#51 11.06.2015 22:30:57

evan
Player
Posts: 70

Re: LW3

Great work Edrim!

That's a really inspired set of rulesets. 
I like all of it so far.
And your terrain transformations are much more logical than the normal rules.

I hope I didn't misunderstand an earlier post regarding a diffference of rulesets between the levels. Both 'a' and 'b' will be using the same ruleset, right?

Also, can we start the confirmations now? That way we can see how many players in each of the two/three levels. Or is it still your intention to keep the players/numbers hidden until the final moment - when we will receive the info/server?

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#52 12.06.2015 07:10:07

edrim
Ganoes Paran
Posts: 478

Re: LW3

All boards will get same settings.
There will be much less land for player then in previous games, but there will be only couple of settlers to settle.
I am not sure if we should kill all cities, I am still trying to figure what to do. Maybe you can capture by conquering cities larger then size 7.
So if you conquering city from size 1-7 it will be ruined but with size 8 you will get city size 1, and so on.
This is quite close to how to looks like for me when a hudge army is conquering cities, when there is a small city it will be destroyed after army go out, but hudge cities may stay alive but with total disaster.

I dont think situation that it will be only two cities in different part of continent alive and it will be boring, for me probability of this in all boards is quite close to zero.


Typical Map:
11390561_979521092072341_7920702608291572964_n.png?oh=316199bfa77f5efce1b5af8b7ecd5cff&oe=55FB326F

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#53 12.06.2015 07:34:43

edrim
Ganoes Paran
Posts: 478

Re: LW3

.serv file:

set mapsize="PLAYER"
set generator="RANDOM"
set startpos="ALL"
set tilesperplayer=350
set topology=""

set separatepoles=disabled
set alltemperate=enabled
set temperature=48
set steepness=15
set landmass=65

set wetness=60
set huts=0
set barbarians=disabled
set specials=200
set steepness=0
set killcitzen="LAND"

set rapturedelay=3

set techlost_recv=100
set techlost_donor=0
set diplcost=0
set trademindist=999
set diplchance=50
set diplomacy=HUMAN
set techpenalty=0
set sciencebox=200

set restrictinfra=disabled
set unreachableprotects=disabled
set maxplayers=126
set saveturns=1
set scorelog=1
set citymindist=5
set dispersion=0
set startunits=ccccccwwx - depends from number of players
set unitwaittime=36000
set aifill=0
set techlevel=0
set allowtake=""
set spacerace=enabled
set timeout=90000
set revolen=2
set trading_city=disabled
set foggedborders=enabled
set contactturns=0
set ec_turns=9
set ec_max_size=5000
set ec_chat=enabled
set ec_info=enabled
set stats_script=/home/dude/stats/insert.pl
set compresstype plain
set cmdlevel info
metamessage "LW3a | More info: http://longturn.org/game/LW3/"
metapatches longturn


syncturn
start

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#54 12.06.2015 18:18:34

StratThinker
Player
Posts: 57

Re: LW3

edrim wrote:

All boards will get same settings.
There will be much less land for player then in previous games, but there will be only couple of settlers to settle.
I am not sure if we should kill all cities, I am still trying to figure what to do. Maybe you can capture by conquering cities larger then size 7.
So if you conquering city from size 1-7 it will be ruined but with size 8 you will get city size 1, and so on.
This is quite close to how to looks like for me when a hudge army is conquering cities, when there is a small city it will be destroyed after army go out, but hudge cities may stay alive but with total disaster.

I think that we should have

set killcitizen ""

The reason for this is twofold: a) it gives a reward to players doing the attacking, which increases the amount of war - which is what you seem to be going for; b) new cities cannot be built, so this reduces the chances of having a map almost void of cities.

edrim wrote:

.serv file:
set stepness=0

What is stepness?


Edit: I am actually happy with almost any settings.

