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Hibryd_1.0 template
By the way, it's spelled "hybrid."
I wanted to run it 20 times, but it became clear after the first 5 generations – the red one has a total of 12 roads, and the blue one has 5. Another 5 generations reduced the gap to 22:16, but that won't be much consolation if the ratio ends up being 3:1 in terms of roads.
Well, in my case, out of 5 generations, the total is 15-10, usually it's 3-2, only once it was 3-1, and after exiting through that single road, there are immediately a lot of forks, i.e., it's quite playable, there are practically no one-way roads. In any case, it's much worse with roads on 6LM.
It's written as "hybrid," by the way.
I named the template correctly, there was just a typo in the text, I fixed it, thanks.
Well, in my case, out of 5 generations, the total score was 15-10.
I see the solution only in asymmetry, but the guys won't understand.
Perhaps, with 20 demonstration generations, the results might be more balanced, but I can share the maps – I actually had a 12:5 ratio, and I think that's a clear indicator that the template needs improvement.
"A clear indicator" seems a bit too categorical. Based on that principle, the other templates wouldn't be playable at all. It's better to have 1 road against three for the opponent than 0 against 1, as often happens on 6LM.
I've already mentioned here that I'm not aiming to create a perfect template, including one that is completely balanced in terms of roads. For now, it's enough for me to create one that is better than the existing ones. It seems to have worked; at least, there isn't the same road problem as on 6LM or 8XM12, and there isn't the same obvious default strategy as on 8MM6.
One-way paths did occur, but they were in zones reasonably far from the starting point and in 3 out of 15 generations. Moreover, in three generations, this was a portal to another zone in addition to an extensive road network; there was no single road leading to a portal for entry/exit.
Once, unfortunately, there was a generation with a road under the cliffs (I will try to figure out what caused this). But I definitely didn't notice any bias towards roads for either the red or blue player. In my opinion, this is a quite viable template for XL+U.
Welcome, try this mix.
Based on this principle, the other templates are simply unplayable.
at least there isn't such a problem with the roads as on 6lm or 8xm12
I made a template – slightly modified 8mm6a in terms of roads and content, based on 6lm10a, with a slightly altered zone size (as it seemed to me, zones of this size result in fewer awkward layouts). As a result, most often, from the starting location, the player has 1 road + one unpaved path (often – a portal/elevator). This applies to both the blue and red players.
One-way paths did occur, but in zones that were quite far from the starting point and in 3 out of 15 generations. Moreover, in three generations, this was a portal to another zone in addition to the extensive road network; there was no single road leading to a portal for entry/exit.
Once, unfortunately, there was a generation with a road under the cliffs (I will try to figure out why this happens). But I definitely didn't have a significant advantage in roads for the red or blue player. In my opinion, this is a quite viable template for XL+U.
Welcome, try this mix.
The description of the zones should be in terms of random and predefined (villages, mines) content. It's not very clear why there are guards of 9k and 12.5k in the center; it seems that 6k was always sufficient. There is also a nuance here: 9k is often visually indistinguishable from 6k, which can lead to losses. But overall, it looks interesting; in my opinion, if you adjust the guards, you can come up with a name.
Added 10 minutes ago
Not all, only 6lm.
At the same time, 6lm is the most played map today, which means that the principle, in fact, does not work and should not be applied when evaluating the template.
If the red player has a significant advantage in roads, the scouting will be proportionally better.
Do you mean 8xm12a? I haven't played it much, but it seems that there are no major problems with the roads.
This means that the principle, in practice, doesn't work and shouldn't be applied when evaluating a template.
Added 16 minutes later
I made a template.
Here, it's more about the "mice and cactus" principle, or perhaps people are simply afraid to play something unknown and unadvertised. 6LM is the most unbalanced template; Blue has a built-in 25% advantage for winning.
icq: 681350680
Yes, it's interesting; the balance on the paths is somehow shifted slightly in favor of blue; out of 20 generations, the score is 27:28. At first glance, there should be a large number of one-way paths, but no, only once out of 20 (the only path leading to a one-way path). I need to remember this combination.
Thank you for testing! I'm glad that I'm not the only one who got an equal score on the paths, without any significant deviations!
Later, as requested, I will create a more transparent image with the contents of the zones.
But I still suggest that those who are interested test it when they have time and write their opinion on the template and the resulting path maps.
I created a template – slightly modified 8mm6a in terms of roads and content, based on 6lm10a, with a slightly altered zone size (it seemed to me that zones of this size result in less awkward layouts). As a result, most often, starting from the initial location, the player has 1 road and one off-road path (often a portal/lift). This applies to both the blue and red players.
One-way paths did appear, but in zones reasonably far from the starting point, and in 3 out of 15 generations. Moreover, in these three generations, it was a portal to another zone in addition to an extensive road network; there was no single road leading directly to a portal entrance/exit.
Unfortunately, once there was a generation with a road under the cliffs (I'll try to figure out why this happens). But I definitely didn't notice any bias towards more roads for either the red or blue player. In my opinion, this is a quite viable template for XL+U.
Feel free to try this mix.
19-27 9=>6
22-28 9=>6
11-20 6=>9
21-12 6=>9
This makes the guard system more logical and improves the "readability" of the template.
I also recommend making the passages to the corner treasure rooms single, not double. According to the author of the "8mm6a without one-way paths" template, this change resulted in one-way paths no longer being generated at all.
Also, it is unclear why the guard in the corner treasure rooms became 9. Is it now a super-treasure room? (I can't check the template's contents right now).
It’s just impossible to read this “expert” opinion anymore.
And the score is completely irrelevant; I'm a very bad player. Maybe you can explain how to understand this pattern?
I don't see any problems with it at all, considering the trade-off for color.
I also recommend making the passages into corner treasure zones single instead of double.
What does opinion have to do with it, this is statistics - /topic/at/737799/
And the score is completely irrelevant, I am a very bad player. Maybe you can tell me how to understand this template?
icq: 681350680
