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Everything posted by Muratus del Mur
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A probability problem
Muratus del Mur replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
Its obvious what is going on, the less obvious thing is the final outcome, regardless how it is explained, its still a fact that the winner is somehow forced into a streak of lucky tries, and as a big picture, such a system will always yield such a player. Think of it, given enough participants, you could break any world record of consecutive flips. The numbers become outrageous, but the "luck" comes out with mathematical precision every single time. -
As i was building tournaments section of this game, at some point i needed to find a better way to present a tournament, than to show the total number of maps to be played in it. For one individual player, the total number of maps played is not that relevant, as it is to know how many maps he has to win to win the tournament. Lets imagine this for a bit. There are 8 players, and they play in pairs of 2, a total of 4 games. This would be the first round. Then, the 4 winners of the first round, play in the second round of 2 games, and obviously just 2 players win. There are no draws, you either win or lose. The remaining 2 winners, join a match for the final fight, and as usual, only one wins, lets call him John. John wins the tournament. So far nothing abnormal, every match has 2 players, and one winner. Overall the tournament has one winner. Maybe its obvious for you, but for me it was not obvious without specifically thinking about it, that all John's fights are consecutively won fights. John had to win every single time to reach the end of the tournament. Imagine this was not about strategy at all and it was a game of coin flipping and pure chance. Imagining this as a game of coin flipping excludes any possible explenation that one of the participants is terribly skilled in any way, so lets think of it in this way. All 8 players flipp a coin and only heads move forward to the next round, and so on. Over 3 rounds, the winner would have always flipped heads, against all odds. Flipping a coin and heads 3 consecutive times, its not big deal, but if you follow same rules, and increase the initial pool of participants, the winner would need to get more and more consecutive heads to reach the end of the tournament. The winner of a tournament with 100 rounds for example, would have hit heads 100 consecutive times, each time having 1/2 chances to hit either heads or tails. Seen from the start to end perspective, nothing looks abnormal, as each time one wins one loses, but seen backwards, from the winner perspective, the chances to flip just heads so many times, is insane. I've been thinking about this, and i realised that regardless how you put it, given enough number of initial participants, you can "force" one participant to hit just one side of the coin, every single time...every...time. Its irrelevant how lucky that person is, you could bring together the most unlucky people on the planet, and one of them will always be the one that at the end hit heads every single time. ...crazy no? It is as if you could force the luck into one person just because you put him the right competition. Any thoughts on this?
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The food issue
Muratus del Mur replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
I consider the food issue solved. If anyone things otherwise please provide exammples/screens. -
New gameplay ideas
Muratus del Mur replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
DONE Google login , suggested by multiple people. -
Volunteers needed
Muratus del Mur replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
I am going two weeks on vacation in 2 days, not sure if i will be able to do any updates while on vacation. Anyway, artworks are on their way, so updates will still happen. -
Volunteers needed
Muratus del Mur replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
I broke something with the start after the php8 change. I will postpone this fix because i plan to add predefined starting positions, not random, so i wont be wasting time trying to fix the random placer right now. -
If anyone observes new ai issues post them here pls. Only issues, not missing features Current known issues: - its not making higher level units - lower level units replace higer level units if they move over (probably) - sometimes units disapear
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Volunteers needed
Muratus del Mur replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
17, 2 and 5 tiles, 3 lands, the ones in purple -
Volunteers needed
Muratus del Mur replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
Thats so strange...i played a few maps and didnt happen to me after the fix.. Can you confirm if its repeatable or also "random"? -
Volunteers needed
Muratus del Mur replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
also this distance allows for more strategy than if it is smaller. If its smaller, you can't really surprise the enemy much as he sees it way before you close in on him, i hope it makes sense. -
New gameplay ideas
Muratus del Mur replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
DONE Magohi suggested farms should produce more if near water. Near water could have that effect on farms. In addition, there could be certan landscapes that could imprive farming spots. For this, i need to add a sort of landscape that is not interfering with anything like unit movement or building Todo: - add new spots in maps editor and in random maps - artworks for them - influences on farms that will not be removed when occupying that cell -
I will keep here a personal (but public) record of ideeas about things i plan to add later. Please don't make suggestions here. I want to keep this topic just for things already discussed and approved.
