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XXL templates, any?
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Valery Offline

Posts: 1796
Post: #1

Hi,

I am looking for templates for xxl maps, mainly vs several computers. Please share some if you have, I couldn't find anywhere, thanks.

Привет, я ищу шаблоны для сверхбольших карт, в основном против нескольких компьютеров. Поделитесь пожалуйста, если есть что-то, сам найти нигде не смог. Спасибо.


All my WoG scenarios
11.11.2013 00:20
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Berserker Offline
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Post: #2

11.11.2013 00:38
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Valery Offline

Posts: 1796
Post: #3

Thanks, it was Tesserat I was looking for. Very good template/


All my WoG scenarios
11.11.2013 01:17
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Valery Offline

Posts: 1796
Post: #4

Algor made Tesseract? It is my preferred template but I struggle at editing it. I wanted XXL no underground so deleted zones 9-16.

In Zone->human start I checked 4 positions (I want 4 players) and left computer start columns empty. But when I try to create random with 4 players it says not valid. It only creates if I choose 1 human and 3 computers. The template is in a mod/data, not in root.

No idea what to do to fix it.


All my WoG scenarios
13.11.2013 21:36
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Berserker Offline
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Post: #5

Yes, he is the author.
Алгор, Валерий просит шаблон Тессеракта без подземелья.
13.11.2013 23:36
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Valery Offline

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Post: #6

Tesseract is the best template I played on. If Algor reads this, I have a few questions about templates, mostly about treasure zone details, I figured high values for non starting areas, but for starting area I am getting 50 den of thieves.

Tesseract modified

And maybe he can take a look and tell me why I cant generate map with 4 players from this file. It only does if 1 human and 3 AI are selected. Any help will be appreciated.


All my WoG scenarios
(This post was last modified: 13.11.2013 23:57 by Valery.)
13.11.2013 23:56
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Algor Offline
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Post: #7

Berserker, если совсем ужасно, подкорректируй мой "не-английский".147

Valery:
1. Every link of "Connections" section must have "Restrictions". In your template 9th-12th links are without this.
2. Low/High from "Treasure" sections too big. Values above 13000 is not used. Maybe "Low" < 100 also not used (not sure).
3. If sum(Density)>10, locations become overloaded by objects.
4. "Base Size" is too small. Final sizes of locations in this case (on XXL-maps) may begome very different.

"1" may be a reason of "cant generate map".
"2","3" may be a reason of "50 den of thieves".
"4" - simple a tip.

(13.11.2013 23:56)Valery Wrote:  Tesseract modified
Tesseract is figure with 16 angles (16 location in my template linked as this angles). In your version it is not "tesseract" 118

(13.11.2013 21:36)Valery Wrote:  I wanted XXL no underground so deleted zones 9-16.
Why? XXL without underground is "Minimum Size"=16, as in yor template.
But in this "small" map generator may be chashed with this template - to many locations/links.


(This post was last modified: 14.11.2013 00:46 by Algor.)
14.11.2013 00:42
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Valery Offline

Posts: 1796
Post: #8

Yeah I know the geometric got squeezed but I am only playing with my fast AI mod and AI is taking too long if more than 3. As I liked the level of treasures and monsters I deleted the unusable part, the underground. I read Midnight interview in HC and he said that treasure > 100000 can be done, you will get azure dragons dwellings and lot of utopias, which seems to be right.

I don't know about base size, Midnight says it is only a percentage calculated between starting area and treasures, what should I put for a "tesseract" no under? I used 40 for starting areas and 30 for treasure zone, so it is smaller.

What is about restrictions 9-12 link? I thought it is about 9-12 zones ID, so if I deleted zones, I deleted restrictions too, not ok?

@Edit: fixing restrictions 9-12 enabled me to generate map now, thanks. I got is about connections. Started yesterday to read templates, was confused first. What I liked in tesseract is that I never got blocked between areas and map challenge was good. 16: minimum, but maximum if no under would be?

I play only XXl, on less than that, I got beat by computer.