Last edited by StratThinker (12.06.2015 18:22:24)

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#55 13.06.2015 17:14:29

edrim
Ganoes Paran
Posts: 478

Re: LW3

steppness is how many hills/mountains is generated into a worldmap

killcitizen is nice option, but i prefer to have something different, citywalls prevents from killcitizen but no citiwalls are killing citizen after succesfull attack.

Added:

[effect_city_walls_1]
name    = "Unit_No_Lose_Pop"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "City Walls", "City"
     }

Because i am going to do that cities only from size 8 can be succesfull conquered but with size-7 after conquering:)

This game is going to be a sudden death game, i dont want players to have other players cities, but if somebody lost his city with size up to 8 it is good prize for conquering. See it that you need to get this city with walls (+def factor from size and walls) so you will get reward from this type of conquering.

Elrik said that this:

(...)
void unit_enter_city(struct unit punit, struct city pcity, bool passenger)
(...)
if (pcity->size <= 1) -> if (pcity->size <= 7)

Do you think it is here too?:

  if (city_remains) {
    /* reduce size should not destroy this city */
    fc_assert(city_size_get(pcity) > 1);
    city_reduce_size(pcity, 1, pplayer);

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#56 13.06.2015 17:23:26

evan
Player
Posts: 70

Re: LW3

In the serv file on GitHub you have

11 set steepness=15
17 set stepness=0

using /help in the game prompt gives <<no match for help argument for 'stepness'>> or 'steppness'

Can I go ahead and download the serv file anyway, or will this create a problem?

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#57 13.06.2015 17:30:08

edrim
Ganoes Paran
Posts: 478

Re: LW3

Option: steepness  -  Amount of hills/mountains
/help: Description:
/help:   Small values give flat maps, while higher values give a steeper map
/help:   with more hills and mountains.
/help: Status: changeable
/help: Value: 30, Minimum: 0, Default: 30, Maximum: 100

Git problem corrected.

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#58 13.06.2015 17:35:19

evan
Player
Posts: 70

Re: LW3

Sorry Edrim, I know you must be busy, but now you've spelt 'steepness' as 'stepeness'

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#59 13.06.2015 17:52:05

edrim
Ganoes Paran
Posts: 478

Re: LW3

evan wrote:

Sorry Edrim, I know you must be busy, but now you've spelt 'steepness' as 'stepeness'

Is it correct now?

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#60 13.06.2015 18:09:11

evan
Player
Posts: 70

Re: LW3

No, sorry.
it's spelt steepness
English spelling is hard for us too smile

I just commented out the incorrect line before and ran the game, and saw that there is no wrap XY topology in the server, just the " ", the same as for the killcitizen " " , is that how it's meant to be?

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#61 13.06.2015 18:14:56

edrim
Ganoes Paran
Posts: 478

Re: LW3

hmm, citywalls has been fixed now, so killcitzen is out to date now, it will be LAND only

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#62 13.06.2015 18:19:41

edrim
Ganoes Paran
Posts: 478

Re: LW3

Maybe change from (file server/citytools.c):

  if (city_remains) {
    /* reduce size should not destroy this city */
    fc_assert(city_size_get(pcity) > 1);
    city_reduce_size(pcity, 1, pplayer);

to

  if (city_remains) {
    /* reduce size should not destroy this city */
    fc_assert(city_size_get(pcity) > 7);
    city_reduce_size(pcity, 7, pplayer);

Will give us what i want, it means that when you conquer cities size 1-7 it will be destroyed, and size 8 and more will reduce size by 7 and left a city for conqueror:)

Could anybody test it?

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#63 13.06.2015 20:04:23

kull
Player
Posts: 43

Re: LW3

when is starting LW3?

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#64 13.06.2015 20:12:04

edrim
Ganoes Paran
Posts: 478

Re: LW3

There is two ways of doing it:)
First - we will set a test game with one board and all players to check if settings are correct.
Second - we are going live ASAP, this is bad way, becasue some settings may not work correct, we dont have wonders fixed and we should have some days to confirm settings by all players like in rules (yes, I know, I wanst able to keep deadlines).

