Dynaverse.net
Taldrenites => Dynaverse II Experiences => Topic started by: GDA-S'Cipio on February 10, 2006, 12:44:00 am
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You may have already tested this in your work, but I was just wondering:
Suppose you have DV shifts set to 1 in the gf files, and PvP DV shifts set to 5 with your serverkit fix. Then someone works a hex down to 1, and gets drafted by a human.
What happens to the hex if he wins?
-S'Cipio
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You may have already tested this in your work, but I was just wondering:
Suppose you have DV shifts set to 1 in the gf files, and PvP DV shifts set to 5 with your serverkit fix. Then someone works a hex down to 1, and gets drafted by a human.
What happens to the hex if he wins?
-S'Cipio
This would need testing, but the way I have it setup is that it should behave exaclty as if normal DV shifts were set to 5 and there was no PvP DV shift code... make sense? (i.e. the hex would flip)
MagnumMan is incorporating that code into the test build (if he gives it the OK) so we can test that out as part of the next MySQL load test. (hopefully tomorrow night).
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By the same token, a hex at 19 just goes to 20 from a positive PVP shift, correct?
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If 20 is its maximum DV, yes.
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After observations tonight...
The current settings we use to have a hex pass through zero with DV shifts of 1 (hexhealthresetratio=0.02) will result in a hex flipping to the winner at a DV of zero regardless of if it was a PvP battle or not, all other PvP DV shifts will result in a shift of 3 (if the PvP DV shift setting in the gfs is 3). I'm OK with this as it is a bit of a compromise. It would take more radical modification of the serverkit code to achieve PvP DV shifts at the hex flip, considering these kind of modifications are not our current mandate (which is just to establish stability on MySQL) I think the current situation is workable, one could always adjust the hex health reset ratio to a larger percentage, but that would result in DV shifts greater than one at the hex flip regardless of PvP... (generally not desired)
Clear as mud?
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When I was going to sleep last night, it occurred to me that I might be able to add a PvPhexhealthresetratio gf setting with minimal perturbation to the exisiting code... and a PvPhexhealthresetratioiffirstfullmoonafterwintersolstice too if need be... hehe.
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Heh, how about a modified API so scripts can return a "HitRock" result, and include a JinnShift gf setting? ;D
dave
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:lol:
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PvPHexHealthResetRatio now implemented on The Forge and the UAW test server as well. Also incorporated in the debug build for the next run.
Settings as follows, in MetaMap.gf:
[Battle]
MinVictoryPointsForPlayerVictory=0.02
MinVictoryPointsForAIVictory=0.01
HexHealthResetRatio=0.02
PvPHexHealthResetRatio=0.1
FriendlyPassThroughHex=3
AllowAIToTakeHexes=0
[VictoryPointModifier]
Easy=1
Med=1
Hard=1
PureAI=0.2
PvP=3
(PvPHexHealthResetRatio set to 0.2 on the UAW and debug servers because of the map DVs being generally lower)
And in Score.gf:
[Hex]
WinThreshold =0.02
However, I'm not sure how this will affect the funky and poorly understood interaction of these settings with the [Hex] WinThreshold setting in Score.gf...
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Heh, how about a modified API so scripts can return a "HitRock" result, and include a JinnShift gf setting? ;D
dave
Snicker
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Heh, how about a modified API so scripts can return a "HitRock" result, and include a JinnShift gf setting? ;D
dave
:rofl: