Fair territory matchups

In-depth tactical discussion on how to lose the least

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rus|Mike
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Postby rus|Mike » Mon Nov 17, 2008 11:41 pm

Ace Rimmer wrote:The Star is so unbeatable/hard that other people can adapt to it, use it, and win while their enemy knows nearly exactly how they're set up. There is no such setup for Africa.

lol, I use set strategies for almost all setups, for AF vs EU, AF vs RU and SA vs NA especially, and I don't get beat becasue of it :P Anyone can borrow my strategies and they will still work okay in case they are executed properly.
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Postby Ace Rimmer » Mon Nov 17, 2008 11:55 pm

Would you be willing to post in detail every one? :P
Smoke me a kipper, I'll be back for breakfast...
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Postby (MOR) » Mon Nov 17, 2008 11:56 pm

rus|Mike wrote: Anyone can borrow my strategies and they will still work okay in case they are executed properly.


Copy-Paste tactics can help for something and not all, and that was the negative point of the recordings "personal point of view"..

After Defcon was exclusive between some Players but now each one watch the recording and copy-paste your tactics and tommorow he call you noob..
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Postby rus|Mike » Tue Nov 18, 2008 12:00 am

Ace Rimmer wrote:Would you be willing to post in detail every one? :P

Whatch the recs :P
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Postby Nightwatch » Tue Nov 18, 2008 8:13 am

(MOR) wrote:
After Defcon was exclusive between some Players but now each one watch the recording and copy-paste your tactics and tommorow he call you noob..

Getting old, he? :)
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Re: Fair territory matchups

Postby bert_the_turtle » Tue Nov 18, 2008 9:45 am

Oh, I forgot:
sfericz wrote:Side questions, is there any way to prevent teams from cease firing other teams?

Certainly!

sfericz wrote:Also, could friendly fire commands be blocked? (I.E. denying a player from targeting an allies city)
That's more difficult. The server doesn't know which cities belong to which player (although now that the territories are known, it probably can find out), and doesn't know about territory shapes (again, it can probably find out). And nuke launch commands are indistinguishable from, say fighter launch commands; so if I disable nuke launches onto friendly territory, you also won't be able to send an emergency defense force. Preventing direct attacks on cities may be feasible; they carry a city ID. Commands sending aircraft to cities look the same, too but IIRC, you have to work the UI hard to generate them for allied cities. In short: this will be very quirky and work only partially.
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Re: Fair territory matchups

Postby sfericz » Tue Nov 18, 2008 11:36 am

bert_the_turtle wrote:That's more difficult. The server doesn't know which cities belong to which player (although now that the territories are known, it probably can find out), and doesn't know about territory shapes (again, it can probably find out). And nuke launch commands are indistinguishable from, say fighter launch commands; so if I disable nuke launches onto friendly territory, you also won't be able to send an emergency defense force. Preventing direct attacks on cities may be feasible; they carry a city ID. Commands sending aircraft to cities look the same, too but IIRC, you have to work the UI hard to generate them for allied cities. In short: this will be very quirky and work only partially.


Ah, I see why that won't be touched ;) That sucks that the vehicles are indistinguishable.

I forgot to ask, Will the update be coming with different log outputs as well? Maybe which player has which territory, or anything that could be used for giving stats to a match.
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Postby trickser » Tue Nov 18, 2008 11:40 am

Think he said something like this here
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Postby sfericz » Tue Nov 18, 2008 11:55 am

I didn't even know this release was out yet :?

With all these updates, I think will solve a lot of issues. All are great fixes/add-ons. Great work bert!
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Postby bert_the_turtle » Tue Nov 18, 2008 12:13 pm

Yes, territory changes and pregame alliance changes are logged. The territory stuff doesn't work with multiple territories per player and non-random territories (the game works, but logging and random selection won't, because the selection logic is complicated and it's an option combination not really used).
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Postby sfericz » Tue Nov 18, 2008 3:12 pm

I would like to add. Since all these improvements have been made, SFCON servers won't need to be so strict with rules and admin moderation.

# The server also takes care of random territory selection. The following settings
# change the territories that actually make it into a game with a certain number of
# players; they are assinged in order.


When they are assigned in order, which order is that? In order of who joined the server or in order from Territory1 - 6?
In a 2v2 server can you assign all Territory1-6 with certain setups while having the last two still possible for random select? Or will only the first 4 territory settings be available?
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Postby bert_the_turtle » Tue Nov 18, 2008 3:30 pm

sfericz wrote:When they are assigned in order, which order is that? In order of who joined the server or in order from Territory1 - 6?
Territory1 to Territory6. The random selection works by going through all alliances randomly, then through all players of that alliance randomly, and handing out territories in order.

sfericz wrote:In a 2v2 server can you assign all Territory1-6 with certain setups while having the last two still possible for random select? Or will only the first 4 territory settings be available?
In 2vs2, only Territory1 through 4 will be assigned. Territory5 and 6 will not be in the game. You can use that to cut down the number of alternatives you explicitly add random config sections for. A "No Americas" game can be done by

Code: Select all

Territory5 SA
Territory6 NA
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Postby (MOR) » Tue Nov 18, 2008 6:05 pm

I tried it in two games and all works fine :D


Image

Image
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Postby bert_the_turtle » Tue Nov 18, 2008 9:39 pm

Two is not much of a sample :)
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Postby sfericz » Tue Nov 18, 2008 9:45 pm

All SFCON servers are now running the new setup. I am also using the Rinclude command to provide different territory setups each game. (I like the weighted randomizer for popular config's you've added)

The forced alliance seems to throw people off at the start. Since they can't choose their color when alliance is selected for them. But thats the only negative response I've seen so far.

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