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Volunteers needed
Muratus del Mur replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
You can't jump infinitely long distances. A unit can move a maximum number of tiles in any direction, this is more obvious when you have large lands and you move over own. Maybe they are too many as they are now, i don't know, but i have coded also an other version with less. I can switch to it to experiment later. For now i use the current one, because the more they are the more server resource its using, and if it its working with many, it will work with few. -
Volunteers needed
Muratus del Mur replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
actually, as long as you can get the food from any place fast enough, having it decentralized is way better than keeping it in a single place. The soldiers on the map should bever find out that their farms are not where their food actually is...shht..don't tell em -
The food issue
Muratus del Mur replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
not really, each land parcel (distinct division of land cells grouped together), has its own income (based on number of cells and farms) and its own food consumption (based on units and high level walls). the build links enable when you have enough food to build that thing. I explained the cost in a separate post. If the link its not active, its just because you don't have enough food to build that thing. Food is the only 'money' involved in building structures and units. Its not important where farms are placed, but this is a very nice ideea, i might implement it at a later time when i will have nice artworks for the farms, so that the farms near water will actually look different Players will have a rank based on their performance (streak in multiplayer fights and such), i am thinking to add a sort of ranking, or medals, based on what things you helped fix or what ideas got me to implement.. this with the farms would be one. I intend to copy best gameplay ideas that made a difference in md, into this one as well... things like consecutive active days, medals, land loyalty, kings..etc. -
Volunteers needed
Muratus del Mur replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
i made an other attempt at fixing this. Food past history of production and spending is stored distributed to all cells, by the power of decentralization and "blockchain" :))) -
The food issue
Muratus del Mur replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
i finished the described fix. It either the most briliant fix i ever made, or i am losing my mind and its the most idiotic change ever made. Either way, let me know how it works. Expect crazy behaviour after you build and destroy some farms and walls. I could call this a pseudo blockchain method, as all the spending and income ever done by a player is stored decentralized in each cell ☸️:8.6678240740741-0.49189814814815 In here you can see the food each cell considers as produced (first number) and spent (second number) Once this fix is confirmed by you i will remove this uglyness. -
There is a problem. Food should be stored by "parcel" (remind me to rename these to land lots or something more obvious in case its not). Each parcel has its own food production and stored food, that feeds its soldiers and allows building of things only on that land. The player itself does not have an overall food production or storage, and i want it to remain like that. The problem with parcels is that they can change after each move. This was the cause of the random food values. My initial fix was to store food evenly distributed with each land tile within a parcel, this allows of a live calculation of the food supply even if parcels split during an attack, or when they change id (very often during play, due to the land crawler that assigns them an id as it finds them). This kind of works, because food is only added at the end of the round based on farms and number of tiles. The issue comes when i need to consume food. As its not stored anywhere, there is no place i can subtract it from. I was thinking to allow each cell to remember what was consumed on it, due to building stuff, and thats ok, but what to do with soldiers, they move around. I could store that with each soldier, and remember its cost and use it to recalculate the food constantly, but its a bad ideea. This would lead to a sort of land memory, where you would receive the spent food every time a unit is killed, or a land tile is lost. So..again, a summary: Because the land parcels change identity constantly, the food consumption and production can't be stored with the land itself, has to be stored with each cell, and recalculated constantly. But spent food is not like produced food, its fluid, cells can be lost, units killed, and the memory of the food they ate gets lost as well. currently i have no solution to this...but i have a suggestion. I could split the food to all tiles at the start of the round, and also the food spent. This could keep the record, and distribute it evenly across all land cells. Food production or spent amount would still be erased when losing a tile, but there would be strange side effects. One of the side effects would be that you would gain a small amount of food when losing a tile, based on your previous food consumption. Also there might be strange behaviour when merging or splitting parcels...but i am not sure what exactly. Since i have absolutely no better ideea, and making the land crawler somehow remember the previous identity of each parcel is an insane task, i will go on with this. Please let me know if the outcome leads to an acceptable gameplay or not.
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Volunteers needed
Muratus del Mur replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
yes of course. I will open a new topic regarding this issue as it seems far more complicated than i thought initially, maybe someone can help with a briliant ideea. -
Volunteers needed
Muratus del Mur replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
Damn...i fixed the food system so well, that its making sure the food is there at all times now:))) I need to coubt the spent food separately till the end of round and subtract it from the next round calculation..will do. -
Volunteers needed
Muratus del Mur replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
Fixed bug with randomly lost food Fixed bug with startup food (needs check) Now you gain a small amount of food when capturing an enemy cell, based on the food production of that enemy land. This is a nice side effect of the fact that now food is stored on the actual cells, so you when you capture a cell you also capture its food supply. Each new turn, each cell receives an equal share of food based on the lands food production. This value is however rounded to 4 decimals, so in some cases, especially for low food production due to high number of high level units, but a lot of land tiles, the rounding could cause an issue..i am not sure yet if its a real problem or just little difference. -
Volunteers needed
Muratus del Mur replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
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I will post here the details on what each unit eats and hwo much is needed to build a construction. I will not be able to keep this list updated, so if anything changes later, sorry. At some point i will put this info in the game and there it will be live. What each unit eats: Scout = 0 (unreleased yet) Soldier Lvl 1 => 2 food Soldier Lvl 2=> 10 food Soldier Lvl 3=> 30 food Soldier Lvl 4=> 100 food Farm cost to build (in food) number of farms => cost of new farm 0=>15 1=>17 2=>19 3=>21 4=>25 5=>25 6=>30 7=>35 8=>45 9=>65 10=>80 11=>90 12=>110 13=>150 14=>170 15=>200 16=>300 17=>400 18=>500 19=>600 20=>700 21=>800 22=>900 23=>1000 24=>1100 25=>1200 Farms produce +5 each Soldier recruit cost (food): Scout =>9999 (unreleased) Soldier lvl 1=>10 Soldier lvl 2=>25 Soldier lvl 3=>40 Soldier lvl 4=>50 Soldier lvl 5=>60 Walls cost wall level 1 = 5 initial wall level 2 = 10 initial (and -2/turn) Attack power of a soldier Is equal to its level, a soldier level 1 will have 1 attack and will be able to conquer only tiles with zero defense. Units can conquer only tiles with less defense than their attack. Defence of a location Each soldier has a defense equal to its level+1, this becomes the defense of the tile he sits on. Each soldier influences the surrounding tiles and increases their defense by 1 Buildings add +1 defense to a place Walls level 1 add +2 defense to a place Walls level 2 add +3 defense to a place
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Volunteers needed
Muratus del Mur replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
I will put some info about what farms cost and what units need to eat. I don't think there is any issue or randomness regarding what you can build or when. It unlocks depending on your stored food, and some buildings cost progressively more after you build one. I will document this first, then let me know if you still think its bugged. -
Volunteers needed
Muratus del Mur replied to Muratus del Mur's topic in WARVENTURE - Turn based PvP strategy game
Game link: warventure.com