[Complete] Best two units, the tournament
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Re: Best two units, the tournament
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.
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.
that would have not the impact of 2 additional gold per round, but is still ok.
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.
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Re: Best two units, the tournament
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.
Re: Best two units, the tournament
It *is* a good solutionnani 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.
Re: Best two units, the tournament
Following games are invalid and should be replayed:
However these games are valid and do not need to be replayed:
Considering that, the group phase is now scheduled to end on January 30th.
- Dunno vs Mint
Mabuse vs Mint
Gnork vs ShadowVeil
soul_steven vs Haart
However these games are valid and do not need to be replayed:
- Gnork vs alexanderthegre
Gnork vs soul_steven
Demogorgon vs AlaskanAvenger
Considering that, the group phase is now scheduled to end on January 30th.
Re: Best two units, the tournament
Mint vs Trend happened on onis. Mint p1, Trend p2.
Spoiler:
- Attachments
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- 2p_—_Den_of_Onis_replay.gz
- Mint vs Trend on onis
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Last edited by Mint on January 16th, 2012, 3:05 am, edited 1 time in total.
Re: Best two units, the tournament
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...
I'm assuming this is an error because the normal maps in default era do have the same gold for p1 and p2...
Re: Best two units, the tournament
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:
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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.
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.
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Re: Best two units, the tournament
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.
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
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
Re: Best two units, the tournament
The fix has been done in the maps, not in the PYR-era.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
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
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
Re: Best two units, the tournament
in other words: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
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.
Re: Best two units, the tournament
Because we are lucky enough to have voluntary people like you to do that without being asked?Mabuse wrote:why dont you ask for somebody to fix it.
Re: Best two units, the tournament
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.
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.
Re: Best two units, the tournament
Mabuse wrote:btw, i checked out the new PYR maps and it appears that there are no "already-owned" villages anymore.
is this correct ?
Does it answer your question?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.
Re: Best two units, the tournament
i see.
(i anyway used a map with no pre-owned village in the test which made me ask the question )
finally i got it.
i kinda messed a bit around with the right syntax
ok, this is the era working as it should be.
the code within a side-event that triggers for all players on turn 2
(i anyway used a map with no pre-owned village in the test which made me ask the question )
finally i got it.
i kinda messed a bit around with the right syntax
ok, this is the era working as it should be.
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.
Re: Best two units, the tournament
Congratulations and thanks!Mabuse wrote:ok, this is the era working as it should be.