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On July 14 2020 11:03 tslStrange wrote:Show nested quote +On July 14 2020 09:19 nath wrote: Was there a Free Agency system or mechanic that is different than the World Transfer Market? How did this work?
I'm starting to build the Proleague/OSL/MSL schedule and draft so this thought came up I believe we did have a giant free agent bidding event but I cant remember how often we did that. But primarily there was just the World Transfer Market. Hows the build going? I just started so it'll be a little while, I'm not gonna hype people up for this and disappear, but it will take at least a few weeks before we can do 1 test league and run through the schedule and see how it works (i may simulate going through it, or at least simulate x number of teams, if we only have <12 that want to help test)
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I can try and help test. Im spreading the word in the Steam group. Some havent been on TL in years. Everyone I've talked to is pumped right now.
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Great news! I can definitely help with the testing too (I think I have another old player interested in testing too)!
tslStrange just hired me to go through 2008 PL maps so I have those sorted out soon!
Thank god we have steam group or I would never have heard of this :D
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On July 14 2020 15:23 juuust wrote: Great news! I can definitely help with the testing too (I think I have another old player interested in testing too)!
tslStrange just hired me to go through 2008 PL maps so I have those sorted out soon!
Thank god we have steam group or I would never have heard of this :D
Yes I realized after I said that I could help that I dont have cell reception on the job I'm working on all week. So anyone who has the ability to help can get in on this.
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one thing while you go through maps, other than racial advantages (for non-mirror matchups) and skills most important per matchup (for all matchups)...we also need to quantify the rush distance in some way and # of expansions.
whatever you use for the rush distance works as long as you use the same relative measurement for all maps, i can scale it to whatever we need in the backend.
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On July 14 2020 16:26 nath wrote: one thing while you go through maps, other than racial advantages (for non-mirror matchups) and skills most important per matchup (for all matchups)...we also need to quantify the rush distance in some way and # of expansions.
whatever you use for the rush distance works as long as you use the same relative measurement for all maps, i can scale it to whatever we need in the backend.
Total number of expansion per map?
Should I pm you the link to google docs when I am done?
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Weren't there 8 skills for each player? Can you remind me what they all were?
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Sense, Strategy, Micro, Macro, Attack, Defense, Harrasment and Scouting
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yes got the PMs thanks juust.
and yeah I got those 8 skills set up in the DB and a normally distributed function to generate new players (with a set of initial skill points and potential skill points). just need to use the map info you gave me so i can apply skills to map to get player strength and aspects of the Battle system
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Let's get this awesome beast in motion of community and hours lost getting everything just right! Thanks for working on this.
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If this is actually coming back omg...
This'd be great
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I noticed that all random numbers were only generated with mt_rand() in PHP, meaning they were pseudo-random and not actually random. The time of the matches could affect who wins on a consistent basis.
I'm using my random.org API account for this game so all variable numbers in a Battle calculation are TRULY random
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On July 15 2020 11:51 nath wrote: I noticed that all random numbers were only generated with mt_rand() in PHP, meaning they were pseudo-random and not actually random. The time of the matches could affect who wins on a consistent basis.
I'm using my random.org API account for this game so all variable numbers in a Battle calculation are TRULY random (random.org uses atmospheric noise instead of time, weather isn't the same every day like time is :D, or linear for that matter). I already have 60k random numbers/month capability on my account there for other applications i run, so no worries there.
I have no idea what you just said, but I am assuming.... its good?
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On July 15 2020 11:56 tslStrange wrote:Show nested quote +On July 15 2020 11:51 nath wrote: I noticed that all random numbers were only generated with mt_rand() in PHP, meaning they were pseudo-random and not actually random. The time of the matches could affect who wins on a consistent basis.
I'm using my random.org API account for this game so all variable numbers in a Battle calculation are TRULY random (random.org uses atmospheric noise instead of time, weather isn't the same every day like time is :D, or linear for that matter). I already have 60k random numbers/month capability on my account there for other applications i run, so no worries there. I have no idea what you just said, but I am assuming.... its good? "The time of the matches could affect who wins on a consistent basis." (using Shakuras algorithm, I'm trying to make one that won't be like this)
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You mean like the time of day? Or how long the match goes?
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On July 15 2020 12:05 tslStrange wrote: You mean like the time of day? Or how long the match goes? yeah the time of day,
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Thats very bizarre. That was the code for the old Shakuras? Maybe thats why Zerg was OP hmmmm.
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im surprised Zerg was OP too because apparently expansions costed every race 400 resources in the logic. so yeah it could be that the RNG was just consistently favoring certain zerg players.
edit: but army size was considered equal, ie 200 supply of z was = 200 supply p and t
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Interesting. Well I certainly think that with the new code you should keep a lot of that stuff behind the curtain. It takes away some of the fun knowing too much.
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On July 15 2020 12:28 tslStrange wrote: Interesting. Well I certainly think that with the new code you should keep a lot of that stuff behind the curtain. It takes away some of the fun knowing too much. im not using this as-is so thats the only reason i revealed it, but yeah
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