hidden /
without your noses.
-Nosebane, Sorcerer Supreme
Gnork
Posts: 127
Joined: November 7th, 2006, 1:42 pm
Location: Montréal (QC)

Re: Best two units, the tournament

Post by Gnork »

Mabuse wrote:btw, i downloaded the newest upload of the PYR-era on page1 (was the first one who downloaded it) and it seems it adds again +2 income every turn .... correct me if im wrong
The fix has been done in the maps, not in the PYR-era.
I uselessly re-uploaded the same era, but the corrected maps must be downloaded from the add-on server, thanks to nani who uploaded them again :geek:

As for the 2 starting gold difference, I don't think it really matters for this tournament which is mainly for fun; but if it upsets you, you can still play on a non-unbalanced map like Sablestone Delta :wink:
Mabuse
Posts: 2130
Joined: November 6th, 2007, 1:38 pm

Re: Best two units, the tournament

Post by Mabuse »

Gnork wrote: As for the 2 starting gold difference, I don't think it really matters for this tournament which is mainly for fun; but if it upsets you, you can still play on a non-unbalanced map like Sablestone Delta :wink:
in other words:
you dont know how to fix it. and due to that you decided to live with it, instead of making the whole era/maps working correct. why dont you ask for somebody to fix it.


of course +2 gold can influence wether you get a unit one turn earlier or not.
so its one untis earlier at the front, earlier available for defense. etc.

but the main point is playing a buggy game is really not satisfying.
i think i will fix it.
The best bet is your own, good Taste.
Gnork
Posts: 127
Joined: November 7th, 2006, 1:42 pm
Location: Montréal (QC)

Re: Best two units, the tournament

Post by Gnork »

Mabuse wrote:why dont you ask for somebody to fix it.
Because we are lucky enough to have voluntary people like you to do that without being asked? :mrgreen:
Mabuse
Posts: 2130
Joined: November 6th, 2007, 1:38 pm

Re: Best two units, the tournament

Post by Mabuse »

yeah.
btw, i checked out the new PYR maps and it appears that there are no "already-owned" villages anymore.

is this correct ?


because i just made the fix wanted to test it, was happy that it "worked", only to find out that there are no "pre-owned" villages anymore. which would fix the problem in another way, but probably not in the best.
The best bet is your own, good Taste.
Gnork
Posts: 127
Joined: November 7th, 2006, 1:42 pm
Location: Montréal (QC)

Re: Best two units, the tournament

Post by Gnork »

Mabuse wrote:btw, i checked out the new PYR maps and it appears that there are no "already-owned" villages anymore.

is this correct ?
Dunno wrote:I fixed it by a simple patch to PYR maps-instead of trying to understand that mega-hard code of the era, I simply put the capture_village event to 2nd turn so it is not counted by the faulty era as base income.
Does it answer your question?
Mabuse
Posts: 2130
Joined: November 6th, 2007, 1:38 pm

Re: Best two units, the tournament

Post by Mabuse »

i see.
(i anyway used a map with no pre-owned village in the test which made me ask the question :oops:)

finally i got it.
i kinda messed a bit around with the right syntax :P

ok, this is the era working as it should be.
PickYourRecruits_Era.zip
(12.19 KiB) Downloaded 237 times

the code within a side-event that triggers for all players on turn 2

Code: Select all

[store_locations]
variable=city.$side_number|
terrain=*^V*
owner_side=$side_number
[/store_locations]
                                       
{VARIABLE city_$side_number  0}
						
{FOREACH city.$side_number| j}
{VARIABLE_OP city_$side_number add 2}
{NEXT j}


[.....]


[gold]
side=$side_number
amount=-$city_$side_number
[/gold]

Last edited by Mabuse on January 16th, 2012, 10:50 pm, edited 2 times in total.
The best bet is your own, good Taste.
Gnork
Posts: 127
Joined: November 7th, 2006, 1:42 pm
Location: Montréal (QC)

Re: Best two units, the tournament

Post by Gnork »

Mabuse wrote:ok, this is the era working as it should be.
Congratulations and thanks! :D
Post Reply