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Posts from Terra dei Demoni

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#62
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I'll sign up as cannon fodder. :smile13:
Mar
iCQ 557157576.
Не шукайте краще, а шукайте своє. Адже краще не завжди стане твоїм, зате своє - завжди краще !
#63
Alexey-omsk
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#64
u2noob
659942186
:smile13:
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#65
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There's this one thing: the blue faction always has a portal in its main town, which means double main town bonuses, and this also completely blocked the central castle in one of the map generations. Not to mention the zone bugs (I had a situation where there were two exits from my spawn point, leading to my Inferno and the opponent's Inferno – along the road, without any guards). All of this severely disrupts the gameplay.
If there's a way to fix this, it would be great.
241-568-808
In reply to The_
#66
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The_
There's this one thing: Blue always has a portal in their Grand Order, which means double Grand Order, and this also completely blocks the central castle in one of the map generations. Not to mention the zone bugs (I had a situation where there were two exits from my spawn point, leading to my Inferno and the opponent's Inferno – along the path, without any guards). All of this severely disrupts the gameplay.
If there's a way to fix this, it would be great.
No, not always through a portal for Blue. It's random. Sometimes it's Red with a portal, and Blue doesn't have one.
Когда рестартов не осталось, обязательно ждите Гурниссона без балисты:D

Комплимент который сделал мой день:
Катя ЭПИК барышня) вы бы видели как пялились на её сиськи молодёж) я та с девушкой был) но всё равно пялился ) потому что хорошие) (с) Browser

Слабая раздача, которую заиграл исключительно из-за колпака на 111. (с) Сатир

In reply to aka.Ward3n
#67
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aka.Ward3n
No, not always through the portal for blue. It's random. Sometimes it's through the portal for red, and blue doesn't have one.
I think such randomness isn't very good :( Is there a way to make it so both have an exit through the portal?
ICQ 666798343
Новичок,учусь играть после проигрыша моего прошу дайте мне какой нибудь дельный совет ;)
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#68
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Even when the exit isn't through a portal, one of the secondary resources isn't generated; instead, a treasure is generated in its place, which can ruin a double-build strategy.
icq 385383256
In reply to Sloth_D
#69
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CrazyDuck
I think such randomness isn't very good :( Is there a way to make both exits through a portal?
This isn't HL-style, but L-style, and there are more zones, so the generator can't create a Jebus-like treasure room and a passage to it. Vic actually wrote this.
Sloth_D
Also, when the exit isn't through a portal, one secondary treasure room isn't generated; instead, a treasure room is generated in its place, which can ruin a double build.
I generated it about 60 times and didn't observe anything like that.
Наполеон в Москву тоже на 133 пришёл ;) (с)
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#70
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Fixing the buggy passages is not possible. This is a common feature of all templates. Therefore, it is proposed to add restarts based on the absence of a path in the Global Objective (GO), the presence of paths between opponents bypassing the central treasure, and the absence of a path between opponents (sometimes rocks cut the central treasure into 2 isolated parts). The GO on the teleport can only be fixed by reducing the total number of zones. But, in my opinion, this will change the gameplay in the wrong direction. If anyone comes up with a way to do this differently, I will make changes to the template.
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#71
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We can remove the zone with the Inferno cities. And move the Inferno cities themselves to the players' starting locations. Total: minus 2 locations.
All 3 secondary zones can be combined into 1 zone with neutral terrain, for example, lava. This will reduce the number of locations by another 4, and the chances of teleporting to the center will decrease significantly.
Of course, the size of the zones needs to be increased.
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In reply to Roger DAltavilla
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#72
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Roger DAltavilla
We could remove the zone with the Inferno cities. And move the Inferno cities themselves to the players' starting locations. Total: minus 2 locations.
All 3 secondary zones can be combined into 1 zone with neutral terrain, for example, lava. That's another minus 4 locations, which will significantly reduce the chances of teleporting to the center.
Of course, the size of the zones needs to be increased.
This is all not feasible within the rmg.txt file, and it would also greatly spoil the road network. It's better to just deal with the double Garrison of Ogres. Especially since even on a regular road, 2-3 Garrisons of Ogres are often found.
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#73
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Then maybe like this? So that you can approach GO fully prepared.

Demoni tpz and rmg.txt
Attachments 2
2 files attached • Total size: 38.1 KB
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#74
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In this version, there is no central treasure to fight for. The game becomes slower, more focused on camping, and encourages players to hoard resources.
In reply to Wicc
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#75
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Wicc
In this version, there is no central treasure to fight for. The game becomes slower, more focused on camping, and encourages players to hoard resources.
Look at these treasures, what is there to hoard? You can grab them in 2-3 days and then go to your opponent's territory.
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#76
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In the original map, the idea was Jebus-like: gather goats, vipers, and angels from their native spawn points and bring them to the central treasure. If you don't do it that way, you'll get a result similar to a Jebus map, where you reach level 131. But here, you can slowly take each resource point in the corner of the spawn, because it's more advantageous than rushing to the opponent and getting beaten because you didn't gather enough resources or didn't distribute them properly. Smoka)
Regarding the topic: I tried to generate maps with L+U - sometimes it would produce a Grand Orb along the way, but it was still too rare. And with double transitions, both transitions ended up in portals. In general, I think it's not that important; if you can't get 2 Grand Orbs, then there's nothing to find in the treasure.
Наполеон в Москву тоже на 133 пришёл ;) (с)

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