How about starting test game in monday in one board, and after a week of restarting server with 2 minutes TC we will start a real Wars.

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#65 13.06.2015 20:50:10

kull
Player
Posts: 43

Re: LW3

no problem with any delays edrim, i just do not want to miss the first turns this time smile

the time and day thats best for all, for me is ok.

thanks for the update, i know each one of you (admins) also have personal live. Thanks for all the work preparing and hosting the games.

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#66 14.06.2015 22:03:53

fox
Player
Posts: 6

Re: LW3

I still get the "operation completed successfully" message but am not able to join the game.  I'm using 2.3.5.  When will the game be join-able?

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#67 15.06.2015 05:49:45

mmm2
Player
Posts: 565

Re: LW3

Perhaps we should postpone Lw3 until autumn?
1) Lw3 has been in pregame forever, about half of players will be idlers if game was really started today..
2) Lw3 has more entrants than Lt35. Perhaps we could consolidate the two into one game, because there is barely enough players for even one ladder.
3) It is summertime, so everyone is vacationing now, and most players will be idlers anyway..

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#68 15.06.2015 07:43:14

edrim
Ganoes Paran
Posts: 478

Re: LW3

Everybody will confirm if they want to participate or not.
There is a delegation form if someone goes to vacation.
Idler will be punished as it is in rules.
LW35 perheps will not gain more players because ...

LW is separately from LT so we cannot compare players signed to both of this initiatives.

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#69 15.06.2015 07:45:35

edrim
Ganoes Paran
Posts: 478

Re: LW3

fox wrote:

I still get the "operation completed successfully" message but am not able to join the game.  I'm using 2.3.5.  When will the game be join-able?

There will be a accept rules form in main page, a mail to all participiants that they need to accept and after couple of games we will start.
I am still waiting to hava -7 size after conquering included to server, then we will start a test game because of so many changes to ruleset.

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#70 15.06.2015 08:26:34

StratThinker
Player
Posts: 57

Re: LW3

edrim wrote:

Everybody will confirm if they want to participate or not.

Once you do confirmations, then please stop sign ups; otherwise we will have players signing up and confirming on the same day.

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#71 15.06.2015 11:55:48

mmm2
Player
Posts: 565

Re: LW3

StratThinker wrote:

please stop sign ups.

sign ups ended more than 20 days ago! I signed up on  27.05.2015, and that was last day to register. anyone wanting to register or sign out of game has been locked out since then...

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#72 15.06.2015 16:52:05

edrim
Ganoes Paran
Posts: 478

Re: LW3

This is nto working like it.
Signups will be open till game started.
Some players may want to see rules before they will join, some players may want to join just in last minute.
I just fixed signing in, and it is possible to signin and signout.

Confirmation will be set on after all settings will be stoped to changes. (of course it may something broke and i will be not able to set confirmation on)

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#73 25.06.2015 06:31:25

edrim
Ganoes Paran
Posts: 478

Re: LW3

This ruleset was invented by me to prepare a game like sudden death. So if you fail in something you will die very quick.
How about not to rebuild Palace after capitol is destroyed or taken? I did a test game and if you loose capitol (your last builded city) and have a non home settler, when you build this city you will not get it with Palace and you will get max corruption and waste for free:) So in our game Capitol should be most defended city in our nation because if we fail with it we are in black hole (need to rebuild Palace fast).

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#74 29.06.2015 19:42:19

edrim
Ganoes Paran
Posts: 478

Re: LW3

Ok, I think Ruleset is ready to go, can you please confirm you are agree to play with this settings by pressing confirmation on http://longturn.org/game/LW3/?

Everybody who will not do this will not be able to play.

I want to start a game after next weekend so please do it at last on saturnday 04.07.2015

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#75 13.07.2015 06:26:52

dz
Player
Posts: 5

Re: LW3

Hey guys,

Remember me? I've been away for a couple of years.

Is it too late for me to join this game?

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