Problems registering at AoCZone?
You can try resending activation email. If that doesnt work you can send an email here. If you forgot your password click here.
 Main Menu

 ForumsSearch »

 SY Nations Cup 2017

 Escape Gaming

 Badlands Masters

 AoC Recorded Games

 AoE2HD Recorded Games

 AoFE Recorded Games

 Major Past Tournaments

 Auto downloadedFind »

 Users currently online
Staff (1)
»  robo
Members (28)
»  Hico
»  Rumpi
»  VanD
Guests (147)

 AoC Clans Add yours »

 Links

 Ads

The hidden problem with the Arena map

Take part in AoC discussions, share strategies and gaming experience
Advertisement from Google 
 

Re: The hidden problem with the Arena map

Postby  _InDuS_TauruS_ » Sat May 13, 2017 10:12 am

+1 to VM
[18:50] CarlosFerdinand says: i accept u are my master


Friendship-
[Show] Spoiler:
[17:44] [InDuS]_TauruS__ says:
why u wanna piss me off?
[17:44] [wW]MaJkL_ says:
cuz u are taurus.. u do that to me too
[17:44] [InDuS]_TauruS__ says:
111
[17:44] [wW]MaJkL_ says:
thats what friendship means

[18:33] _pRoDiGy__ says: LN sux
 _InDuS_TauruS_
Moderator
 
Posts: 2448
Joined: Mar 05, 2011
Location: India
Age: 22
 1863 (53%)
 
 

Re: The hidden problem with the Arena map

Postby  GmanStreams » Sat May 13, 2017 10:16 am

  13 May 2017, 08:56 GMT » _VM_ wrote:
solution : remove stone walls, remove wood in back map, play it huns/azt


Remove all res, nothing nothing is the fairest map in aoc
Image
User avatar
 GmanStreams
 
Posts: 776
Joined: Feb 16, 2016
Location: Netherlands
Age: 21
 

Re: The hidden problem with the Arena map

Postby  Cakemaphoneige » Sat May 13, 2017 11:49 pm

Well im sorry for not **** knowing what all your stupid acronyms **** mean. I can create a map that is bug free for a range of settings, but its impossible to create a map to cater bug free for every single **** setting imaginable. The concept of how to fix this problem was in my map, i gave you the answer, acknowledge it or not whatever im done.
 Cakemaphoneige
 
Posts: 21
Joined: Apr 29, 2012
 

Re: The hidden problem with the Arena map

Postby BMAPC187 » Sun May 14, 2017 12:53 am

just remove any randomness of map generation. it should be the same, totally symmetric and totally fair map. it should be such that you don't even need to scout how it looks like, provided that you have played it a few times.
BMAPC187
 
 

Re: The hidden problem with the Arena map

Postby  gmischa » Sun May 14, 2017 10:25 am

  10 May 2017, 23:35 GMT » BMAPC187 wrote:
I think smb's account got hacked by onemillion lol

11111111111
 gmischa
 
Posts: 148
Joined: Oct 21, 2013
 
Advertisement from Google 
 

Re: The hidden problem with the Arena map

Postby  Clemensor » Sun May 14, 2017 10:54 am

  13 May 2017, 22:49 GMT » Cakemaphoneige wrote:
Well im sorry for not **** knowing what all your stupid acronyms **** mean. I can create a map that is bug free for a range of settings, but its impossible to create a map to cater bug free for every single **** setting imaginable. The concept of how to fix this problem was in my map, i gave you the answer, acknowledge it or not whatever im done.



Why are you so butthurt?
User avatar
 Clemensor
 
Posts: 840
Joined: Jun 09, 2014
 

Re: The hidden problem with the Arena map

Postby  Gary Internet » Sun May 14, 2017 1:13 pm

  13 May 2017, 23:53 GMT » BMAPC187 wrote:
just remove any randomness of map generation. it should be the same, totally symmetric and totally fair map. it should be such that you don't even need to scout how it looks like, provided that you have played it a few times.


+1 :D
 Gary Internet
 
Posts: 545
Joined: Jan 01, 2015
 

Re: The hidden problem with the Arena map

Postby  Zetnus » Wed Jul 12, 2017 7:32 pm

I have come with the answer to your question

let me just quote something from the Updated New RMSG:
min_distance_to_players N, max_distance_to_players N
Minimum and maximum distance, in tiles, from the centers of Player Lands. You can specify one or both attributes.
By default, there are no distance limits. Usually the town center is placed at max_distance_to_players 0.
- With set_place_for_every_player, distance refers only to respective player
- Without set_place_for_every_player, max_distance_to_players has NO effect, and min_distance_to_players ensures a minimum distance from the centers of ALL LANDS. If you have many non-player lands this can restrict the placement of objects.
- With place_on_specific_land_id, distance refers to that land's center
If number_of_groups is defined, distance refers to centers of groups.
If these distance limits are very strict (e.g. min = max), objects tend to appear mostly on the left.


The problem you are observing is presumably due to the fact that the neutral gold has min_distance_to_players 40 which makes it stay 40 tiles away from the center of each player land, but also 40 tiles away from center the central land. So there will always be a large resource-less gap in the middle in the current Arena script. This is the true problem - not any of the other things people have suggested.

In order to address this issue, the neutral resources have to be suitably scattered some other way that does not require min_distance_to_players 40. Giving the central land an ID and placing only on that ID is the simplest solution, but might place gold too close to the players. That in turn could be prevented by using a suitable max_distance_to_other_zones to keep stuff from spawning at the fringes of the central land. Not sure if that would work though, because all the lands might be sharing the same zone.

There are other approaches too though.
I'm thinking of something unconventional; for example, placing an invisible object with a high min_distance_group_placement as the final thing in the middle of each player land, and then after that scattering neutral resources wherever they are still allowed.

If there is interest, I would be willing to attempt to implement a fixed Arena. Message me over some other channel though, since I only check by AoCZone from time to time.
 Zetnus
 
Posts: 13
Joined: Aug 07, 2014
 

Re: The hidden problem with the Arena map

Postby  OneMillion » Wed Jul 12, 2017 10:07 pm

  10 May 2017, 23:35 GMT » BMAPC187 wrote:
I think smb's account got hacked by onemillion lol


I know I'm a million years too late to this party, but I'm offended that BMAPC187 thought I might consider placing a Teal Deer in my posts, never mind at the very start of the topic!
User avatar
 OneMillion
 
Posts: 648
Joined: Dec 25, 2014
Location: Maynooth, Ireland
Age: 25
 
 
Previous

Return to General AoC Discussion

Who is online

Users browsing this forum: No registered users and 3 guests

Legend: Global moderators, News posters, Tournament moderators