All my WoG scenarios
(This post was last modified: 14.11.2013 01:03 by Valery.)
14.11.2013 00:51
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Algor Offline
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Post: #9

(14.11.2013 00:51)Valery Wrote:  and he said that treasure > 100000 can be done, you will get azure dragons dwellings and lot of utopias, which seems to be right.
Hmm, I did not know that, believed that the number of objects is determined only by the "density". Need to check...

(14.11.2013 00:51)Valery Wrote:  16: minimum, but maximum if no under would be?

The easiest way to remember this:

"Line sizes": S=1, M=2, L=3, XL=4.
For XXL-mod : S=4, M=5, L=6, XL=7.

So, "Size" = "Line sizes"^2. For maps with undergrounds "Size" multily by 2.
For example, "Size" for XXL(L)+U: 6^2*2=72.


14.11.2013 10:28
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Valery Offline

Posts: 1796
Post: #10

(14.11.2013 10:28)Algor Wrote:  "Line sizes": S=1, M=2, L=3, XL=4.
For XXL-mod : S=4, M=5, L=6, XL=7.

So, "Size" = "Line sizes"^2. For maps with undergrounds "Size" multily by 2.
For example, "Size" for XXL(L)+U: 6^2*2=72.

I really don 't get it Bad: you say that base size for XXL is 7, but in your result you use 6, as for XL. If I want to generate XXL without underground then I should use 6*6 or 7*7? So far 36 or 49 put as maximum size do not allow generating map, only 98 it worked but had to uncheck manually underground.

Also, do you know a way to know and apply a precise seed to every map you generate, so they are exactly same? I could test the different values if every map had same monsters/objects. When we generate a map, we get a seed number in description, I guess is not possible to trigger it again?


All my WoG scenarios
14.11.2013 11:03
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Algor Offline
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Post: #11

(14.11.2013 11:03)Valery Wrote:  [quote='Algor' pid='80661' dateline='1384406882']
"Line sizes": S=1, M=2, L=3, XL=4.
For XXL-mod : S=4, M=5, L=6, XL=7.

So, "Size" = "Line sizes"^2. For maps with undergrounds "Size" multily by 2.
For example, "Size" for XXL(L)+U: 6^2*2=72.

(14.11.2013 11:03)Valery Wrote:  you say that base size for XXL is 7, but in your result you use 6, as for XL.

For XXL(XL) without underground: 7*7=49.

Note: "Islands"-option for any size need a smaller-size template. Generator create smaller waterless map, and then expand this by adding water between original locations.

(14.11.2013 11:03)Valery Wrote:  When we generate a map, we get a seed number in description, I guess is not possible to trigger it again?
105


14.11.2013 11:57
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Valery Offline

Posts: 1796
Post: #12

Ok, thanks

I see no difference between size 98 and 49, I guess it does not matter.


All my WoG scenarios
(This post was last modified: 14.11.2013 13:14 by Valery.)
14.11.2013 13:14
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Algor Offline
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Post: #13

(14.11.2013 13:14)Valery Wrote:  I see no difference between size 98 and 49, I guess it does not matter.
For XXL(XL) without underground: 7*7=49.
For XXL(XL) with underground: 7*7*2=98.


(This post was last modified: 14.11.2013 14:08 by Algor.)
14.11.2013 14:08
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Valery Offline

Posts: 1796
Post: #14

How with OB:C?

No need to compare prison ID with position, if the hero has no owner and is on map, that will be:

if y>0 hero will be in prison


All my WoG scenarios
(This post was last modified: 14.11.2013 16:52 by Valery.)
14.11.2013 16:50
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Valery Offline

Posts: 1796
Post: #15

Algor, how can we tell to rmg where exactly each zone will be? My wish would be to have a template 3 players no Underground, where both AI start in left and right upper corners and human bottom, and between them treasure zones. But no matter where I set the zones, still players start in random locations and can't get the right thing. Are zones locations definite randomly?


All my WoG scenarios
22.11.2013 10:01
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