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  #11  
Old September 4th, 2008, 12:26 PM
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Default Re: TESTING New Game Type

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: gnameos_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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  #12  
Old September 5th, 2008, 03:19 PM
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Default Re: TESTING New Game Type

@Hadrian, what OS are you using? Windows XP?
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  #13  
Old September 5th, 2008, 06:14 PM
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Default Re: TESTING New Game Type

i use linux (ubuntu) and this is the only game i have problems
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  #14  
Old September 5th, 2008, 06:17 PM
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Default Re: TESTING New Game Type

Interesting. The game was written on Ubuntu.
I will ask Johan if he has any idea.
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  #15  
Old October 29th, 2008, 01:06 PM
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Default Re: TESTING New Game Type



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?

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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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  #16  
Old October 29th, 2008, 06:43 PM
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Default Re: TESTING New Game Type

Quote:
Originally Posted by Hadrian_II View Post
N�got gick fel!
expected turn file, got crap
That was the error message that people on a 64bit Linux system got before the updated patch 3.20b was released for them.
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  #17  
Old October 29th, 2008, 07:02 PM
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Default Re: TESTING New Game Type

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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  #18  
Old October 29th, 2008, 07:30 PM
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Default Re: TESTING New Game Type

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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  #19  
Old October 30th, 2008, 08:37 PM
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Default Re: TESTING New Game Type

Quote:
Originally Posted by Hadrian_II View Post
@lch: you are about 2 months late
What I pointed out by that was that either you or Gandalf or both should check if they have the updated patch installed or not.
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  #20  
Old October 31st, 2008, 11:50 AM
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Default Re: TESTING New Game Type

Quote:
Originally Posted by lch View Post
Quote:
Originally Posted by Hadrian_II View Post
@lch: you are about 2 months late
What I pointed out by that was that either you or Gandalf or both should check if they have the updated patch installed or not.
yes, and around 3 days after i had that problems, the patch came out
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