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TESTING New Game Type
http://game.dom3minions.com/bin/Chaos_chk.cgi
You can start a game with one player (since there are AIs in the game). I know Im famous for my insane games and maps anyway but I have to admit that I might have gone overboard this time. I might step it back to what I orginally had in mind but I thought I would give you all a chance to try this out while it lasts. This is not a regular Dominions game. Do not EXPECT to win. There are some wildly variable things about these games which have not been seen before. Take nothing for granted. Scout carefully. PD heavily. And good luck. Gandalf Parker |
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Thank you, I'll try one in the evening.
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As I can see games are being started rapidly. So I would like to reserve this one for myself, if you please:
era 3 chaoticized game chaos_stunts on port 7385 Would you people be so kind not to start this one? |
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My surprise was that Special Monsters can take such an important role in the games. Mine might have been randomly lucky for one of the SM players but it really kicked my tail marching an army that was made up of many specials that had landed in many provinces. But on the next game both SMs fell out fairly fast so it might have just been random.
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I started a game. It's acting very strangely. Perhaps I shouldn't have chosen a water race (MA R'lyeh)?
I made an awake pretender but he was not present at the beginning of the game. I had a random land army parked in my underwater province. (Perhaps it overwrote the pretender?) Turn 1 I had 120 unrest in my capital. The first province I took also had 100+ unrest. With that kind of a start there's no way to keep going. I may try to start another a bit later and see if it works better for me. This looks really interesting, so I hope it works. |
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That was a rash of bad luck. Im not sure what would have happened to your pretender though. It does tend to work better with land nations but then it also tends to balance some of the advantages that water nations have against AIs.
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OK Im getting a feel.
I think I need to lower the number of castles being scattered. And increase the Special Monsters abit. Maybe try allying the special monsters and independents. I might also increase the amount of equipment being scattered around. By the way, if you want to end a game early and clear it from the games list, just set yourself to AI then finish your turn. |
Re: TESTING New Game Type
i tried to start the:
era 1 chaoticized game chaos_spices on port 7214 with difficult AIs Rlyeh, Arcoscephale, Agartha allied against you game, but i get the nice error: N�got gick fel! expected turn file, got crap N�got gick fel! expected turn file, got crap in the console. Do i need some mods installed, or is there just some error with the game? |
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Wow Ive never seen that error. Has anyone else gotten it? The game is pretty good about server errors. It will tell you if a mod or map is missing, or wrong version of the game, or an old god file. It seems as if the turn file was refused at your end. Try getting it again. Maybe there was a burp in the internet someplace as you received it. |
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Hmmm I was able to pick up your turn file with no problem.
(good starting position by the way) |
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it is still not working, and this is what the debug output says.
get ipadr done () Performing namelookup... namelookup 1 63.199.8.158 connect 0 errno 0 sendpacket first:3 len:7 Waiting for packet tcp_anypacket, got a fresh byte... len=1 data=102 got it readinfo era 1 done, can start 0 gamename chaos_spices Installmods sendpacket first:17 len:7 Waiting for astral packet tcp_anypacket, got a fresh byte... len=1 data=102 got it highestmod -1 ConfirmGameInfoMods -1 EnableGameInfoMods -1 starttcpclient: gamename chaos_spices nations 0 sendpacket first:1 len:102 Waiting for astral packet tcp_anypacket, got a fresh byte... len=1 data=102 got it sendpacket first:5 len:7 Waiting for astral packet tcp_anypacket, got a fresh byte... len=1 data=102 got it player 0 passreq 0 ... every player ... player 94 passreq 0 sendpacket first:3 len:7 Waiting for packet tcp_anypacket, got a fresh byte... len=1 data=102 got it readinfo era 1 done, can start 0 Request turn file 18 sendpacket first:7 len:9 Waiting for astral packet progress tcp_anypacket, got a fresh byte... len=1 data=102 uncompressing decomplen = 74021 (0x12125) complen 8984 got it passres 32 tcp_getturnfile: gname:chaos_spices pl:18 expected turn file, got crap (32) N�got gick fel! expected turn file, got crap N�got gick fel! expected turn file, got crap flushopengl mem ok DeinitPrint |
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@Hadrian, what OS are you using? Windows XP?
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i use linux (ubuntu) and this is the only game i have problems
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Interesting. The game was written on Ubuntu.
I will ask Johan if he has any idea. |
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:bump:
:feedback: OK this has been running for abit and people have played it. Any comments on taking it down a notch? Or even up a notch? I could merge Edi's database with the game creation code. Give the indept commanders a piece of TOTALLY randomly selected equipment. That could be interesting. Or I could add a completely randomly selected magic site to each province. Even national sites could show up (no they would not grant the ability to recruit national units). Are there too many independent castles? Too few? Too much mountains (too many chokepoints)? Or too few? Would there be an interest in larger maps with more AIs? All allied? Or maybe multiple groups of allied AIs? Gandalf Parker -- http://game.dom3minions.com/bin/Chaos_chk.cgi Also see: http://game.dom3minions.com/bin/blitz_chk.cgi http://game.dom3minions.com/bin/cbm_chk.cgi http://game.dom3minions.com/bin/vsAI_chk.cgi http://game.dom3minions.com/bin/demo_chk.cgi http://game.dom3minions.com/bin/mids_chk.cgi |
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I played one game, and i did not notice something really different.
the indys where completely random, so even a province guarded by lots of niefel jarls was defeated easy as they just froze their commander to death. So it was not really more difficult, as most provinces where not harder to take than else, and the only thing that happened was that the atmosphere suffered. Also the special nation (dont remember the real name anymore) imploded after 2 turns so i never got to see how they would have turned out. But it is a nice idea and i think with some tinkering it might be fun. I would try to make it less random, for instance try to seperate auras from other troops. And also only use units that fit to each other maybe not choose randomly from all units, but only from special lists like units from one nation. I know that this would require great effort, but the game i played was just very random and not really different than any other SP game. Maybe my game was different than intended, as the indy nation crumbled very early so my feedback might be based on bad luck and not what was really your goal to achive. @lch: you are about 2 months late :) |
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Well it really bounces nicely off of the SemiRand program that Ballbarian put together. If everyone designed a few logical provinces (province name, poptype, magic sites, guards, etc) to add to that programs database then we could generate random maps that were more interesting but also more logical.
A province such as Dragons Den, or Moroughs Island, or Village of the Damned. The logical gods and scales for AIs helps also. My chaotic games, if nothing else, spur that project well. :) |
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When you say that the "indy nation crumbled early" Do you mean the Independents? or the 2 Special Monsters nations?
The Indepts disappear on turn 2 as a nation no matter what I do. But still stays active (with a god). Im debating removing them as an AI since Im not sure the pros and cons of leaving them in. I think it tends to create a "free" high-population castle which is a drawback. I need to figure out how much the indepts move units and recognize alliances. I also might play with assigning the indepts (and special monster nations) specially created gods with specific scale settings. |
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I dont really know, which it was, as it was some time ago when i played it.
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